added sword sound
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dist/shattered_sword_assets/sounds/sword_ding.m4a
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dist/shattered_sword_assets/sounds/sword_ding.m4a
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@ -19,6 +19,7 @@ export default class BattleManager {
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if(this.enemies.length != 0){
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if(this.enemies.length != 0){
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for (let enemy of this.enemies) {
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for (let enemy of this.enemies) {
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if (weapon.hits(enemy.owner)) {
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if (weapon.hits(enemy.owner)) {
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let player = (<PlayerController>this.players[0]);
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let player = (<PlayerController>this.players[0]);
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if(player.fullHpBonus){
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if(player.fullHpBonus){
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@ -7,7 +7,7 @@ import BattleManager from "../BattleManager";
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import Item from "./Item";
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import Item from "./Item";
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import WeaponType from "./WeaponTypes/WeaponType";
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import WeaponType from "./WeaponTypes/WeaponType";
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import Vec2 from "../../../Wolfie2D/DataTypes/Vec2";
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import Vec2 from "../../../Wolfie2D/DataTypes/Vec2";
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import { GameEventType } from "../../../Wolfie2D/Events/GameEventType";
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export default class Weapon extends Item {
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export default class Weapon extends Item {
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/** The type of this weapon */
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/** The type of this weapon */
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@ -74,6 +74,8 @@ export default class Weapon extends Item {
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// Reset the cooldown timer
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// Reset the cooldown timer
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this.cooldownTimer.start();
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this.cooldownTimer.start();
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//TODO - may have to move elsewhere
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this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "sword", loop: false, holdReference: false});
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return true;
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return true;
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}
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}
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@ -37,6 +37,7 @@ export default class Slice extends WeaponType {
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// Play the slice animation w/o loop, but queue the normal animation
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// Play the slice animation w/o loop, but queue the normal animation
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sliceSprite.animation.play("SLICE");
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sliceSprite.animation.play("SLICE");
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sliceSprite.animation.queue("NORMAL", true);
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sliceSprite.animation.queue("NORMAL", true);
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}
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}
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createRequiredAssets(scene: Scene): [AnimatedSprite] {
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createRequiredAssets(scene: Scene): [AnimatedSprite] {
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@ -236,6 +236,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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// If there is an item in the current slot, use it
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// If there is an item in the current slot, use it
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if (item) {
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if (item) {
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item.use(this.owner, "player", this.lookDirection);
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item.use(this.owner, "player", this.lookDirection);
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//this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "sword", loop: false, holdReference: false});
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}
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}
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}
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}
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@ -161,8 +161,8 @@ export default class GameLevel extends Scene {
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this.load.audio("die", "shattered_sword_assets/sounds/die.wav");
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this.load.audio("die", "shattered_sword_assets/sounds/die.wav");
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this.load.audio("level_up","shattered_sword_assets/sounds/level_up.wav");
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this.load.audio("level_up","shattered_sword_assets/sounds/level_up.wav");
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//神社(じんじゃ)祭(まつり) by Second Dimension Imagination Group
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//神社(じんじゃ)祭(まつり) by Second Dimension Imagination Group
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this.load.audio("level_music","shattered_sword_assets/sounds/bgm1.mp3")
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this.load.audio("level_music","shattered_sword_assets/sounds/bgm1.mp3");
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this.load.audio("sword","shattered_sword_assets/sounds/sword_ding.m4a");
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this.load.image("knife", "shattered_sword_assets/sprites/knife.png");
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this.load.image("knife", "shattered_sword_assets/sprites/knife.png");
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this.load.image("inventorySlot", "shattered_sword_assets/sprites/inventory.png");
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this.load.image("inventorySlot", "shattered_sword_assets/sprites/inventory.png");
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