Add smoochie smooch
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3de7109c03
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Data/Audio/club_terry.wav
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Data/Audio/club_terry.wav
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Data/Audio/smooch.mp3
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Data/Audio/smooch.mp3
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@ -390,6 +390,7 @@ void TELY_DLL_Init(void *user_data)
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game->jetbrains_mono_font = platform->func_load_font(assets, DQN_STRING8("JetBrains Mono NL (Regular)"), DQN_STRING8("Data/JetBrainsMonoNL-Regular.ttf"), font_size);
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game->jetbrains_mono_font = platform->func_load_font(assets, DQN_STRING8("JetBrains Mono NL (Regular)"), DQN_STRING8("Data/JetBrainsMonoNL-Regular.ttf"), font_size);
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game->audio[FP_GameAudio_TestAudio] = platform->func_load_audio(assets, DQN_STRING8("Test Audio"), DQN_STRING8("Data/Audio/Purrple Cat - Moonwinds.qoa"));
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game->audio[FP_GameAudio_TestAudio] = platform->func_load_audio(assets, DQN_STRING8("Test Audio"), DQN_STRING8("Data/Audio/Purrple Cat - Moonwinds.qoa"));
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game->audio[FP_GameAudio_TerryHit] = platform->func_load_audio(assets, DQN_STRING8("Terry Hit"), DQN_STRING8("Data/Audio/terry_hit.ogg"));
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game->audio[FP_GameAudio_TerryHit] = platform->func_load_audio(assets, DQN_STRING8("Terry Hit"), DQN_STRING8("Data/Audio/terry_hit.ogg"));
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game->audio[FP_GameAudio_Smooch] = platform->func_load_audio(assets, DQN_STRING8("Smooch"), DQN_STRING8("Data/Audio/smooch.mp3"));
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}
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}
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void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_PlatformInput *input, FP_GameEntity *entity, Dqn_V2 dir_vector)
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void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_PlatformInput *input, FP_GameEntity *entity, Dqn_V2 dir_vector)
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@ -593,6 +594,8 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
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TELY_AssetAnimatedSprite sprite = TELY_Asset_MakeAnimatedSprite(sheet, g_anim_names.smoochie_attack_down, TELY_AssetFlip_No);
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TELY_AssetAnimatedSprite sprite = TELY_Asset_MakeAnimatedSprite(sheet, g_anim_names.smoochie_attack_down, TELY_AssetFlip_No);
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uint64_t duration_ms = sprite.anim->count * sprite.anim->ms_per_frame;
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uint64_t duration_ms = sprite.anim->count * sprite.anim->ms_per_frame;
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FP_Game_EntityActionReset(game, entity->handle, duration_ms, sprite);
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FP_Game_EntityActionReset(game, entity->handle, duration_ms, sprite);
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// NOTE: Deal with this further down with the gameplay attack code.
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TELY_Audio_Play(audio, game->audio[FP_GameAudio_Smooch], 1.f);
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}
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}
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// NOTE: Check if the heart animation is playing
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// NOTE: Check if the heart animation is playing
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@ -207,6 +207,7 @@ enum FP_GameAudio
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{
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{
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FP_GameAudio_TestAudio,
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FP_GameAudio_TestAudio,
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FP_GameAudio_TerryHit,
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FP_GameAudio_TerryHit,
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FP_GameAudio_Smooch,
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FP_GameAudio_Count,
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FP_GameAudio_Count,
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};
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};
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