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#ifndef ANIMATIONHANDLER_H_
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#define ANIMATIONHANDLER_H_
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#include "raylib.h"
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struct AnimationHandler;
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typedef struct AnimationHandler{
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Texture2D *textures;
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} AnimationHandler;
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#endif
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#include "textureatlas.h"
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#include "stdlib.h"
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#include "raylib.h"
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TextureAtlas * TextureAtlasInit(){
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TextureAtlas *textures = (TextureAtlas *) malloc(sizeof(TextureAtlas));
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LoadCursorTextures(textures->cursorTextures);
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LoadWorkerTextures(textures->workerTextures);
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return textures;
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}
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void LoadCursorTextures(Texture2D *cursorTextures){
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*cursorTextures = LoadTexture("assets/cursor.gif");
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*(cursorTextures + 1) = LoadTexture("assets/cursor_down.gif");
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}
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void LoadWorkerTextures(Texture2D *workerTextures){
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Image worker1flip = LoadImage("assets/worker/worker-1.png");
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ImageFlipHorizontal(&worker1flip);
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Image worker2flip = LoadImage("assets/worker/worker-2.png");
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ImageFlipHorizontal(&worker2flip);
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Image worker3flip = LoadImage("assets/worker/worker-3.png");
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ImageFlipHorizontal(&worker3flip);
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textures->workerTextures[6] = LoadTexture("assets/worker/worker-0.png");
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textures->workerTextures[5] = LoadTexture("assets/worker/worker-1.png");
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textures->workerTextures[7] = LoadTextureFromImage(worker1flip);
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textures->workerTextures[4] = LoadTexture("assets/worker/worker-2.png");
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textures->workerTextures[0] = LoadTextureFromImage(worker2flip);
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textures->workerTextures[3] = LoadTexture("assets/worker/worker-3.png");
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textures->workerTextures[1] = LoadTextureFromImage(worker3flip);
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textures->workerTextures[2] = LoadTexture("assets/worker/worker-4.png");
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}
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