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
+60 -62
View File
@@ -24,7 +24,7 @@ var Room = {
'wood': 10 + (n * 10)
};
},
audio: '/audio/build-trap.wav'
audio: AudioLibrary.BUILD_TRAP
},
'cart': {
name: _('cart'),
@@ -38,7 +38,7 @@ var Room = {
'wood': 30
};
},
audio: '/audio/build-cart.wav'
audio: AudioLibrary.BUILD_CART
},
'hut': {
name: _('hut'),
@@ -54,7 +54,7 @@ var Room = {
'wood': 100 + (n * 50)
};
},
audio: '/audio/build-hut.wav'
audio: AudioLibrary.BUILD_HUT
},
'lodge': {
name: _('lodge'),
@@ -70,7 +70,7 @@ var Room = {
meat: 5
};
},
audio: '/audio/build-lodge.wav'
audio: AudioLibrary.BUILD_LODGE
},
'trading post': {
name: _('trading post'),
@@ -85,7 +85,7 @@ var Room = {
'fur': 100
};
},
audio: '/audio/build-trading-post.wav'
audio: AudioLibrary.BUILD_TRADING_POST
},
'tannery': {
name: _('tannery'),
@@ -100,7 +100,7 @@ var Room = {
'fur': 50
};
},
audio: '/audio/build-tannery.wav'
audio: AudioLibrary.BUILD_TANNERY
},
'smokehouse': {
name: _('smokehouse'),
@@ -115,7 +115,7 @@ var Room = {
'meat': 50
};
},
audio: '/audio/build-smokehouse.wav'
audio: AudioLibrary.BUILD_SMOKEHOUSE
},
'workshop': {
name: _('workshop'),
@@ -131,7 +131,7 @@ var Room = {
'scales': 10
};
},
audio: '/audio/build-workshop.wav'
audio: AudioLibrary.BUILD_WORKSHOP
},
'steelworks': {
name: _('steelworks'),
@@ -147,7 +147,7 @@ var Room = {
'coal': 100
};
},
audio: '/audio/build-steelworks.wav'
audio: AudioLibrary.BUILD_STEELWORKS
},
'armoury': {
name: _('armoury'),
@@ -163,7 +163,7 @@ var Room = {
'sulphur': 50
};
},
audio: '/audio/build-armoury.wav'
audio: AudioLibrary.BUILD_ARMOURY
},
'torch': {
name: _('torch'),
@@ -176,7 +176,7 @@ var Room = {
'cloth': 1
};
},
audio: '/audio/craft-torch.wav'
audio: AudioLibrary.CRAFT_TORCH
},
'waterskin': {
name: _('waterskin'),
@@ -189,7 +189,7 @@ var Room = {
'leather': 50
};
},
audio: '/audio/craft-waterskin.wav'
audio: AudioLibrary.CRAFT_WATERSKIN
},
'cask': {
name: _('cask'),
@@ -203,7 +203,7 @@ var Room = {
'iron': 20
};
},
audio: '/audio/craft-cask.wav'
audio: AudioLibrary.CRAFT_CASK
},
'water tank': {
name: _('water tank'),
@@ -217,7 +217,7 @@ var Room = {
'steel': 50
};
},
audio: '/audio/craft-water-tank.wav'
audio: AudioLibrary.CRAFT_WATER_TANK
},
'bone spear': {
name: _('bone spear'),
@@ -230,7 +230,7 @@ var Room = {
'teeth': 5
};
},
audio: '/audio/craft-bone-spear.wav'
audio: AudioLibrary.CRAFT_BONE_SPEAR
},
'rucksack': {
name: _('rucksack'),
@@ -243,7 +243,7 @@ var Room = {
'leather': 200
};
},
audio: '/audio/craft-rucksack.wav'
audio: AudioLibrary.CRAFT_RUCKSACK
},
'wagon': {
name: _('wagon'),
@@ -257,7 +257,7 @@ var Room = {
'iron': 100
};
},
audio: '/audio/craft-wagon.wav'
audio: AudioLibrary.CRAFT_WAGON
},
'convoy': {
name: _('convoy'),
@@ -272,7 +272,7 @@ var Room = {
'steel': 100
};
},
audio: '/audio/craft-convoy.wav'
audio: AudioLibrary.CRAFT_CONVOY
},
'l armour': {
name: _('l armour'),
@@ -285,7 +285,7 @@ var Room = {
'scales': 20
};
},
audio: '/audio/craft-leather-armour.wav'
audio: AudioLibrary.CRAFT_LEATHER_ARMOUR
},
'i armour': {
name: _('i armour'),
@@ -298,7 +298,7 @@ var Room = {
'iron': 100
};
},
audio: '/audio/craft-iron-armour.wav'
audio: AudioLibrary.CRAFT_IRON_ARMOUR
},
's armour': {
name: _('s armour'),
@@ -311,7 +311,7 @@ var Room = {
'steel': 100
};
},
audio: '/audio/craft-steel-armour.wav'
audio: AudioLibrary.CRAFT_STEEL_ARMOUR
},
'iron sword': {
name: _('iron sword'),
@@ -325,7 +325,7 @@ var Room = {
'iron': 20
};
},
audio: '/audio/craft-iron-sword.wav'
audio: AudioLibrary.CRAFT_IRON_SWORD
},
'steel sword': {
name: _('steel sword'),
@@ -339,7 +339,7 @@ var Room = {
'steel': 20
};
},
audio: '/audio/craft-steel-sword.wav'
audio: AudioLibrary.CRAFT_STEEL_SWORD
},
'rifle': {
name: _('rifle'),
