fix pbxgen stress scene glyph asset id mismatch
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4227d26101
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41801a8e7a
@ -25,6 +25,9 @@ use std::fs;
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use std::mem::size_of;
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use std::path::PathBuf;
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const STRESS_GLYPH_ASSET_ID: AssetId = 100;
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const STRESS_SCENE_ASSET_ID: AssetId = 1;
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fn asm(s: &str) -> Vec<u8> {
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assemble(s).expect("assemble")
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}
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@ -224,7 +227,7 @@ fn build_assets_pack() -> Result<Vec<u8>> {
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let scene = build_scene_bank();
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let scene_payload = encode_scene_payload(&scene);
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let scene_entry = AssetEntry {
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asset_id: 1,
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asset_id: STRESS_SCENE_ASSET_ID,
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asset_name: "stress_scene".into(),
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bank_type: BankType::SCENE,
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offset: glyph_payload.len() as u64,
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@ -235,8 +238,10 @@ fn build_assets_pack() -> Result<Vec<u8>> {
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};
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let asset_table = vec![glyph_entry, scene_entry];
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let preload =
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vec![PreloadEntry { asset_id: 0, slot: 0 }, PreloadEntry { asset_id: 1, slot: 0 }];
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let preload = vec![
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PreloadEntry { asset_id: STRESS_GLYPH_ASSET_ID, slot: 0 },
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PreloadEntry { asset_id: STRESS_SCENE_ASSET_ID, slot: 0 },
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];
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let payload_len = glyph_payload.len() + scene_payload.len();
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let header = serde_json::to_vec(&AssetsPackHeader { asset_table, preload })?;
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let payload_offset = (ASSETS_PA_PRELUDE_SIZE + header.len()) as u64;
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@ -264,7 +269,7 @@ fn build_glyph_asset() -> (AssetEntry, Vec<u8>) {
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payload.extend_from_slice(&build_palette_bytes());
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let entry = AssetEntry {
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asset_id: 0,
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asset_id: STRESS_GLYPH_ASSET_ID,
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asset_name: "stress_square".into(),
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bank_type: BankType::GLYPH,
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offset: 0,
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@ -339,7 +344,7 @@ fn build_scene_bank() -> SceneBank {
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SceneLayer {
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active: true,
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glyph_asset_id: 100,
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glyph_asset_id: STRESS_GLYPH_ASSET_ID,
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tile_size: TileSize::Size8,
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parallax_factor: match layer_index {
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0 => ParallaxFactor { x: 1.0, y: 1.0 },
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@ -431,8 +436,12 @@ mod tests {
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assert_eq!(header.asset_table.len(), 2);
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assert_eq!(header.preload.len(), 2);
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assert_eq!(header.asset_table[0].asset_id, STRESS_GLYPH_ASSET_ID);
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assert_eq!(header.asset_table[1].asset_id, STRESS_SCENE_ASSET_ID);
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assert_eq!(header.asset_table[0].bank_type, BankType::GLYPH);
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assert_eq!(header.asset_table[1].bank_type, BankType::SCENE);
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assert_eq!(header.preload[0].asset_id, STRESS_GLYPH_ASSET_ID);
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assert_eq!(header.preload[1].asset_id, STRESS_SCENE_ASSET_ID);
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assert_eq!(header.preload[0].slot, 0);
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assert_eq!(header.preload[1].slot, 0);
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assert_eq!(header.asset_table[0].offset, 0);
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