prototype fire sounds

This commit is contained in:
jorsi
2020-05-31 13:53:43 -04:00
parent 3adf493a11
commit d3f1d9c779
12 changed files with 33 additions and 29 deletions
+28 -24
View File
@@ -9,6 +9,7 @@ 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: 0,
Craftables: {
'trap': {
name: _('trap'),
@@ -602,26 +603,7 @@ var Room = {
Engine.moveStoresView(null, transition_diff);
// set music based on fire level
var fireValue = $SM.get('game.fire.value');
switch (fireValue) {
case 0:
AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE0);
break;
case 1:
AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE1);
break;
case 2:
AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE2);
break;
case 3:
AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE3);
break;
case 4:
AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE4);
break;
}
Room.currentMusic = fireValue;
Room.setMusic();
},
TempEnum: {
@@ -737,10 +719,7 @@ var Room = {
Room._fireTimer = Engine.setTimeout(Room.coolFire, Room._FIRE_COOL_DELAY);
Room.updateButton();
Room.setTitle();
if ($SM.get('game.fire.value') !== Room.currentMusic) {
Room.setMusic();
}
Room.setMusic();
},
coolFire: function () {
@@ -1234,5 +1213,30 @@ var Room = {
} else if (e.stateName.indexOf('game.buildings') === 0) {
Room.updateBuildButtons();
}
},
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;
}
}
Room.currentFireMusic = fireValue;
}
};