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15 changed files with 12 additions and 55 deletions

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@ -72,31 +72,12 @@ void audio_play_move(void) {
void audio_play_attack(void) { 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);
Sound attack;
switch (choice) {
case 1:
attack = LoadSound("./assets/sounds/sword1.wav");
break;
case 2:
attack = LoadSound("./assets/sounds/sword2.wav");
break;
case 3:
attack = LoadSound("./assets/sounds/sword3.wav");
break;
default:
attack = LoadSound("./assets/sounds/sword1.wav");
break;
}
PlaySound(attack);
} }
void audio_play_item_pickup(void) { void audio_play_item_pickup(void) {
// High-pitched pickup sound // High-pitched pickup sound
play_tone(800.0f, 0.15f, 0.4f); play_tone(800.0f, 0.15f, 0.4f);
Sound pickup = LoadSound("./assets/sounds/itempickup.wav");
PlaySound(pickup);
} }
void audio_play_enemy_death(void) { void audio_play_enemy_death(void) {
@ -113,30 +94,14 @@ void audio_play_player_damage(void) {
void audio_play_stairs(void) { void audio_play_stairs(void) {
// Ascending stairs sound // Ascending stairs sound
Sound staircase = LoadSound("./assets/sounds/levelcomplete.wav"); play_tone(400.0f, 0.1f, 0.3f);
PlaySound(staircase); play_tone(600.0f, 0.1f, 0.3f);
play_tone(800.0f, 0.15f, 0.3f);
} }
void audio_play_dodge(void) { 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);
Sound dodge;
switch (choice) {
case 1:
dodge = LoadSound("./assets/sounds/dodge1.wav");
break;
case 2:
dodge = LoadSound("./assets/sounds/dodge2.wav");
break;
case 3:
dodge = LoadSound("./assets/sounds/dodge3.wav");
break;
default:
dodge = LoadSound("./assets/sounds/dodge1.wav");
break;
}
PlaySound(dodge);
} }
void audio_play_block(void) { void audio_play_block(void) {

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@ -65,18 +65,12 @@ static void spawn_floating_label(GameState *gs, int x, int y, const char *label,
static const char *proc_label_for(StatusEffectType effect) { static const char *proc_label_for(StatusEffectType effect) {
switch (effect) { switch (effect) {
case EFFECT_POISON: case EFFECT_POISON: return "POISON!";
return "POISON!"; case EFFECT_BLEED: return "BLEED!";
case EFFECT_BLEED: case EFFECT_BURN: return "BURN!";
return "BLEED!"; case EFFECT_STUN: return "STUN!";
case EFFECT_BURN: case EFFECT_WEAKEN: return "WEAKEN!";
return "BURN!"; default: return "";
case EFFECT_STUN:
return "STUN!";
case EFFECT_WEAKEN:
return "WEAKEN!";
default:
return "";
} }
} }
@ -191,7 +185,6 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) {
} 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();
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(); audio_play_block();
@ -560,8 +553,7 @@ static void game_loop(void) {
int main(void) { int main(void) {
// Initialize audio // Initialize audio
audio_init(); audio_init();
// Initialize random number generator
SetRandomSeed(88435);
// Initialize window // Initialize window
InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT + 60, "Roguelike"); InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT + 60, "Roguelike");
SetTargetFPS(60); SetTargetFPS(60);