Player walk is now based on distance traveled, and it is also reset when key is released. However when dashing the player step sound is still played. The distance of a step is also hard coded in the header file. Will config it up some day.
This commit is contained in:
@@ -23,7 +23,6 @@ SoundManager::SoundManager(World* world, EventBroker* eventBroker, bool editorMo
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EShoot, &SoundManager::OnShoot);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &SoundManager::OnPlayerSpawned);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &SoundManager::OnPlayerDamage);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &SoundManager::OnInputCommand);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &SoundManager::OnCaptured);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &SoundManager::OnTriggerTouch);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPause, &SoundManager::OnPause);
|
||||
@@ -182,16 +181,7 @@ void SoundManager::stopSound(Source* source)
|
||||
alSourceStop(source->ALsource);
|
||||
}
|
||||
|
||||
void SoundManager::playerJumps()
|
||||
{
|
||||
glm::vec3 vel = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Physics")["Velocity"];
|
||||
if (vel.y == 0) {
|
||||
Source* source = createSource("Audio/jump/jump1.wav");
|
||||
source->Type = SoundType::SFX;
|
||||
m_Sources[createChildEmitter(m_LocalPlayer)] = source;
|
||||
playSound(source);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void SoundManager::playerStep(double dt)
|
||||
{
|
||||
@@ -303,26 +293,6 @@ bool SoundManager::OnPlayerSpawned(const Events::PlayerSpawned & e)
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundManager::OnInputCommand(const Events::InputCommand & e)
|
||||
{
|
||||
if (e.Command == "Jump" && e.Value > 0) {
|
||||
if (e.PlayerID == -1) { // local player
|
||||
playerJumps();
|
||||
return true;
|
||||
}
|
||||
}
|
||||
// TEMP: testing purpose (obviously)
|
||||
if (e.Command == "TakeDamage" && e.Value > 0) {
|
||||
if (e.PlayerID == -1) { //Local Player
|
||||
Events::PlayerDamage ePlayerDamage;
|
||||
ePlayerDamage.Damage = 1;
|
||||
ePlayerDamage.Player = EntityWrapper(m_World, e.Player.ID);
|
||||
m_EventBroker->Publish(ePlayerDamage);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SoundManager::OnCaptured(const Events::Captured & e)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user