added dash sound
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dist/shattered_sword_assets/sounds/dash.wav
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BIN
dist/shattered_sword_assets/sounds/dash.wav
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@ -3,6 +3,7 @@ import AnimatedSprite from "../../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
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import InAir from "./InAir";
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import InAir from "./InAir";
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import InputWrapper from "../../Tools/InputWrapper";
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import InputWrapper from "../../Tools/InputWrapper";
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import PlayerState from "./PlayerState";
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import PlayerState from "./PlayerState";
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import { GameEventType } from "../../../Wolfie2D/Events/GameEventType";
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export default class Fall extends InAir {
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export default class Fall extends InAir {
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owner: AnimatedSprite;
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owner: AnimatedSprite;
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@ -13,6 +14,7 @@ export default class Fall extends InAir {
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update(deltaT: number): void {
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update(deltaT: number): void {
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if (!PlayerState.dashTimer.isStopped()) {
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if (!PlayerState.dashTimer.isStopped()) {
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this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "dash", loop: false, holdReference: false});
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this.owner.animation.playIfNotAlready("DASH");
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this.owner.animation.playIfNotAlready("DASH");
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}
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}
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else {
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else {
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@ -19,6 +19,7 @@ export default class Jump extends InAir {
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update(deltaT: number): void {
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update(deltaT: number): void {
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if (!PlayerState.dashTimer.isStopped()) {
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if (!PlayerState.dashTimer.isStopped()) {
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this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "dash", loop: false, holdReference: false});
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this.owner.animation.playIfNotAlready("DASH");
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this.owner.animation.playIfNotAlready("DASH");
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}
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}
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else {
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else {
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@ -4,6 +4,7 @@ import InputWrapper from "../../Tools/InputWrapper";
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import { PlayerStates } from "../PlayerController";
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import { PlayerStates } from "../PlayerController";
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import OnGround from "./OnGround";
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import OnGround from "./OnGround";
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import PlayerState from "./PlayerState";
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import PlayerState from "./PlayerState";
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import { GameEventType } from "../../../Wolfie2D/Events/GameEventType";
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export default class Walk extends OnGround {
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export default class Walk extends OnGround {
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owner: AnimatedSprite;
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owner: AnimatedSprite;
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@ -16,6 +17,7 @@ export default class Walk extends OnGround {
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update(deltaT: number): void {
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update(deltaT: number): void {
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if (!PlayerState.dashTimer.isStopped()) {
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if (!PlayerState.dashTimer.isStopped()) {
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this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "dash", loop: false, holdReference: false});
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this.owner.animation.playIfNotAlready("DASH");
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this.owner.animation.playIfNotAlready("DASH");
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}
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}
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else {
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else {
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@ -159,11 +159,14 @@ export default class GameLevel extends Scene {
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this.load.audio("jump", "shattered_sword_assets/sounds/jump2.wav");
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this.load.audio("jump", "shattered_sword_assets/sounds/jump2.wav");
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this.load.audio("hurt", "shattered_sword_assets/sounds/hurt.wav");
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this.load.audio("hurt", "shattered_sword_assets/sounds/hurt.wav");
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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("dash", "shattered_sword_assets/sounds/dash.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.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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this.load.image("black", "shattered_sword_assets/images/black.png");
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this.load.image("black", "shattered_sword_assets/images/black.png");
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