Add smoochie smooch

This commit is contained in:
Joshalosh 2023-09-30 23:27:19 +10:00 committed by doylet
parent 3de7109c03
commit abe646e0eb
4 changed files with 10 additions and 0 deletions

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Data/Audio/club_terry.wav (Stored with Git LFS) Normal file

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Data/Audio/smooch.mp3 (Stored with Git LFS) Normal file

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@ -390,6 +390,7 @@ void TELY_DLL_Init(void *user_data)
game->jetbrains_mono_font = platform->func_load_font(assets, DQN_STRING8("JetBrains Mono NL (Regular)"), DQN_STRING8("Data/JetBrainsMonoNL-Regular.ttf"), font_size); game->jetbrains_mono_font = platform->func_load_font(assets, DQN_STRING8("JetBrains Mono NL (Regular)"), DQN_STRING8("Data/JetBrainsMonoNL-Regular.ttf"), font_size);
game->audio[FP_GameAudio_TestAudio] = platform->func_load_audio(assets, DQN_STRING8("Test Audio"), DQN_STRING8("Data/Audio/Purrple Cat - Moonwinds.qoa")); game->audio[FP_GameAudio_TestAudio] = platform->func_load_audio(assets, DQN_STRING8("Test Audio"), DQN_STRING8("Data/Audio/Purrple Cat - Moonwinds.qoa"));
game->audio[FP_GameAudio_TerryHit] = platform->func_load_audio(assets, DQN_STRING8("Terry Hit"), DQN_STRING8("Data/Audio/terry_hit.ogg")); game->audio[FP_GameAudio_TerryHit] = platform->func_load_audio(assets, DQN_STRING8("Terry Hit"), DQN_STRING8("Data/Audio/terry_hit.ogg"));
game->audio[FP_GameAudio_Smooch] = platform->func_load_audio(assets, DQN_STRING8("Smooch"), DQN_STRING8("Data/Audio/smooch.mp3"));
} }
void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_PlatformInput *input, FP_GameEntity *entity, Dqn_V2 dir_vector) void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_PlatformInput *input, FP_GameEntity *entity, Dqn_V2 dir_vector)
@ -593,6 +594,8 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
TELY_AssetAnimatedSprite sprite = TELY_Asset_MakeAnimatedSprite(sheet, g_anim_names.smoochie_attack_down, TELY_AssetFlip_No); TELY_AssetAnimatedSprite sprite = TELY_Asset_MakeAnimatedSprite(sheet, g_anim_names.smoochie_attack_down, TELY_AssetFlip_No);
uint64_t duration_ms = sprite.anim->count * sprite.anim->ms_per_frame; uint64_t duration_ms = sprite.anim->count * sprite.anim->ms_per_frame;
FP_Game_EntityActionReset(game, entity->handle, duration_ms, sprite); FP_Game_EntityActionReset(game, entity->handle, duration_ms, sprite);
// NOTE: Deal with this further down with the gameplay attack code.
TELY_Audio_Play(audio, game->audio[FP_GameAudio_Smooch], 1.f);
} }
// NOTE: Check if the heart animation is playing // NOTE: Check if the heart animation is playing

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@ -207,6 +207,7 @@ enum FP_GameAudio
{ {
FP_GameAudio_TestAudio, FP_GameAudio_TestAudio,
FP_GameAudio_TerryHit, FP_GameAudio_TerryHit,
FP_GameAudio_Smooch,
FP_GameAudio_Count, FP_GameAudio_Count,
}; };