v0.8.2: added delayed SFX functionality, used it to improve hit_strong

This commit is contained in:
Evan Debenham 2020-07-09 16:05:28 -04:00
parent 3dae7bf2cf
commit a33fe02f53
3 changed files with 63 additions and 2 deletions

View File

@ -251,7 +251,8 @@ public class Game implements ApplicationListener {
Game.realTime = TimeUtils.millis();
inputHandler.processAllEvents();
Sample.INSTANCE.update();
scene.update();
Camera.updateAll();
}

View File

@ -23,8 +23,10 @@ package com.watabou.noosa.audio;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.audio.Sound;
import com.watabou.noosa.Game;
import java.util.HashMap;
import java.util.HashSet;
public enum Sample {
@ -42,6 +44,7 @@ public enum Sample {
}
ids.clear();
delayedSFX.clear();
}
@ -104,6 +107,54 @@ public enum Sample {
}
}
private class DelayedSoundEffect{
Object id;
float delay;
float leftVol;
float rightVol;
float pitch;
}
private static HashSet<DelayedSoundEffect> delayedSFX = new HashSet<>();
public void playDelayed( Object id, float delay ){
playDelayed( id, delay, 1 );
}
public void playDelayed( Object id, float delay, float volume ) {
playDelayed( id, delay, volume, volume, 1 );
}
public void playDelayed( Object id, float delay, float volume, float pitch ) {
playDelayed( id, delay, volume, volume, pitch );
}
public synchronized void playDelayed( Object id, float delay, float leftVolume, float rightVolume, float pitch ) {
if (delay <= 0) {
play(id, leftVolume, rightVolume, pitch);
return;
}
DelayedSoundEffect sfx = new DelayedSoundEffect();
sfx.id = id;
sfx.delay = delay;
sfx.leftVol = leftVolume;
sfx.rightVol = rightVolume;
sfx.pitch = pitch;
delayedSFX.add(sfx);
}
public synchronized void update(){
if (delayedSFX.isEmpty()) return;
for (DelayedSoundEffect sfx : delayedSFX.toArray(new DelayedSoundEffect[0])){
sfx.delay -= Game.elapsed;
if (sfx.delay <= 0){
delayedSFX.remove(sfx);
play(sfx.id, sfx.leftVol, sfx.rightVol, sfx.pitch);
}
}
}
public void enable( boolean value ) {
enabled = value;
}

View File

@ -50,8 +50,10 @@ import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.TimekeepersHourg
import com.shatteredpixel.shatteredpixeldungeon.items.rings.Ring;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfWealth;
import com.shatteredpixel.shatteredpixeldungeon.items.stones.StoneOfAggression;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.SpiritBow;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Lucky;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.MissileWeapon;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.darts.Dart;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.levels.features.Chasm;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
@ -546,7 +548,14 @@ public abstract class Mob extends Char {
if (surprisedBy(enemy) && Dungeon.hero.canSurpriseAttack()) {
Statistics.sneakAttacks++;
Badges.validateRogueUnlock();
Sample.INSTANCE.play(Assets.Sounds.HIT_STRONG);
//TODO this is somewhat messy, it would be nicer to not have to manually handle delays here
// playing the strong hit sound might work best as another property of weapon?
if (Dungeon.hero.belongings.weapon instanceof SpiritBow.SpiritArrow
|| Dungeon.hero.belongings.weapon instanceof Dart){
Sample.INSTANCE.playDelayed(Assets.Sounds.HIT_STRONG, 0.125f);
} else {
Sample.INSTANCE.play(Assets.Sounds.HIT_STRONG);
}
if (enemy.buff(Preparation.class) != null) {
Wound.hit(this);
} else {