Compare commits

..

2 commits

6 changed files with 43 additions and 66 deletions

Binary file not shown.

Binary file not shown.

View file

@ -1,6 +1,5 @@
#include "audio.h" #include "audio.h"
#include "raylib.h" #include "raylib.h"
#include "common.h"
#include <math.h> #include <math.h>
#include <stddef.h> #include <stddef.h>
@ -71,79 +70,83 @@ void audio_play_move(void) {
play_tone(200.0f, 0.05f, 0.3f); play_tone(200.0f, 0.05f, 0.3f);
} }
void audio_play_attack(GameState *gs) { void audio_play_attack(void) {
// Mid-range hit sound // Mid-range hit sound
// play_tone(400.0f, 0.1f, 0.5f); // play_tone(400.0f, 0.1f, 0.5f);
int choice = GetRandomValue(1, 3); int choice = GetRandomValue(1, 3);
Sound attack;
switch (choice) { switch (choice) {
case 1: case 1:
PlaySound(gs->sounds.attack1); attack = LoadSound("./assets/sounds/sword1.wav");
break; break;
case 2: case 2:
PlaySound(gs->sounds.attack2); attack = LoadSound("./assets/sounds/sword2.wav");
break; break;
case 3: case 3:
PlaySound(gs->sounds.attack3); attack = LoadSound("./assets/sounds/sword3.wav");
break; break;
default: default:
PlaySound(gs->sounds.attack1); attack = LoadSound("./assets/sounds/sword1.wav");
break; break;
} }
PlaySound(attack);
} }
void audio_play_item_pickup(GameState *gs) { void audio_play_item_pickup(void) {
// High-pitched pickup sound // High-pitched pickup sound
PlaySound(gs->sounds.pickup); play_tone(800.0f, 0.15f, 0.4f);
} }
void audio_play_enemy_death(GameState *gs) { void audio_play_enemy_death(void) {
// Descending death sound // Descending death sound
play_tone(300.0f, 0.1f, 0.5f); play_tone(300.0f, 0.1f, 0.5f);
play_tone(150.0f, 0.15f, 0.4f); play_tone(150.0f, 0.15f, 0.4f);
} }
void audio_play_player_damage(GameState *gs) { void audio_play_player_damage(void) {
// Harsh damage sound // Harsh damage sound
play_tone(150.0f, 0.1f, 0.6f); play_tone(150.0f, 0.1f, 0.6f);
play_tone(100.0f, 0.1f, 0.4f); play_tone(100.0f, 0.1f, 0.4f);
} }
void audio_play_stairs(GameState *gs) { void audio_play_stairs(void) {
// Ascending stairs sound // Ascending stairs sound
PlaySound(gs->sounds.staircase); Sound staircase = LoadSound("./assets/sounds/levelcomplete.wav");
PlaySound(staircase);
} }
void audio_play_dodge(GameState *gs) { void audio_play_dodge(void) {
// High-pitched whoosh // High-pitched whoosh
// play_tone(900.0f, 0.08f, 0.3f); // play_tone(900.0f, 0.08f, 0.3f);
int choice = GetRandomValue(1, 3); int choice = GetRandomValue(1, 3);
Sound dodge;
switch (choice) { switch (choice) {
case 1: case 1:
PlaySound(gs->sounds.dodge1); dodge = LoadSound("./assets/sounds/dodge1.wav");
break; break;
case 2: case 2:
PlaySound(gs->sounds.dodge2); dodge = LoadSound("./assets/sounds/dodge2.wav");
break; break;
case 3: case 3:
PlaySound(gs->sounds.dodge3); dodge = LoadSound("./assets/sounds/dodge3.wav");
break; break;
default: default:
PlaySound(gs->sounds.dodge1); dodge = LoadSound("./assets/sounds/dodge1.wav");
break; break;
} }
return; PlaySound(dodge);
} }
void audio_play_block(GameState *gs) { void audio_play_block(void) {
// Low-then-mid metallic clang // Low-then-mid metallic clang
play_tone(250.0f, 0.06f, 0.5f); play_tone(250.0f, 0.06f, 0.5f);
play_tone(350.0f, 0.04f, 0.3f); play_tone(350.0f, 0.04f, 0.3f);
} }
void audio_play_crit(GameState *gs) { void audio_play_crit(void) {
// Sharp crack with high-pitched follow // Sharp crack with high-pitched follow
audio_play_attack(gs); play_tone(600.0f, 0.05f, 0.7f);
PlaySound(gs->sounds.crit); play_tone(900.0f, 0.1f, 0.5f);
} }
void audio_play_proc(void) { void audio_play_proc(void) {

