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forked from NotAShelf/rogged

audio: refactor audio asset loading, add crit sound

This commit is contained in:
A.M. Rowsell 2026-04-06 17:51:07 -04:00
commit a315b14dd1
Signed by: amr
GPG key ID: E0879EDBDB0CA7B1
5 changed files with 66 additions and 44 deletions

View file

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