@@ -352,7 +352,7 @@ var Room = {
'sulphur': 50
};
},
audio: '/audio/craft-rifle.wav'
audio: AudioLibrary.CRAFT_RIFLE
}
},
@@ -362,14 +362,14 @@ var Room = {
cost: function () {
return { fur: 150 };
},
audio: '/audio/buy-scales.wav'
audio: AudioLibrary.BUY_SCALES
},
'teeth': {
type: 'good',
cost: function () {
return { fur: 300 };
},
audio: '/audio/buy-teeth.wav'
audio: AudioLibrary.BUY_TEETH
},
'iron': {
type: 'good',
@@ -379,7 +379,7 @@ var Room = {
'scales': 50
};
},
audio: '/audio/buy-iron.wav'
audio: AudioLibrary.BUY_IRON
},
'coal': {
type: 'good',
@@ -389,7 +389,7 @@ var Room = {
'teeth': 50
};
},
audio: '/audio/buy-coal.wav'
audio: AudioLibrary.BUY_COAL
},
'steel': {
type: 'good',
@@ -400,7 +400,7 @@ var Room = {
'teeth': 50
};
},
audio: '/audio/buy-steel.wav'
audio: AudioLibrary.BUY_STEEL
},
'medicine': {
type: 'good',
@@ -409,7 +409,7 @@ var Room = {
'scales': 50, 'teeth': 30
};
},
audio: '/audio/buy-medicine.wav'
audio: AudioLibrary.BUY_MEDICINE
},
'bullets': {
type: 'good',
@@ -418,7 +418,7 @@ var Room = {
'scales': 10
};
},
audio: '/audio/buy-bullets.wav'
audio: AudioLibrary.BUY_BULLETS
},
'energy cell': {
type: 'good',
@@ -428,7 +428,7 @@ var Room = {
'teeth': 10
};
},
audio: '/audio/buy-energy-cell.wav'
audio: AudioLibrary.BUY_ENERGY_CELL
},
'bolas': {
type: 'weapon',
@@ -437,7 +437,7 @@ var Room = {
'teeth': 10
};
},
audio: '/audio/buy-bolas.wav'
audio: AudioLibrary.BUY_BOLAS
},
'grenade': {
type: 'weapon',
@@ -447,7 +447,7 @@ var Room = {
'teeth': 50
};
},
audio: '/audio/buy-grenade.wav'
audio: AudioLibrary.BUY_GRENADES
},
'bayonet': {
type: 'weapon',
@@ -457,7 +457,7 @@ var Room = {
'teeth': 250
};
},
audio: '/audio/buy-bayonet.wav'
audio: AudioLibrary.BUY_BAYONET
},
'alien alloy': {
type: 'good',
@@ -468,7 +468,7 @@ var Room = {
'teeth': 300
};
},
audio: '/audio/buy-alien-alloy.wav'
audio: AudioLibrary.BUY_ALIEN_ALLOY
},
'compass': {
type: 'special',
@@ -480,7 +480,7 @@ var Room = {
teeth: 10
};
},
audio: '/audio/buy-compass.wav'
audio: AudioLibrary.BUY_COMPASS
}
},
@@ -601,7 +601,27 @@ var Room = {
}
Engine.moveStoresView(null, transition_diff);
Room.setMusic();
// set music based on fire level
var fireValue = $SM.get('game.fire.value');
switch (fireValue) {
case 0:
AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE0);
break;
case 1:
AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE1);
break;
case 2:
AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE2);
break;
case 3:
AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE3);
break;
case 4:
AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE4);
break;
}
Room.currentMusic = fireValue;
},
TempEnum: {
@@ -682,7 +702,7 @@ var Room = {
$SM.set('stores.wood', wood - 5);
}
$SM.set('game.fire', Room.FireEnum.Burning);
AudioEngine.playSound(Room.SOUNDS['light-fire']);
AudioEngine.playSound(AudioLibrary.LIGHT_FIRE);
Room.onFireChange();
},
@@ -699,7 +719,7 @@ var Room = {
if ($SM.get('game.fire.value') < 4) {
$SM.set('game.fire', Room.FireEnum.fromInt($SM.get('game.fire.value') + 1));
}
AudioEngine.playSound(Room.SOUNDS['stoke-fire']);
AudioEngine.playSound(AudioLibrary.STOKE_FIRE);
Room.onFireChange();
},
@@ -1214,27 +1234,5 @@ var Room = {
} else if (e.stateName.indexOf('game.buildings') === 0) {
Room.updateBuildButtons();
}
},
setMusic: function () {
var fireValue = $SM.get('game.fire.value');
switch (fireValue) {
case 0:
AudioEngine.changeMusic(Room.MUSIC[fireValue]);
break;
case 1:
AudioEngine.changeMusic(Room.MUSIC[fireValue]);
break;
case 2:
AudioEngine.changeMusic(Room.MUSIC[fireValue]);
break;
case 3:
AudioEngine.changeMusic(Room.MUSIC[fireValue]);
break;
case 4:
AudioEngine.changeMusic(Room.MUSIC[fireValue]);
break;
}
Room.currentMusic = fireValue;
}
};