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
+18 -23
View File
@@ -587,14 +587,29 @@ var Outside = {
Outside.updateVillage(true);
Engine.moveStoresView($('#village'), transition_diff);
Outside.setMusic();
// set music
var numberOfHuts = $SM.get('game.buildings["hut"]', true);
if(numberOfHuts === 0) {
AudioEngine.changeMusic(AudioLibrary.MUSIC_SILENT_FOREST);
} else if(numberOfHuts == 1) {
AudioEngine.changeMusic(AudioLibrary.MUSIC_LONELY_HUT);
} else if(numberOfHuts <= 4) {
AudioEngine.changeMusic(AudioLibrary.MUSIC_TINY_VILLAGE);
} else if(numberOfHuts <= 8) {
AudioEngine.changeMusic(AudioLibrary.MUSIC_MODEST_VILLAGE);
} else if(numberOfHuts <= 14) {
AudioEngine.changeMusic(AudioLibrary.MUSIC_LARGE_VILLAGE);
} else {
AudioEngine.changeMusic(AudioLibrary.MUSIC_RAUCOUS_VILLAGE);
}
},
gatherWood: function() {
Notifications.notify(Outside, _("dry brush and dead branches litter the forest floor"));
var gatherAmt = $SM.get('game.buildings["cart"]', true) > 0 ? 50 : 10;
$SM.add('stores.wood', gatherAmt);
AudioEngine.playSound(Outside.SOUNDS['gather-wood']);
AudioEngine.playSound(AudioLibrary.GATHER_WOOD);
},
checkTraps: function() {
@@ -635,7 +650,7 @@ var Outside = {
Notifications.notify(Outside, s);
$SM.addM('stores', drops);
AudioEngine.playSound(Outside.SOUNDS['check-traps']);
AudioEngine.playSound(AudioLibrary.CHECL_TRAPS);
},
handleStateUpdates: function(e){
@@ -678,25 +693,5 @@ var Outside = {
scrollByX( $('#storesContainer'), momentum );
Outside._STORES_OFFSET += momentum;
},
setMusic: function () {
var numberOfHuts = $SM.get('game.buildings["hut"]', true);
var currentMusic = 0;
if(numberOfHuts === 0) {
currentMusic = 0;
} else if(numberOfHuts == 1) {
currentMusic = 1;
} else if(numberOfHuts <= 4) {
currentMusic = 2;
} else if(numberOfHuts <= 8) {
currentMusic = 3;
} else if(numberOfHuts <= 14) {
currentMusic = 4;
} else {
currentMusic = 5;
}
Outside.currentMusic = currentMusic;
AudioEngine.changeMusic(Outside.MUSIC[currentMusic]);
}
};