Add sound on spawn, allow for filtering of to play sounds
This commit is contained in:
@@ -1,13 +1,12 @@
|
||||
module Dodge.SpawnAt (respawn) where
|
||||
|
||||
import qualified Data.Set as S
|
||||
import LensHelp
|
||||
import Dodge.SoundLogic
|
||||
import Linear
|
||||
--import Dodge.SoundLogic.ExternallyGeneratedSounds
|
||||
import Dodge.Creature
|
||||
import Geometry.Data
|
||||
import Dodge.Data.World
|
||||
import Control.Lens
|
||||
--import Control.Applicative
|
||||
--import Linear.V3
|
||||
|
||||
respawn :: World -> World
|
||||
respawn w = w & uncurry spawnAt (w ^. cWorld . lWorld . respawnPos)
|
||||
@@ -15,8 +14,13 @@ respawn w = w & uncurry spawnAt (w ^. cWorld . lWorld . respawnPos)
|
||||
spawnAt :: Point2 -> Float -> World -> World
|
||||
spawnAt p d w = w
|
||||
& wCam . camZoom .~ 1000
|
||||
& wSoundFilter .~ FilterBySoundOrigin (S.singleton SpawnSound)
|
||||
-- & cWorld . lWorld . creatures . at 0 %~ (fmap f . (<|> Just startCr))
|
||||
& cWorld . lWorld . creatures . at 0 ?~ f startCr
|
||||
& cWorld . lWorld . delayedEvents <>~
|
||||
[ (0,SoundStart SpawnSound 0 reverseCymbal1S Nothing)
|
||||
, (10,WdWdSetSoundFilter NoSoundFilter)
|
||||
]
|
||||
-- & cWorld . lWorld . worldEvents <>~
|
||||
---- SoundStart BackgroundSound p foamSprayFadeOutS Nothing :
|
||||
-- [MakeStartCloudAt (V3 x y 20 & _xy +~ p) | x <- [-5, -4 .. 5], y <- [-5, -4 .. 5]]
|
||||
|
||||
Reference in New Issue
Block a user