Add entity attack audio cue

This commit is contained in:
2016-07-28 22:17:32 +10:00
parent 9ec87fc8be
commit 190822c1f6
11 changed files with 220 additions and 89 deletions
+29
View File
@@ -189,6 +189,13 @@ void debug_pushString(char *formatString, void *data, char *dataType)
ARRAY_COUNT(GLOBAL_debug.debugStrings[0]),
formatString, val.x, val.y);
}
else if (common_strcmp(dataType, "v3") == 0)
{
v3 val = *(CAST(v3 *) data);
snprintf(GLOBAL_debug.debugStrings[numDebugStrings],
ARRAY_COUNT(GLOBAL_debug.debugStrings[0]),
formatString, val.x, val.y, val.z);
}
else if (common_strcmp(dataType, "i32") == 0)
{
i32 val = *(CAST(i32 *) data);
@@ -394,6 +401,19 @@ void debug_drawUi(GameState *state, f32 dt)
char *entityStateStr = debug_entitystate_string(entity->state);
renderer_string(&state->renderer, &state->arena, cameraBounds, font,
entityStateStr, strPos, V2(0, 0), 0, color);
if (entity->audioRenderer)
{
strPos.y -= GLOBAL_debug.stringLineGap;
char entityAudioSourceIndex[32];
snprintf(entityAudioSourceIndex,
ARRAY_COUNT(entityAudioSourceIndex),
"AudioSource Index: %d",
entity->audioRenderer->sourceIndex);
renderer_string(&state->renderer, &state->arena, cameraBounds,
font, entityAudioSourceIndex, strPos, V2(0, 0),
0, color);
}
}
}
@@ -418,6 +438,15 @@ void debug_drawUi(GameState *state, f32 dt)
i32 debug_kbAllocated = state->arena.bytesAllocated / 1024;
DEBUG_PUSH_VAR("TotalMemoryAllocated: %dkb", debug_kbAllocated, "i32");
AudioManager *audioManager = &state->audioManager;
DEBUG_PUSH_STRING("== Audio System ==");
for (i32 i = 0; i < ARRAY_COUNT(audioManager->sourceList); i++)
{
v3 tmp = V3i(i, audioManager->sourceList[i].id,
audioManager->sourceList[i].isFree);
DEBUG_PUSH_VAR("Source ID[%02.0f].id[%02.0f].isFree: %1.0f", tmp, "v3");
}
DEBUG_PUSH_STRING("== EntityIDs in Battle List == ");
DEBUG_PUSH_VAR("NumEntitiesInBattle: %d", world->numEntitiesInBattle,
"i32");