Fix bug where new sounds didn't overplay old sounds
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@@ -159,7 +159,9 @@ isFrictionless cr = case cr ^? crStance . carriage of
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_ -> False
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stepItemUseCooldown :: Creature -> Creature
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stepItemUseCooldown cr = over (crInv . ix iSel . itUseTime) decreaseToZero cr
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stepItemUseCooldown cr = cr & crInv . ix iSel %~
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(itUseTime %~ decreaseToZero) . (wpCurWarmUp %~ decreaseToZero)
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--( over (crInv . ix iSel . itUseTime) decreaseToZero cr
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where
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iSel = _crInvSel cr
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+18
-14
@@ -211,23 +211,27 @@ data ItemPos
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| OnFloor { _itFlID :: Int }
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data Item
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= Weapon
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{ _itName :: String
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, _wpMaxAmmo :: Int
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, _wpLoadedAmmo :: Int
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, _wpAmmo :: Ammo
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, _wpReloadTime :: Int
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{ _itName :: String
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, _wpMaxAmmo :: Int
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, _wpLoadedAmmo :: Int
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, _wpAmmo :: Ammo
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, _wpReloadTime :: Int
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, _wpReloadState :: Int
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, _wpReloadType :: ReloadType
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, _itUseRate :: Int
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, _itUseTime :: Int
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, _itUse :: Item -> Creature -> World -> World
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, _wpReloadType :: ReloadType
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, _wpMaxWarmUp :: Int
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, _wpCurWarmUp :: Int
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, _wpMaxCoolDown :: Int
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, _wpCurCoolDown :: Int
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, _itUseRate :: Int
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, _itUseTime :: Int
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, _itUse :: Item -> Creature -> World -> World
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, _itUseModifiers :: [(Item -> Creature -> World -> World) -> Item -> Creature -> World -> World]
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, _itLeftClickUse :: Maybe (Creature -> Int -> World -> World)
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, _wpSpread :: Float
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, _wpRange :: Float
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, _itHammer :: HammerPosition
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, _itFloorPict :: Picture
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, _itMaxStack :: Int
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, _wpSpread :: Float
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, _wpRange :: Float
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, _itHammer :: HammerPosition
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, _itFloorPict :: Picture
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, _itMaxStack :: Int
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, _itAmount :: Int
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, _itAimingSpeed :: Float
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, _itAimingRange :: Float
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@@ -15,6 +15,10 @@ defaultGun = Weapon
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, _wpReloadTime = 40
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, _wpReloadState = 0
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, _wpReloadType = ActiveReload
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, _wpMaxWarmUp = 0
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, _wpCurWarmUp = 0
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, _wpMaxCoolDown = 0
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, _wpCurCoolDown = 0
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, _itUseRate = 8
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, _itUseTime = 0
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, _itUse = \_ _ -> id
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@@ -291,10 +291,11 @@ ltAutoGun = defaultAutoGun
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, _wpReloadState = 0
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, _itUseRate = 3
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, _itUseTime = 0
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, _itUse = \_ -> withSidePush 50 $ withVelWthHiteff (V2 30 0) 2 basicBulletEffect
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, _itUse = useAmmoParams
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, _itUseModifiers =
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[ shootWithSoundI 0
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, withRandomDirI 0.3
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, withSidePushI 50
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, withMuzFlareI
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]
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, _wpSpread = 0.5
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@@ -305,6 +306,7 @@ ltAutoGun = defaultAutoGun
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, _itZoom = defaultItZoom
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, _itEquipPict = pictureWeaponOnAim ltAutoGunPic
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, _itAimStance = OneHand
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, _wpAmmo = ltBullet
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}
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ltAutoGunPic :: Picture
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ltAutoGunPic = color green $ pictures
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@@ -319,9 +321,12 @@ miniGun = defaultAutoGun
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, _wpLoadedAmmo = 150
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, _wpReloadTime = 200
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, _wpReloadState = 0
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, _wpMaxWarmUp = 100
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, _itUseRate = 2
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, _itUseTime = 0
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, _itUse = \_ -> withWarmUp 50 . torqueBefore 0.03 . withSidePush 50 . withRecoil 15
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, _itUse = \_ -> withWarmUp 50
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. shootWithSoundFor 28 2
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. torqueBefore 0.03 . withSidePush 50 . withRecoil 15
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. withRandomDir 0.1
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. withRandomOffset 9
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. withMuzFlare
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@@ -12,6 +12,13 @@ basicBullet = BulletAmmo
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, _amBulWth = 2
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, _amBulVel = V2 50 0
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}
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ltBullet :: Ammo
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ltBullet = BulletAmmo
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{ _amString = "LTBULLET"
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, _amBulEff = destroyOnImpact bulHitCr bulHitWall' bulHitFF'
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, _amBulWth = 2
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, _amBulVel = V2 40 0
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}
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hvBullet :: Ammo
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hvBullet = BulletAmmo
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{ _amString = "HVBULLET"
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@@ -89,25 +89,23 @@ withWarmUp
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-> Creature
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-> World
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-> World
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withWarmUp t f cr w
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withWarmUp t f cr w
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| reloadCondition = fromMaybe w $ startReloadingWeapon cr w
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| _wpReloadState item /= 0 = w
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| fState == 0 = w
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& pointerToItem %~ ( (itUse .~ (\_ -> withWarmUp 100 f)) . (itUseTime .~ 2) )
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| t > 2 = w
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& pointerToItem %~ ( (itUse .~ (\_ -> withWarmUp (t-1) f)) . (itUseTime .~ 2) )
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| curWarmUp < maxWarmUp = w
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& pointerToItem . wpCurWarmUp +~ 2
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& soundFrom (CrWeaponSound cid) 26 2 0
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| t > 0 = w
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& pointerToItem %~ ( (itUse .~ (\_ -> withWarmUp (t-1) f)) . (itUseTime .~ 2) )
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| otherwise = w
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& pointerToItem %~ ( (itUse .~ (\_ -> withWarmUp 1 f)) . (wpLoadedAmmo -~ 1) . (itUseTime .~ 2) )
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| otherwise = w
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& pointerToItem . wpCurWarmUp .~ maxWarmUp
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& f cr
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& soundFrom (CrWeaponSound cid) 28 2 0
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-- & soundFrom (CrWeaponSound cid) 28 2 0
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where
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cid = _crID cr
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itRef = _crInvSel cr
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item = _crInv cr IM.! itRef
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pointerToItem = creatures . ix cid . crInv . ix itRef
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curWarmUp = _wpCurWarmUp item
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maxWarmUp = _wpMaxWarmUp item
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fState = _itUseTime item
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reloadCondition = _wpLoadedAmmo item == 0
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{- | Adds a sound to a creature based world effect.
