rough outline for room audio

This commit is contained in:
jorsi
2020-05-31 19:19:36 -04:00
parent 1d4f48b464
commit 113596fca6
14 changed files with 43 additions and 30 deletions
+31 -22
View File
@@ -9,7 +9,6 @@ var Room = {
_STOKE_COOLDOWN: 10, // cooldown to stoke the fire
_NEED_WOOD_DELAY: 15 * 1000, // from when the stranger shows up, to when you need wood
buttons: {},
currentFireMusic: null,
Craftables: {
'trap': {
name: _('trap'),
@@ -988,7 +987,9 @@ var Room = {
Notifications.notify(Room, good.buildMsg);
$SM.add('stores["' + thing + '"]', 1);
AudioEngine.playSound(good.audio);
// audio
AudioEngine.playSound(AudioLibrary.BUY);
},
build: function (buildBtn) {
@@ -1043,7 +1044,18 @@ var Room = {
$SM.add('game.buildings["' + thing + '"]', 1);
break;
}
AudioEngine.playSound(craftable.audio);
// audio
switch (craftable.type) {
case 'weapon':
case 'upgrade':
case 'tool':
AudioEngine.playSound(AudioLibrary.CRAFT);
break;
case 'building':
AudioEngine.playSound(AudioLibrary.BUILD);
break;
}
},
needsWorkshop: function (type) {
@@ -1218,25 +1230,22 @@ var Room = {
setMusic() {
// set music based on fire level
var fireValue = $SM.get('game.fire.value');
if ($SM.get('game.fire.value') !== Room.currentFireMusic) {
switch (fireValue) {
case 0:
AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_DEAD);
break;
case 1:
AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_SMOLDERING);
break;
case 2:
AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_FLICKERING);
break;
case 3:
AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_BURNING);
break;
case 4:
AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_ROARING);
break;
}
switch (fireValue) {
case 0:
AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_DEAD);
break;
case 1:
AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_SMOLDERING);
break;
case 2:
AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_FLICKERING);
break;
case 3:
AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_BURNING);
break;
case 4:
AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_ROARING);
break;
}
Room.currentFireMusic = fireValue;
}
};