mirror of
https://github.com/doublespeakgames/adarkroom.git
synced 2026-05-30 09:11:54 +08:00
prototype fire sounds
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+28
-24
@@ -9,6 +9,7 @@ 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: 0,
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Craftables: {
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'trap': {
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name: _('trap'),
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@@ -602,26 +603,7 @@ var Room = {
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Engine.moveStoresView(null, transition_diff);
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// set music based on fire level
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var fireValue = $SM.get('game.fire.value');
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switch (fireValue) {
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case 0:
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AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE0);
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break;
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case 1:
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AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE1);
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break;
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case 2:
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AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE2);
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break;
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case 3:
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AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE3);
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break;
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case 4:
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AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE4);
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break;
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}
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Room.currentMusic = fireValue;
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Room.setMusic();
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},
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TempEnum: {
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@@ -737,10 +719,7 @@ var Room = {
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Room._fireTimer = Engine.setTimeout(Room.coolFire, Room._FIRE_COOL_DELAY);
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Room.updateButton();
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Room.setTitle();
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if ($SM.get('game.fire.value') !== Room.currentMusic) {
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Room.setMusic();
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}
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Room.setMusic();
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},
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coolFire: function () {
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@@ -1234,5 +1213,30 @@ var Room = {
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} else if (e.stateName.indexOf('game.buildings') === 0) {
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Room.updateBuildButtons();
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}
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},
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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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}
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Room.currentFireMusic = fireValue;
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}
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};
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