View file

@ -1,6 +1,5 @@
#ifndef AUDIO_H #ifndef AUDIO_H
#define AUDIO_H #define AUDIO_H
#include "common.h"
// Initialize audio system // Initialize audio system
void audio_init(void); void audio_init(void);
@ -12,28 +11,28 @@ void audio_close(void);
void audio_play_move(void); void audio_play_move(void);
// Play attack sound // Play attack sound
void audio_play_attack(GameState *gs); void audio_play_attack(void);
// Play item pickup sound // Play item pickup sound
void audio_play_item_pickup(GameState *gs); void audio_play_item_pickup(void);
// Play enemy death sound // Play enemy death sound
void audio_play_enemy_death(GameState *gs); void audio_play_enemy_death(void);
// Play player damage sound // Play player damage sound
void audio_play_player_damage(GameState *gs); void audio_play_player_damage(void);
// Play stairs/level change sound // Play stairs/level change sound
void audio_play_stairs(GameState *gs); void audio_play_stairs(void);
// Play dodge sound // Play dodge sound
void audio_play_dodge(GameState *gs); void audio_play_dodge(void);
// Play block sound // Play block sound
void audio_play_block(GameState *gs); void audio_play_block(void);
// Play critical hit sound // Play critical hit sound
void audio_play_crit(GameState *gs); void audio_play_crit(void);
// Play status effect proc sound // Play status effect proc sound
void audio_play_proc(void); void audio_play_proc(void);

View file

@ -2,7 +2,6 @@
#define COMMON_H #define COMMON_H
#include "settings.h" #include "settings.h"
#include <raylib.h>
// Tile types // Tile types
typedef enum { TILE_WALL, TILE_FLOOR, TILE_STAIRS } TileType; typedef enum { TILE_WALL, TILE_FLOOR, TILE_STAIRS } TileType;
@ -113,15 +112,6 @@ typedef struct {
StatusEffectType effect_type; // used to pick color for proc labels StatusEffectType effect_type; // used to pick color for proc labels
} FloatingText; } FloatingText;
// AudioAssets
typedef struct {
Sound attack1, attack2, attack3;
Sound pickup;
Sound staircase;
Sound dodge1, dodge2, dodge3;
Sound crit;
} AudioAssets;
// GameState - encapsulates all game state for testability and save/load // GameState - encapsulates all game state for testability and save/load
typedef struct { typedef struct {
Player player; Player player;
@ -149,8 +139,6 @@ typedef struct {
int screen_shake; // frames of screen shake remaining int screen_shake; // frames of screen shake remaining
int shake_x; int shake_x;
int shake_y; int shake_y;
AudioAssets sounds;
} GameState; } GameState;
#endif // COMMON_H #endif // COMMON_H

