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@@ -38,8 +38,8 @@ void player_spawn(Level *level, GameManager *manager)
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if (!loaded_player_context)
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{
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// Load player sprite
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- player_context->sprite_right = game_manager_sprite_load(manager, "player_right.fxbm");
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- player_context->sprite_left = game_manager_sprite_load(manager, "player_left.fxbm");
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+ player_context->sprite_right = game_manager_sprite_load(manager, "player_right_naked_10x10px.fxbm");
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+ player_context->sprite_left = game_manager_sprite_load(manager, "player_left_naked_10x10px.fxbm");
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player_context->direction = PLAYER_RIGHT; // default direction
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player_context->health = 100;
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player_context->strength = 10;
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@@ -70,8 +70,8 @@ void player_spawn(Level *level, GameManager *manager)
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free(loaded_player_context);
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// Load player sprite (we'll add this to the JSON later when players can choose their sprite)
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- player_context->sprite_right = game_manager_sprite_load(manager, "player_right.fxbm");
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- player_context->sprite_left = game_manager_sprite_load(manager, "player_left.fxbm");
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+ player_context->sprite_right = game_manager_sprite_load(manager, "player_right_naked_10x10px.fxbm");
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+ player_context->sprite_left = game_manager_sprite_load(manager, "player_left_naked_10x10px.fxbm");
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// save the player context to storage
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save_player_context(player_context);
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@@ -212,4 +212,4 @@ const EntityDescription player_desc = {
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.collision = NULL, // called when entity collides with another entity
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.event = NULL, // called when entity receives an event
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.context_size = sizeof(PlayerContext), // size of entity context, will be automatically allocated and freed
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-};
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+};
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