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main
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notashelf/
15 changed files with 12 additions and 55 deletions
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45
src/audio.c
45
src/audio.c
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@ -72,31 +72,12 @@ void audio_play_move(void) {
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void audio_play_attack(void) {
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// Mid-range hit sound
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// play_tone(400.0f, 0.1f, 0.5f);
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int choice = GetRandomValue(1, 3);
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Sound attack;
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switch (choice) {
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case 1:
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attack = LoadSound("./assets/sounds/sword1.wav");
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break;
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case 2:
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attack = LoadSound("./assets/sounds/sword2.wav");
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break;
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case 3:
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attack = LoadSound("./assets/sounds/sword3.wav");
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break;
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default:
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attack = LoadSound("./assets/sounds/sword1.wav");
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break;
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}
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PlaySound(attack);
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play_tone(400.0f, 0.1f, 0.5f);
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}
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void audio_play_item_pickup(void) {
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// High-pitched pickup sound
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play_tone(800.0f, 0.15f, 0.4f);
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Sound pickup = LoadSound("./assets/sounds/itempickup.wav");
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PlaySound(pickup);
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}
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void audio_play_enemy_death(void) {
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@ -113,30 +94,14 @@ void audio_play_player_damage(void) {
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void audio_play_stairs(void) {
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// Ascending stairs sound
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Sound staircase = LoadSound("./assets/sounds/levelcomplete.wav");
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PlaySound(staircase);
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play_tone(400.0f, 0.1f, 0.3f);
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play_tone(600.0f, 0.1f, 0.3f);
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play_tone(800.0f, 0.15f, 0.3f);
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}
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void audio_play_dodge(void) {
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// High-pitched whoosh
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// play_tone(900.0f, 0.08f, 0.3f);
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int choice = GetRandomValue(1, 3);
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Sound dodge;
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switch (choice) {
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case 1:
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dodge = LoadSound("./assets/sounds/dodge1.wav");
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break;
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case 2:
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dodge = LoadSound("./assets/sounds/dodge2.wav");
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break;
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case 3:
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dodge = LoadSound("./assets/sounds/dodge3.wav");
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break;
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default:
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dodge = LoadSound("./assets/sounds/dodge1.wav");
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break;
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}
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PlaySound(dodge);
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play_tone(900.0f, 0.08f, 0.3f);
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}
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void audio_play_block(void) {
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22
src/main.c
22
src/main.c
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@ -65,18 +65,12 @@ static void spawn_floating_label(GameState *gs, int x, int y, const char *label,
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static const char *proc_label_for(StatusEffectType effect) {
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switch (effect) {
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case EFFECT_POISON:
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return "POISON!";
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case EFFECT_BLEED:
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return "BLEED!";
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case EFFECT_BURN:
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return "BURN!";
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case EFFECT_STUN:
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return "STUN!";
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case EFFECT_WEAKEN:
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return "WEAKEN!";
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default:
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return "";
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case EFFECT_POISON: return "POISON!";
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case EFFECT_BLEED: return "BLEED!";
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case EFFECT_BURN: return "BURN!";
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case EFFECT_STUN: return "STUN!";
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case EFFECT_WEAKEN: return "WEAKEN!";
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default: return "";
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}
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}
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@ -191,7 +185,6 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) {
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} else {
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if (combat_get_last_damage() > 0)
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spawn_floating_text(gs, ex, ey, combat_get_last_damage(), combat_was_critical());
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audio_play_attack();
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if (combat_was_blocked()) {
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spawn_floating_label(gs, ex, ey - 10, "BLOCK", EFFECT_NONE);
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audio_play_block();
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@ -560,8 +553,7 @@ static void game_loop(void) {
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int main(void) {
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// Initialize audio
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audio_init();
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// Initialize random number generator
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SetRandomSeed(88435);
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// Initialize window
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InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT + 60, "Roguelike");
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SetTargetFPS(60);
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