Refactor material sounds

This commit is contained in:
2022-06-19 21:21:33 +01:00
parent 08e5df07e2
commit 8d81104f5f
14 changed files with 236 additions and 231 deletions
+2 -11
View File
@@ -1,7 +1,7 @@
module Dodge.Block.Debris where
import Dodge.Material
import Dodge.Prop.Moving
import Dodge.WorldEvent.Sound
import Dodge.SoundLogic
--import Dodge.Zone
import Dodge.Base
import Dodge.Data
@@ -31,7 +31,7 @@ makeDebrisDirected :: Float -> Float
makeDebrisDirected mindist maxdist arcrad dir bm p w = w
& flip (foldr (plNew props pjID)) thedebris
& randGen .~ newg
& matDesSound bm p
& originsIDsAt [MaterialSound bm i | i <- [0,1,2]] (destroyMatS bm) p
where
someDebris = case bm of
Stone -> stoneDebris
@@ -92,12 +92,3 @@ shardShape size pr = colorSH (_pjColor pr) . translateSHz (-size) $ upperPrismPo
debrisShape :: Float -> Prop -> Shape
debrisShape size pr = colorSH (_pjColor pr) . translateSHz (-size) $ upperPrismPoly (2*size) $ square size
matDesSound :: Material -> Point2 -> World -> World
matDesSound mat = case mat of
Glass -> mkSoundBreakGlass
Crystal -> mkSoundBreakGlass -- this should be more crunchy
Stone -> mkSoundSplinterBlock
Dirt -> originIDsAt (BlockDegradeSound 1) [impact1S,impact3S]
Wood -> originIDsAt (BlockDegradeSound 1) [impact1S,impact2S,impact3S]
Metal -> originIDsAt (BlockDegradeSound 1) [impact2S,impact3S]