Have a really bad walking sound.

master
Zed A. Shaw 2 weeks ago
parent 20cbc3a21c
commit 3720340ab7
  1. 3
      assets/config.json
  2. 2
      assets/enemies.json
  3. BIN
      assets/step_leather_1.ogg
  4. 3
      gui_fsm.cpp

@ -2,7 +2,8 @@
"sounds": {
"sword_1": "assets/sword.1.ogg",
"monster_16": "assets/monster-16.ogg",
"monster_1": "assets/monster-1.ogg"
"monster_1": "assets/monster-1.ogg",
"step_leather_1": "assets/step_leather_1.ogg"
},
"sprites": {
"armored_knight": "assets/armored_knight_1-256.png",

@ -8,7 +8,7 @@
},
{"_type": "Combat", "hp": 200, "max_hp": 200, "damage": 15, "dead": false},
{"_type": "Motion", "dx": 0, "dy": 0, "random": false},
{"_type": "LightSource", "strength": 60, "radius": 1.8},
{"_type": "LightSource", "strength": 50, "radius": 1.0},
{"_type": "EnemyConfig", "hearing_distance": 5},
{"_type": "Animation", "scale": 0.2, "simple": true, "frames": 10, "speed": 1.0}
]

Binary file not shown.

@ -7,6 +7,7 @@
#include <numbers>
#include "systems.hpp"
#include "events.hpp"
#include "sound.hpp"
namespace gui {
using namespace components;
@ -201,6 +202,8 @@ namespace gui {
Point move_to = $main_ui.plan_move(dir, strafe);
if($level.map->can_move(move_to) && !$level.collision->occupied(move_to)) {
fmt::println("PLAYING WALK");
sound::play("step_leather_1");
state(MOVING);
} else {
state(IDLE);

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