diff --git a/dist/shattered_sword_assets/sounds/sword_ding.m4a b/dist/shattered_sword_assets/sounds/sword_ding.m4a new file mode 100644 index 0000000..33aa0fb Binary files /dev/null and b/dist/shattered_sword_assets/sounds/sword_ding.m4a differ diff --git a/src/shattered_sword/GameSystems/BattleManager.ts b/src/shattered_sword/GameSystems/BattleManager.ts index 6538b94..4694841 100644 --- a/src/shattered_sword/GameSystems/BattleManager.ts +++ b/src/shattered_sword/GameSystems/BattleManager.ts @@ -19,6 +19,7 @@ export default class BattleManager { if(this.enemies.length != 0){ for (let enemy of this.enemies) { if (weapon.hits(enemy.owner)) { + let player = (this.players[0]); if(player.fullHpBonus){ diff --git a/src/shattered_sword/GameSystems/items/Weapon.ts b/src/shattered_sword/GameSystems/items/Weapon.ts index 7c4fee2..fa2b9f9 100644 --- a/src/shattered_sword/GameSystems/items/Weapon.ts +++ b/src/shattered_sword/GameSystems/items/Weapon.ts @@ -7,7 +7,7 @@ import BattleManager from "../BattleManager"; import Item from "./Item"; import WeaponType from "./WeaponTypes/WeaponType"; import Vec2 from "../../../Wolfie2D/DataTypes/Vec2"; - +import { GameEventType } from "../../../Wolfie2D/Events/GameEventType"; export default class Weapon extends Item { /** The type of this weapon */ @@ -74,7 +74,9 @@ export default class Weapon extends Item { // Reset the cooldown timer this.cooldownTimer.start(); - + //TODO - may have to move elsewhere + this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "sword", loop: false, holdReference: false}); + return true; } diff --git a/src/shattered_sword/GameSystems/items/WeaponTypes/Slice.ts b/src/shattered_sword/GameSystems/items/WeaponTypes/Slice.ts index bad952b..3deb6aa 100644 --- a/src/shattered_sword/GameSystems/items/WeaponTypes/Slice.ts +++ b/src/shattered_sword/GameSystems/items/WeaponTypes/Slice.ts @@ -37,6 +37,7 @@ export default class Slice extends WeaponType { // Play the slice animation w/o loop, but queue the normal animation sliceSprite.animation.play("SLICE"); sliceSprite.animation.queue("NORMAL", true); + } createRequiredAssets(scene: Scene): [AnimatedSprite] { diff --git a/src/shattered_sword/Player/PlayerController.ts b/src/shattered_sword/Player/PlayerController.ts index 81f2caf..7047adb 100644 --- a/src/shattered_sword/Player/PlayerController.ts +++ b/src/shattered_sword/Player/PlayerController.ts @@ -236,6 +236,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA // If there is an item in the current slot, use it if (item) { item.use(this.owner, "player", this.lookDirection); + //this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "sword", loop: false, holdReference: false}); } } diff --git a/src/shattered_sword/Scenes/GameLevel.ts b/src/shattered_sword/Scenes/GameLevel.ts index 1bff30e..8c74524 100644 --- a/src/shattered_sword/Scenes/GameLevel.ts +++ b/src/shattered_sword/Scenes/GameLevel.ts @@ -161,8 +161,8 @@ export default class GameLevel extends Scene { this.load.audio("die", "shattered_sword_assets/sounds/die.wav"); this.load.audio("level_up","shattered_sword_assets/sounds/level_up.wav"); //神社(じんじゃ)祭(まつり) by Second Dimension Imagination Group - this.load.audio("level_music","shattered_sword_assets/sounds/bgm1.mp3") - + this.load.audio("level_music","shattered_sword_assets/sounds/bgm1.mp3"); + this.load.audio("sword","shattered_sword_assets/sounds/sword_ding.m4a"); this.load.image("knife", "shattered_sword_assets/sprites/knife.png"); this.load.image("inventorySlot", "shattered_sword_assets/sprites/inventory.png");