fixed constant dash sound bug + changed sword sound
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dist/shattered_sword_assets/sounds/sword_ding1.m4a
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BIN
dist/shattered_sword_assets/sounds/sword_ding1.m4a
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@ -4,6 +4,7 @@ import InAir from "./InAir";
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import InputWrapper from "../../Tools/InputWrapper";
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import PlayerState from "./PlayerState";
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import { GameEventType } from "../../../Wolfie2D/Events/GameEventType";
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import { GameState } from "../../sword_enums";
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export default class Fall extends InAir {
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owner: AnimatedSprite;
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@ -14,7 +15,9 @@ export default class Fall extends InAir {
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update(deltaT: number): void {
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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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if(InputWrapper.getState() === GameState.GAMING){
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this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "dash", loop: false, holdReference: false});
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}
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this.owner.animation.playIfNotAlready("DASH");
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}
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else {
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@ -7,7 +7,7 @@ import InputWrapper from "../../Tools/InputWrapper";
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import { PlayerStates } from "../PlayerController";
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import InAir from "./InAir";
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import PlayerState from "./PlayerState";
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import { GameState } from "../../sword_enums";
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export default class Jump extends InAir {
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owner: AnimatedSprite;
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@ -19,7 +19,9 @@ export default class Jump extends InAir {
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update(deltaT: number): void {
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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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if(InputWrapper.getState() === GameState.GAMING){
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this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "dash", loop: false, holdReference: false});
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}
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this.owner.animation.playIfNotAlready("DASH");
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}
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else {
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@ -5,6 +5,7 @@ import { PlayerStates } from "../PlayerController";
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import OnGround from "./OnGround";
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import PlayerState from "./PlayerState";
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import { GameEventType } from "../../../Wolfie2D/Events/GameEventType";
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import { GameState } from "../../sword_enums";
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export default class Walk extends OnGround {
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owner: AnimatedSprite;
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@ -17,7 +18,9 @@ export default class Walk extends OnGround {
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update(deltaT: number): void {
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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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if(InputWrapper.getState() === GameState.GAMING){
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this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "dash", loop: false, holdReference: false});
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}
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this.owner.animation.playIfNotAlready("DASH");
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}
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else {
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@ -163,7 +163,7 @@ export default class GameLevel extends Scene {
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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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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_ding1.m4a");
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