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4 Commits
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| 2d685fcdb9 | |||
| ebc969603d | |||
| d0b3ce1bd0 | |||
| 97a83b20f6 |
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Vendored
+1
-1
Submodule External/tely updated: 07b3737cf4...4a4c88a9f0
+16
-2
@@ -449,6 +449,12 @@ void TELY_OS_DLLInit(TELY_OS *os)
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game->audio[FP_GameAudio_PortalDestroy] = os->funcs.load_audio(assets, DQN_STR8("Portal Destroy"), DQN_STR8("Data/Audio/portal_destroy.ogg"));
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game->audio[FP_GameAudio_PortalDestroy] = os->funcs.load_audio(assets, DQN_STR8("Portal Destroy"), DQN_STR8("Data/Audio/portal_destroy.ogg"));
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game->audio[FP_GameAudio_Smooch] = os->funcs.load_audio(assets, DQN_STR8("Smooch"), DQN_STR8("Data/Audio/smooch.ogg"));
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game->audio[FP_GameAudio_Smooch] = os->funcs.load_audio(assets, DQN_STR8("Smooch"), DQN_STR8("Data/Audio/smooch.ogg"));
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game->audio[FP_GameAudio_Woosh] = os->funcs.load_audio(assets, DQN_STR8("Woosh"), DQN_STR8("Data/Audio/woosh.ogg"));
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game->audio[FP_GameAudio_Woosh] = os->funcs.load_audio(assets, DQN_STR8("Woosh"), DQN_STR8("Data/Audio/woosh.ogg"));
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game->audio[FP_GameAudio_GameStart] = os->funcs.load_audio(assets, DQN_STR8("Game Start"), DQN_STR8("Data/Audio/game_start.ogg"));
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game->audio[FP_GameAudio_PerryStart] = os->funcs.load_audio(assets, DQN_STR8("Perry Start"), DQN_STR8("Data/Audio/perry_start.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_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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@@ -2009,12 +2015,16 @@ 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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@@ -2031,6 +2041,7 @@ 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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@@ -3020,6 +3031,7 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
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game->play.perry_join_splash_screen_shake_triggered = true;
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game->play.perry_join_splash_screen_shake_triggered = true;
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game->play.perry_join_flash_alpha = 1.f;
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game->play.perry_join_flash_alpha = 1.f;
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game->play.perry_join_splash_screen_end_ms = game->play.clock_ms + 2000;
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game->play.perry_join_splash_screen_end_ms = game->play.clock_ms + 2000;
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TELY_Audio_Play(audio, game->audio[FP_GameAudio_PerryStart], 1.f);
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}
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}
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}
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}
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@@ -4123,8 +4135,10 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
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if (new_player.yes) {
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if (new_player.yes) {
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if (new_player.tutorial_requested) {
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if (new_player.tutorial_requested) {
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game->play.state = FP_GameState_Tutorial;
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game->play.state = FP_GameState_Tutorial;
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TELY_Audio_Play(audio, game->audio[FP_GameAudio_GameStart], 1.f);
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} else {
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} else {
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game->play.state = FP_GameState_Play;
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game->play.state = FP_GameState_Play;
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TELY_Audio_Play(audio, game->audio[FP_GameAudio_GameStart], 1.f);
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}
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}
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}
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}
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} else {
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} else {
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@@ -4447,9 +4461,9 @@ void TELY_OS_DLLFrameUpdate(TELY_OS *os)
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TELY_Audio *audio = &os->audio;
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TELY_Audio *audio = &os->audio;
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#if 0
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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_TestAudio], 1.f /*volume*/);
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//TELY_Audio_Play(audio, game->audio[FP_GameAudio_Music2], 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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@@ -334,6 +334,12 @@ enum FP_GameAudio
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FP_GameAudio_Message,
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FP_GameAudio_Message,
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FP_GameAudio_Monkey,
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FP_GameAudio_Monkey,
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FP_GameAudio_PortalDestroy,
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FP_GameAudio_PortalDestroy,
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FP_GameAudio_GameStart,
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FP_GameAudio_PerryStart,
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FP_GameAudio_Ambience1,
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FP_GameAudio_Ambience2,
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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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