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4 changed files with 24 additions and 19 deletions

2
External/tely vendored

@ -1 +1 @@
Subproject commit f6c96fb65331e2829a43e0375cb8fc1bd0969c06 Subproject commit 9f8b905eab0c7a60084790f340488d858821adcc

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@ -2015,18 +2015,16 @@ static void FP_Update(TELY_OS *os, FP_Game *game, TELY_OSInput *input, TELY_Audi
// haven't given the player cooldown yet, so we assign a timestamp for that // haven't given the player cooldown yet, so we assign a timestamp for that
if (game->play.wave_cooldown_timestamp_ms == 0) { if (game->play.wave_cooldown_timestamp_ms == 0) {
game->play.wave_cooldown_timestamp_ms = game->play.clock_ms + FP_COOLDOWN_WAVE_TIME_MS; game->play.wave_cooldown_timestamp_ms = game->play.clock_ms + FP_COOLDOWN_WAVE_TIME_MS;
TELY_Audio_Fade(audio, game->bg_music1, TELY_AudioEffectFade_Out, 2000 /*fade_duration_ms*/); TELY_Audio_Stop(audio, game->audio[FP_GameAudio_Music1]);
game->bg_music2 = TELY_Audio_Play(audio, game->audio[FP_GameAudio_Music2], 1.f); TELY_Audio_Play(audio, game->audio[FP_GameAudio_Music2], 1.f);
TELY_Audio_Fade(audio, game->bg_music2, TELY_AudioEffectFade_In, 2000 /*fade_duration_ms*/);
} else { } else {
// NOTE: Check if cooldown has elapsed, the next wave can start if so // NOTE: Check if cooldown has elapsed, the next wave can start if so
if (game->play.clock_ms > game->play.wave_cooldown_timestamp_ms) { if (game->play.clock_ms > game->play.wave_cooldown_timestamp_ms) {
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)); 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));
game->play.enemies_spawned_this_wave = 0; // Important! Reset the spawn count game->play.enemies_spawned_this_wave = 0; // Important! Reset the spawn count
game->play.wave_cooldown_timestamp_ms = 0; // Important! We reset the timestamp for the next wave game->play.wave_cooldown_timestamp_ms = 0; // Important! We reset the timestamp for the next wave
TELY_Audio_Fade(audio, game->bg_music2, TELY_AudioEffectFade_Out, 2000 /*fade_duration_ms*/); TELY_Audio_Stop(audio, game->audio[FP_GameAudio_Music2]);
game->bg_music1 = TELY_Audio_Play(audio, game->audio[FP_GameAudio_Music1], 1.f); TELY_Audio_Play(audio, game->audio[FP_GameAudio_Music1], 1.f);
TELY_Audio_Fade(audio, game->bg_music1, TELY_AudioEffectFade_In, 2000 /*fade_duration_ms*/);
if (monkey_spawn && game->play.current_wave != 0) { if (monkey_spawn && game->play.current_wave != 0) {
// NOTE: We spawn a monkey at these wave intervals; // NOTE: We spawn a monkey at these wave intervals;
@ -4461,6 +4459,16 @@ void TELY_OS_DLLFrameUpdate(TELY_OS *os)
// ============================================================================================= // =============================================================================================
TELY_Audio *audio = &os->audio;
#if 1
if (audio->playback_size == 0) {
//TELY_Audio_Play(audio, game->audio[FP_GameAudio_Music2], 1.f /*volume*/);
}
#endif
// =============================================================================================
if (game->play.state == FP_GameState_Play || game->play.state == FP_GameState_Tutorial) { if (game->play.state == FP_GameState_Play || game->play.state == FP_GameState_Tutorial) {
if (TELY_OSInput_KeyWasDown(input->mouse_left) && TELY_OSInput_KeyIsDown(input->mouse_left)) { if (TELY_OSInput_KeyWasDown(input->mouse_left) && TELY_OSInput_KeyIsDown(input->mouse_left)) {
if (game->play.prev_active_entity.id) if (game->play.prev_active_entity.id)
@ -4490,7 +4498,6 @@ void TELY_OS_DLLFrameUpdate(TELY_OS *os)
} }
} }
TELY_Audio *audio = &os->audio;
for (game->play.delta_s_accumulator += DQN_CAST(Dqn_f32)input->delta_s; for (game->play.delta_s_accumulator += DQN_CAST(Dqn_f32)input->delta_s;
game->play.delta_s_accumulator > FP_GAME_PHYSICS_STEP; game->play.delta_s_accumulator > FP_GAME_PHYSICS_STEP;
game->play.delta_s_accumulator -= FP_GAME_PHYSICS_STEP) { game->play.delta_s_accumulator -= FP_GAME_PHYSICS_STEP) {

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@ -482,8 +482,6 @@ struct FP_Game
TELY_AssetFontHandle talkco_font; TELY_AssetFontHandle talkco_font;
TELY_AssetAudioHandle audio[FP_GameAudio_Count]; TELY_AssetAudioHandle audio[FP_GameAudio_Count];
TELY_AudioPlaybackHandle bg_music1;
TELY_AudioPlaybackHandle bg_music2;
TELY_AssetSpriteSheet atlas_sprite_sheet; TELY_AssetSpriteSheet atlas_sprite_sheet;
TELY_RFui rfui; TELY_RFui rfui;
FP_GamePlay play; FP_GamePlay play;

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