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50d6271413
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50d6271413 | |||
93e5302c60 |
2
External/tely
vendored
2
External/tely
vendored
@ -1 +1 @@
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Subproject commit 9f8b905eab0c7a60084790f340488d858821adcc
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Subproject commit f6c96fb65331e2829a43e0375cb8fc1bd0969c06
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@ -2015,16 +2015,18 @@ 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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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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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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TELY_Audio_Fade(audio, game->bg_music1, TELY_AudioEffectFade_Out, 2000 /*fade_duration_ms*/);
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game->bg_music2 = TELY_Audio_Play(audio, game->audio[FP_GameAudio_Music2], 1.f);
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TELY_Audio_Fade(audio, game->bg_music2, TELY_AudioEffectFade_In, 2000 /*fade_duration_ms*/);
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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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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_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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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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TELY_Audio_Fade(audio, game->bg_music2, TELY_AudioEffectFade_Out, 2000 /*fade_duration_ms*/);
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game->bg_music1 = TELY_Audio_Play(audio, game->audio[FP_GameAudio_Music1], 1.f);
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TELY_Audio_Fade(audio, game->bg_music1, TELY_AudioEffectFade_In, 2000 /*fade_duration_ms*/);
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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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@ -4459,16 +4461,6 @@ void TELY_OS_DLLFrameUpdate(TELY_OS *os)
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// =============================================================================================
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TELY_Audio *audio = &os->audio;
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#if 1
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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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}
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#endif
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// =============================================================================================
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if (game->play.state == FP_GameState_Play || game->play.state == FP_GameState_Tutorial) {
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if (TELY_OSInput_KeyWasDown(input->mouse_left) && TELY_OSInput_KeyIsDown(input->mouse_left)) {
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if (game->play.prev_active_entity.id)
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@ -4498,6 +4490,7 @@ void TELY_OS_DLLFrameUpdate(TELY_OS *os)
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}
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}
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TELY_Audio *audio = &os->audio;
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for (game->play.delta_s_accumulator += DQN_CAST(Dqn_f32)input->delta_s;
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game->play.delta_s_accumulator > FP_GAME_PHYSICS_STEP;
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game->play.delta_s_accumulator -= FP_GAME_PHYSICS_STEP) {
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@ -482,6 +482,8 @@ struct FP_Game
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TELY_AssetFontHandle talkco_font;
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TELY_AssetAudioHandle audio[FP_GameAudio_Count];
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TELY_AudioPlaybackHandle bg_music1;
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TELY_AudioPlaybackHandle bg_music2;
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TELY_AssetSpriteSheet atlas_sprite_sheet;
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TELY_RFui rfui;
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FP_GamePlay play;
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