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@@ -133,11 +131,13 @@ withRecoil recoilAmount eff cr = eff cr . over (creatures . ix cid) pushback
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Applied before the underlying effect. -}
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withSidePushI
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:: Float -- ^ Maximal possible side push amount
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-> (Creature -> World -> World)
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-- ^ Underlying world effect, takes creature id as input
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-> (Item -> Creature -> World -> World)
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-- ^ Underlying world effect
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-> Item
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-> Creature
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-> World -> World
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withSidePushI maxSide eff cr w = eff cr . over (creatures . ix cid) push $ w
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withSidePushI maxSide eff item cr w = eff item cr $
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w & creatures . ix cid %~ push
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where
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cid = _crID cr
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push = over crPos (+.+ rotateV (_crDir cr) (V2 0 (pushAmount / _crMass cr)))
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@@ -170,6 +170,32 @@ withSidePushAfter maxSide eff cr w = over (creatures . ix cid) push . eff cr $ w
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push = over crPos (+.+ rotateV (_crDir cr) (V2 0 (pushAmount / _crMass cr)))
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(pushAmount, _) = randomR (-maxSide,maxSide) $ _randGen w
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{- | Applies a world effect and sound effect after an ammo check. -}
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shootWithSoundFor
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:: Int -- ^ Sound identifier
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-> Int -- ^ Frames to play
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-> (Creature -> World -> World)
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-- ^ Shoot effect, takes creature id as input
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-> Creature
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-> World
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-> World
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shootWithSoundFor soundid playTime f cr w
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| fireCondition = over (pointerToItem . wpLoadedAmmo) (\ammo -> ammo-1)
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$ soundFromPos (CrWeaponSound cid) cpos soundid playTime 0
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$ set (pointerToItem . itUseTime) (_itUseRate item)
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$ f cr w
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| reloadCondition = fromMaybe w $ startReloadingWeapon cr w
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| otherwise = w
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where
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cid = _crID cr
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cpos = _crPos cr
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itRef = _crInvSel cr
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item = _crInv cr IM.! itRef
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pointerToItem = creatures . ix cid . crInv . ix itRef
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fireCondition = _wpReloadState item == 0
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&& _itUseTime item == 0
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&& _wpLoadedAmmo item > 0
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reloadCondition = _wpLoadedAmmo item == 0
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{- | Applies a world effect and sound effect after an ammo check. -}
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shootWithSound
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:: Int -- ^ Sound identifier
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-> (Creature -> World -> World)
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+4
-4
@@ -39,7 +39,7 @@ New sounds with the same keys as
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already playing sounds are merged as follows:
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* '_soundChannel' is set to the old value
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* if the old '_soundStatus' was 'FadingOut', it set to the new value (can restart playback with 'ToStart')
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* if the old '_soundStatus' was 'FadingOut', it is set to the new value (can restart playback with 'ToStart')
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* other fields are set to the new value.
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In the update:
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@@ -57,8 +57,10 @@ mergeSound :: Sound -> Sound -> Sound
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mergeSound newS oldS
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| _soundStatus oldS == FadingOut
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= newS & soundChannel .~ _soundChannel oldS
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| otherwise = newS & soundChannel .~ _soundChannel oldS
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| _soundChunkID newS == _soundChunkID oldS
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= newS & soundChannel .~ _soundChannel oldS
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& soundStatus .~ _soundStatus oldS
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| otherwise = newS & soundChannel .~ _soundChannel oldS
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updateSounds :: Ord a => IM.IntMap Mix.Chunk -> M.Map a Sound -> IO (M.Map a Sound)
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updateSounds sd ss = do
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@@ -156,8 +158,6 @@ setChannelPos :: Int16 -> Mix.Channel -> MaybeT IO Mix.Channel
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setChannelPos a i = do
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_ <- liftIO $ Mix.effectPosition i a 0
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return i
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-----------------------------------------------------------------
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{- | Set the volume for all sound channels.
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Behind the scenes, scales a float [0,1] to an Int [0..128].
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