View file

@ -187,18 +187,18 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) {
if (combat_was_dodged()) { if (combat_was_dodged()) {
spawn_floating_label(gs, ex, ey, "DODGE", EFFECT_NONE); spawn_floating_label(gs, ex, ey, "DODGE", EFFECT_NONE);
audio_play_dodge(gs); audio_play_dodge();
} else { } else {
if (combat_get_last_damage() > 0) if (combat_get_last_damage() > 0)
spawn_floating_text(gs, ex, ey, combat_get_last_damage(), combat_was_critical()); spawn_floating_text(gs, ex, ey, combat_get_last_damage(), combat_was_critical());
audio_play_attack(gs); audio_play_attack();
if (combat_was_blocked()) { if (combat_was_blocked()) {
spawn_floating_label(gs, ex, ey - 10, "BLOCK", EFFECT_NONE); spawn_floating_label(gs, ex, ey - 10, "BLOCK", EFFECT_NONE);
audio_play_block(gs); audio_play_block();
} }
if (combat_was_critical()) { if (combat_was_critical()) {
spawn_floating_label(gs, ex + 8, ey - 10, "CRIT!", EFFECT_NONE); spawn_floating_label(gs, ex + 8, ey - 10, "CRIT!", EFFECT_NONE);
audio_play_crit(gs); audio_play_crit();
} }
StatusEffectType applied = combat_get_applied_effect(); StatusEffectType applied = combat_get_applied_effect();
if (applied != EFFECT_NONE) { if (applied != EFFECT_NONE) {
@ -207,7 +207,7 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) {
} }
if (!attacked_enemy->alive) { if (!attacked_enemy->alive) {
spawn_floating_label(gs, ex, ey - 20, "SLAIN", EFFECT_NONE); spawn_floating_label(gs, ex, ey - 20, "SLAIN", EFFECT_NONE);
audio_play_enemy_death(gs); audio_play_enemy_death();
} }
} }
} }
@ -217,7 +217,7 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) {
// Check if player took damage // Check if player took damage
if (combat_was_player_damage() && combat_get_last_damage() > 0) { if (combat_was_player_damage() && combat_get_last_damage() > 0) {
audio_play_player_damage(gs); audio_play_player_damage();
gs->screen_shake = 8; gs->screen_shake = 8;
spawn_floating_text(gs, gs->player.x * TILE_SIZE + 8, gs->player.y * TILE_SIZE, combat_get_last_damage(), spawn_floating_text(gs, gs->player.x * TILE_SIZE + 8, gs->player.y * TILE_SIZE, combat_get_last_damage(),
combat_was_critical()); combat_was_critical());
@ -349,7 +349,7 @@ static int handle_inventory_input(GameState *gs) {
static int handle_descend_input(GameState *gs) { static int handle_descend_input(GameState *gs) {
if (IsKeyPressed(KEY_Y)) { if (IsKeyPressed(KEY_Y)) {
if (gs->player.floor < NUM_FLOORS) { if (gs->player.floor < NUM_FLOORS) {
audio_play_stairs(gs); audio_play_stairs();
init_floor(gs, gs->player.floor + 1); init_floor(gs, gs->player.floor + 1);
gs->last_message = "Descended to next floor!"; gs->last_message = "Descended to next floor!";
gs->message_timer = 60; gs->message_timer = 60;
@ -388,7 +388,7 @@ static int handle_movement_input(GameState *gs) {
add_log(gs, pickup_msg); add_log(gs, pickup_msg);
gs->last_message = "Picked up item!"; gs->last_message = "Picked up item!";
gs->message_timer = 60; gs->message_timer = 60;
audio_play_item_pickup(gs); audio_play_item_pickup();
} else { } else {
gs->last_message = "Inventory full!"; gs->last_message = "Inventory full!";
gs->message_timer = 60; gs->message_timer = 60;
@ -402,7 +402,7 @@ static int handle_movement_input(GameState *gs) {
if (gs->player.inventory_count > 0 && player_use_first_item(&gs->player)) { if (gs->player.inventory_count > 0 && player_use_first_item(&gs->player)) {
gs->last_message = "Used potion!"; gs->last_message = "Used potion!";
gs->message_timer = 60; gs->message_timer = 60;
audio_play_item_pickup(gs); audio_play_item_pickup();
return 1; return 1;
} }
} }
@ -468,24 +468,11 @@ static int handle_input(GameState *gs) {
return handle_movement_input(gs); return handle_movement_input(gs);
} }
void load_audio_assets(GameState *gs) {
gs->sounds.attack1 = LoadSound("./assets/sounds/sword1.wav");
gs->sounds.attack2 = LoadSound("./assets/sounds/sword2.wav");
gs->sounds.attack3 = LoadSound("./assets/sounds/sword3.wav");
gs->sounds.pickup = LoadSound("./assets/sounds/itempickup.wav");
gs->sounds.staircase = LoadSound("./assets/sounds/levelcomplete.wav");
gs->sounds.dodge1 = LoadSound("./assets/sounds/dodge1.wav");
gs->sounds.dodge2 = LoadSound("./assets/sounds/dodge2.wav");
gs->sounds.dodge3 = LoadSound("./assets/sounds/dodge3.wav");
gs->sounds.crit = LoadSound("./assets/sounds/crit.wav");
return;
}
// Main game loop // Main game loop
static void game_loop(void) { static void game_loop(void) {
GameState gs; GameState gs;
memset(&gs, 0, sizeof(GameState)); memset(&gs, 0, sizeof(GameState));
load_audio_assets(&gs);
// Initialize first floor // Initialize first floor
rng_seed(12345); rng_seed(12345);
init_floor(&gs, 1); init_floor(&gs, 1);