refactor audio-related code to use AudioLibrary module

This commit is contained in:
jorsi
2020-05-30 23:33:10 -04:00
parent a340584136
commit 18e8af9809
13 changed files with 164 additions and 174 deletions
+7 -7
View File
@@ -339,12 +339,12 @@ var Events = {
eatMeat: function(btn) {
Events.doHeal('cured meat', World.meatHeal(), btn);
AudioEngine.playSound(Events.SOUNDS['eat-meat']);
AudioEngine.playSound(AudioLibrary.EAT_MEAT);
},
useMeds: function(btn) {
Events.doHeal('medicine', World.medsHeal(), btn);
AudioEngine.playSound(Events.SOUNDS['use-meds']);
AudioEngine.playSound(AudioLibrary.USE_MEDS);
},
useWeapon: function(btn) {
@@ -447,7 +447,7 @@ var Events = {
Events.updateFighterDiv(enemy);
// play hit sound
AudioEngine.playSound(Events.SOUNDS['enemy-hit']);
AudioEngine.playSound(AudioLibrary.ENEMY_HIT);
}
} else {
if(dmg == 'stun') {
@@ -524,7 +524,7 @@ var Events = {
clearTimeout(Events._enemyAttackTimer);
Events.endEvent();
World.die();
AudioEngine.playSound(Events.SOUNDS['lose-fight']);
AudioEngine.playSound(AudioLibrary.LOSE_FIGHT);
}
});
}
@@ -542,7 +542,7 @@ var Events = {
return;
}
Events.endFight();
AudioEngine.playSound(Events.SOUNDS['win-fight']);
AudioEngine.playSound(AudioLibrary.WIN_FIGHT);
$('#enemy').animate({opacity: 0}, 300, 'linear', function() {
Engine.setTimeout(function() {
var scene = Events.activeEvent().scenes[Events.activeScene];
@@ -1025,7 +1025,7 @@ var Events = {
} else {
var r = Math.floor(Math.random()*(possibleEvents.length));
Events.startEvent(possibleEvents[r]);
AudioEngine.playSound(Events.SOUNDS['trigger-event']);
AudioEngine.playSound(AudioLibrary.TRIGGER_EVENT);
AudioEngine.playEventMusic(possibleEvents[r].audio);
}
}
@@ -1047,7 +1047,7 @@ var Events = {
// play audio only when fight is possible
if (possibleFights.length > 0) {
AudioEngine.playSound(Events.SOUNDS['trigger-fight']);
AudioEngine.playSound(AudioLibrary.TRIGGER_FIGHT);
AudioEngine.playEventMusic(possibleFights[r].audio);
}
},