added sword sound

This commit is contained in:
OfficialCHenry 2022-04-25 23:09:29 -04:00
parent c630ed7bd1
commit 237ba6659b
6 changed files with 9 additions and 4 deletions

Binary file not shown.

View File

@ -19,6 +19,7 @@ export default class BattleManager {
if(this.enemies.length != 0){ if(this.enemies.length != 0){
for (let enemy of this.enemies) { for (let enemy of this.enemies) {
if (weapon.hits(enemy.owner)) { if (weapon.hits(enemy.owner)) {
let player = (<PlayerController>this.players[0]); let player = (<PlayerController>this.players[0]);
if(player.fullHpBonus){ if(player.fullHpBonus){

View File

@ -7,7 +7,7 @@ import BattleManager from "../BattleManager";
import Item from "./Item"; import Item from "./Item";
import WeaponType from "./WeaponTypes/WeaponType"; import WeaponType from "./WeaponTypes/WeaponType";
import Vec2 from "../../../Wolfie2D/DataTypes/Vec2"; import Vec2 from "../../../Wolfie2D/DataTypes/Vec2";
import { GameEventType } from "../../../Wolfie2D/Events/GameEventType";
export default class Weapon extends Item { export default class Weapon extends Item {
/** The type of this weapon */ /** The type of this weapon */
@ -74,7 +74,9 @@ export default class Weapon extends Item {
// Reset the cooldown timer // Reset the cooldown timer
this.cooldownTimer.start(); this.cooldownTimer.start();
//TODO - may have to move elsewhere
this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "sword", loop: false, holdReference: false});
return true; return true;
} }

View File

@ -37,6 +37,7 @@ export default class Slice extends WeaponType {
// Play the slice animation w/o loop, but queue the normal animation // Play the slice animation w/o loop, but queue the normal animation
sliceSprite.animation.play("SLICE"); sliceSprite.animation.play("SLICE");
sliceSprite.animation.queue("NORMAL", true); sliceSprite.animation.queue("NORMAL", true);
} }
createRequiredAssets(scene: Scene): [AnimatedSprite] { createRequiredAssets(scene: Scene): [AnimatedSprite] {

View File

@ -236,6 +236,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
// If there is an item in the current slot, use it // If there is an item in the current slot, use it
if (item) { if (item) {
item.use(this.owner, "player", this.lookDirection); item.use(this.owner, "player", this.lookDirection);
//this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "sword", loop: false, holdReference: false});
} }
} }

View File

@ -161,8 +161,8 @@ export default class GameLevel extends Scene {
this.load.audio("die", "shattered_sword_assets/sounds/die.wav"); this.load.audio("die", "shattered_sword_assets/sounds/die.wav");
this.load.audio("level_up","shattered_sword_assets/sounds/level_up.wav"); this.load.audio("level_up","shattered_sword_assets/sounds/level_up.wav");
//神社じんじゃまつり by Second Dimension Imagination Group //神社じんじゃまつり 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("knife", "shattered_sword_assets/sprites/knife.png");
this.load.image("inventorySlot", "shattered_sword_assets/sprites/inventory.png"); this.load.image("inventorySlot", "shattered_sword_assets/sprites/inventory.png");