mirror of
https://github.com/doublespeakgames/adarkroom.git
synced 2026-05-31 09:41:54 +08:00
rough outline for room audio
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+31
-22
@@ -9,7 +9,6 @@ var Room = {
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_STOKE_COOLDOWN: 10, // cooldown to stoke the fire
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_NEED_WOOD_DELAY: 15 * 1000, // from when the stranger shows up, to when you need wood
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buttons: {},
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currentFireMusic: null,
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Craftables: {
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'trap': {
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name: _('trap'),
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@@ -988,7 +987,9 @@ var Room = {
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Notifications.notify(Room, good.buildMsg);
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$SM.add('stores["' + thing + '"]', 1);
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AudioEngine.playSound(good.audio);
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// audio
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AudioEngine.playSound(AudioLibrary.BUY);
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},
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build: function (buildBtn) {
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@@ -1043,7 +1044,18 @@ var Room = {
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$SM.add('game.buildings["' + thing + '"]', 1);
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break;
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}
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AudioEngine.playSound(craftable.audio);
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// audio
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switch (craftable.type) {
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case 'weapon':
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case 'upgrade':
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case 'tool':
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AudioEngine.playSound(AudioLibrary.CRAFT);
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break;
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case 'building':
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AudioEngine.playSound(AudioLibrary.BUILD);
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break;
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}
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},
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needsWorkshop: function (type) {
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@@ -1218,25 +1230,22 @@ var Room = {
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setMusic() {
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// set music based on fire level
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var fireValue = $SM.get('game.fire.value');
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if ($SM.get('game.fire.value') !== Room.currentFireMusic) {
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switch (fireValue) {
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case 0:
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AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_DEAD);
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break;
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case 1:
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AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_SMOLDERING);
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break;
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case 2:
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AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_FLICKERING);
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break;
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case 3:
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AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_BURNING);
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break;
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case 4:
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AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_ROARING);
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break;
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}
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switch (fireValue) {
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case 0:
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AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_DEAD);
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break;
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case 1:
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AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_SMOLDERING);
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break;
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case 2:
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AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_FLICKERING);
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break;
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case 3:
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AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_BURNING);
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break;
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case 4:
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AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_ROARING);
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break;
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}
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Room.currentFireMusic = fireValue;
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}
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};
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