Continue tweaking sound
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@@ -7,17 +7,17 @@ import Dodge.SoundLogic.LoadSound
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import Geometry.Data
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import Dodge.RandomHelp
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import System.Random
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--import System.Random
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import Control.Lens
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import Control.Monad.State.Lazy
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mkSoundBreakGlass :: Point2 -> World -> World
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mkSoundBreakGlass p w = soundOnceOrigin soundid (GlassBreakSound 0) p $ set randGen g w
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mkSoundBreakGlass p w = soundStart (GlassBreakSound 0) p soundid Nothing $ set randGen g w
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where
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(soundid,g) = _randGen w & runState (takeOne [glassShat1S,glassShat2S,glassShat3S,glassShat4S])
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mkSoundSplinterGlass :: Point2 -> World -> World
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mkSoundSplinterGlass p w = soundOnceOrigin soundid (GlassBreakSound 1) p $ set randGen g w
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mkSoundSplinterGlass p w = soundStart (GlassBreakSound 1) p soundid Nothing $ set randGen g w
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where
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(soundid,g) = _randGen w & runState (takeOne [smallGlass1S,smallGlass2S,smallGlass3S,smallGlass4S])
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@@ -99,7 +99,7 @@ moveFlame rotd w pt
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_ -> (glare $ doSound damcrs , mvPt)
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where
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time = _btTimer' pt
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doSound = soundFrom Flame (V2 x y) fireS (Just 2) -- . over worldEvents ((.) $ flameGlareAt ep)
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doSound = soundContinue Flame (V2 x y) fireS (Just 2) -- . over worldEvents ((.) $ flameGlareAt ep)
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glare
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| time `mod` 5 == 0
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= tempLightSources %~ (theTLS :)
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