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2d685fcdb9
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d0b3ce1bd0
BIN
Data/Audio/music_2.ogg
(Stored with Git LFS)
BIN
Data/Audio/music_2.ogg
(Stored with Git LFS)
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2
External/tely
vendored
2
External/tely
vendored
@ -1 +1 @@
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Subproject commit 4a4c88a9f012af5fe6e9337505b47b202c4ba50e
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Subproject commit 07b3737cf4e5e68be355630228375c5b5873513f
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@ -454,7 +454,6 @@ void TELY_OS_DLLInit(TELY_OS *os)
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game->audio[FP_GameAudio_Ambience1] = os->funcs.load_audio(assets, DQN_STR8("Ambience one"), DQN_STR8("Data/Audio/ambience_1.ogg"));
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game->audio[FP_GameAudio_Ambience1] = os->funcs.load_audio(assets, DQN_STR8("Ambience one"), DQN_STR8("Data/Audio/ambience_1.ogg"));
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game->audio[FP_GameAudio_Ambience2] = os->funcs.load_audio(assets, DQN_STR8("Ambience two"), DQN_STR8("Data/Audio/ambience_2.ogg"));
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game->audio[FP_GameAudio_Ambience2] = os->funcs.load_audio(assets, DQN_STR8("Ambience two"), DQN_STR8("Data/Audio/ambience_2.ogg"));
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game->audio[FP_GameAudio_Music1] = os->funcs.load_audio(assets, DQN_STR8("Music one"), DQN_STR8("Data/Audio/music_1.ogg"));
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game->audio[FP_GameAudio_Music1] = os->funcs.load_audio(assets, DQN_STR8("Music one"), DQN_STR8("Data/Audio/music_1.ogg"));
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game->audio[FP_GameAudio_Music2] = os->funcs.load_audio(assets, DQN_STR8("Music two"), DQN_STR8("Data/Audio/music_2.ogg"));
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// NOTE: Load sprite sheets ====================================================================
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// NOTE: Load sprite sheets ====================================================================
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os->user_data = game;
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os->user_data = game;
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@ -2015,16 +2014,12 @@ static void FP_Update(TELY_OS *os, FP_Game *game, TELY_OSInput *input, TELY_Audi
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// haven't given the player cooldown yet, so we assign a timestamp for that
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// haven't given the player cooldown yet, so we assign a timestamp for that
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if (game->play.wave_cooldown_timestamp_ms == 0) {
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if (game->play.wave_cooldown_timestamp_ms == 0) {
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game->play.wave_cooldown_timestamp_ms = game->play.clock_ms + FP_COOLDOWN_WAVE_TIME_MS;
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game->play.wave_cooldown_timestamp_ms = game->play.clock_ms + FP_COOLDOWN_WAVE_TIME_MS;
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TELY_Audio_Stop(audio, game->audio[FP_GameAudio_Music1]);
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TELY_Audio_Play(audio, game->audio[FP_GameAudio_Music2], 1.f);
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} else {
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} else {
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// NOTE: Check if cooldown has elapsed, the next wave can start if so
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// NOTE: Check if cooldown has elapsed, the next wave can start if so
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if (game->play.clock_ms > game->play.wave_cooldown_timestamp_ms) {
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if (game->play.clock_ms > game->play.wave_cooldown_timestamp_ms) {
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game->play.enemies_per_wave = DQN_MAX(5 * DQN_CAST(uint32_t)game->play.mob_spawners.size, DQN_CAST(uint32_t)(game->play.enemies_per_wave * 1.5));
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game->play.enemies_per_wave = DQN_MAX(5 * DQN_CAST(uint32_t)game->play.mob_spawners.size, DQN_CAST(uint32_t)(game->play.enemies_per_wave * 1.5));
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game->play.enemies_spawned_this_wave = 0; // Important! Reset the spawn count
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game->play.enemies_spawned_this_wave = 0; // Important! Reset the spawn count
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game->play.wave_cooldown_timestamp_ms = 0; // Important! We reset the timestamp for the next wave
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game->play.wave_cooldown_timestamp_ms = 0; // Important! We reset the timestamp for the next wave
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TELY_Audio_Stop(audio, game->audio[FP_GameAudio_Music2]);
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TELY_Audio_Play(audio, game->audio[FP_GameAudio_Music1], 1.f);
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if (monkey_spawn && game->play.current_wave != 0) {
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if (monkey_spawn && game->play.current_wave != 0) {
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// NOTE: We spawn a monkey at these wave intervals;
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// NOTE: We spawn a monkey at these wave intervals;
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@ -2041,7 +2036,6 @@ static void FP_Update(TELY_OS *os, FP_Game *game, TELY_OSInput *input, TELY_Audi
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}
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}
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game->play.current_wave++;
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game->play.current_wave++;
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//TELY_Audio_Stop(audio, game->audio[FP_GameAudio_Music2]);
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}
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}
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}
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}
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@ -4463,7 +4457,7 @@ void TELY_OS_DLLFrameUpdate(TELY_OS *os)
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#if 1
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#if 1
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if (audio->playback_size == 0) {
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if (audio->playback_size == 0) {
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//TELY_Audio_Play(audio, game->audio[FP_GameAudio_Music2], 1.f /*volume*/);
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TELY_Audio_Play(audio, game->audio[FP_GameAudio_Ambience2], 1.f /*volume*/);
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}
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}
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#endif
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#endif
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@ -339,7 +339,6 @@ enum FP_GameAudio
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FP_GameAudio_Ambience1,
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FP_GameAudio_Ambience1,
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FP_GameAudio_Ambience2,
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FP_GameAudio_Ambience2,
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FP_GameAudio_Music1,
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FP_GameAudio_Music1,
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FP_GameAudio_Music2,
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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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