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
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+5 -5
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@@ -50,11 +50,11 @@ var AudioLibrary = {
MUSIC_RAUCOUS_VILLAGE: '/audio/raucous-village.wav',
MUSIC_COMBAT: '/audio/combat.wav',
MUSIC_EVENT: '/audio/event.wav',
MUSIC_FIRE_0: '/audio/fire-0.wav',
MUSIC_FIRE_1: '/audio/fire-1.wav',
MUSIC_FIRE_2: '/audio/fire-2.wav',
MUSIC_FIRE_3: '/audio/fire-3.wav',
MUSIC_FIRE_4: '/audio/fire-4.wav',
MUSIC_FIRE_DEAD: '/audio/fire-dead.wav',
MUSIC_FIRE_SMOLDERING: '/audio/fire-smoldering.wav',
MUSIC_FIRE_FLICKERING: '/audio/fire-flickering.wav',
MUSIC_FIRE_BURNING: '/audio/fire-burning.wav',
MUSIC_FIRE_ROARING: '/audio/fire-roaring.wav',
MUSIC_WORLD: '/audio/world.wav',
MUSIC_SPACE: '/audio/space.wav',
MUSIC_TROPOSPHERE: '/audio/troposphere.wav',
+27 -23
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@@ -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();
}
},
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;
}
};