Added SFXs

This commit is contained in:
theo@manjaro 2021-11-19 13:42:37 +01:00
parent 4e5f12b967
commit d83e23cd43
18 changed files with 3262 additions and 822 deletions

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@ -13,6 +13,8 @@ class Spring(Ennemy):
self.rect[2],self.rect[3] = self.sprite.get_width(),round(self.sprite.get_height()/2)
self.spriteindex = 0
self.animspeed = 8
self.sfx = self.game.sound_lib["sfx/spring.wav"]
self.longsfx = self.game.sound_lib["sfx/longspring.wav"]
# Zone in with the player is colliding
@ -57,6 +59,9 @@ class Spring(Ennemy):
force = self.jumpstrength
if self.player.fastfall:
force*=1.5
self.longsfx.play()
else:
self.sfx.play()
self.player.yeet(self.ratiox*force,self.ratioy*force)
self.spriteindex = len(self.sprites)

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@ -22,13 +22,15 @@ class Player(Movable):
self.animationspeed = 2.5
self.sprite = self.spritestill
self.rect[2] = self.sprite.get_width()
collisionratio = 0.7
self.rect[2] = self.sprite.get_width()*collisionratio
self.rect[3] = self.sprite.get_height()
self.spriteoffset = self.sprite.get_width()*(1-collisionratio)/2
self.water = self.game.gameloop.findname("Water")[0]
self.hitrect = self.rect.copy()
self.hitrect[2] = round(self.hitrect[2]*0.7)
self.hitrect[2] = round(self.hitrect[2]*1)
self.hitrect[3] = round(self.hitrect[3]*0.7)
self.canhit = False
@ -71,12 +73,18 @@ class Player(Movable):
self.combo = 0
self.combosprites = self.game.getSpriteDir("player/combo/")
self.combosfxs = self.game.getSpriteDir("sfx/combo/",ext=".wav",assetdir="sound_lib")
self.combodefault = self.game.sound_lib["sfx/combo/default.wav"]
self.combotimer = 1
# SFXs
self.landsfx = self.game.sound_lib["sfx/land.wav"]
self.slamsfx = self.game.sound_lib["sfx/slam.wav"]
self.jumpsfx = self.game.sound_lib["sfx/jump.wav"]
def step(self):
if not self.hitpose:
if self.water and self.rect.center[1]>self.water.rect.y: # Reverse gravity underwater
if self.gravityway == 1:
self.gravityway = -1
@ -138,14 +146,17 @@ class Player(Movable):
self.leaptimer = self.leapmaxtimer
self.candash = True
self.canfastfall = True
if self.fastfall:
self.fastfall = 0
# Spawns dust
self.game.addParticle(self.dustparticles,self.rect.right+4,self.rect.center[1]+self.rect[3]/2*self.gravityway,fps=25)
self.game.addParticle(self.dustparticles,self.rect.left-4,self.rect.center[1]+self.rect[3]/2*self.gravityway,fps=25)
if self.verspd!=0:
self.sprite=self.spritelanding
self.landingtimer = self.maxlandtime
if self.fastfall:
self.fastfall = 0
# Spawns dust
self.game.addParticle(self.dustparticles,self.rect.right+4,self.rect.center[1]+self.rect[3]/2*self.gravityway,fps=25)
self.game.addParticle(self.dustparticles,self.rect.left-4,self.rect.center[1]+self.rect[3]/2*self.gravityway,fps=25)
self.slamsfx.play()
else:
self.landsfx.play()
if self.gravityway > 0:
self.verspd=min(0,self.verspd)
else:
@ -185,6 +196,8 @@ class Player(Movable):
self.verspd= self.jump*self.gravityway
if self.leaptimer<0 and not self.onground:
self.verspd = -abs(self.verspd) # Small leap
else:
self.jumpsfx.play()
self.jumped = True
super().step() # Actually move
# Updated hitrect
@ -243,6 +256,9 @@ class Player(Movable):
if self.combo>=1:
index = min(self.combo-1,len(self.combosprites)-1)
self.game.addParticle([self.combosprites[index]],self.rect.center[0],self.rect.top,fps=1)
self.combosfxs[index].play()
else:
self.combodefault.play()
self.combo+=1
self.combotimer = 1
@ -258,4 +274,4 @@ class Player(Movable):
if self.fastfall:
flipy = self.fastfall<0
sprite = self.game.pygame.transform.flip(self.sprite,self.flipx,flipy)
self.game.window.blit(sprite,[self.rect[0]-self.game.globals["camerax"],self.rect[1]-self.game.globals["cameray"]])
self.game.window.blit(sprite,[self.rect[0]-self.game.globals["camerax"]-self.spriteoffset,self.rect[1]-self.game.globals["cameray"]])

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@ -76,7 +76,7 @@ class TilesetRenderer(BaseObject):
tilew,tileh = layer["gridCellWidth"],layer["gridCellHeight"]
tileoffx,tileoffy = layer["offsetX"],layer["offsetY"]
nbtilesx,nbtilesy = layer["gridCellsX"],layer["gridCellsY"]
storedlayer = {"offsets":[tileoffx,tileoffy]}
storedlayer = {"offsets":[tileoffx,tileoffy],"name":layer["name"]}
surface = self.game.pygame.Surface((tilew*nbtilesx,tileh*nbtilesy),flags=self.game.pygame.SRCALPHA)
for y in range(len(layer["dataCoords2D"])):
for x in range(len(layer["dataCoords2D"][y])):
@ -111,5 +111,7 @@ class TilesetRenderer(BaseObject):
else:
self.game.log("Erreur",name,"Il manque les collisions, Entity Layer nommé Solids")
self.layers.sort(key=lambda x: x["name"])
self.layers.reverse()
else:
self.game.log("Erreur",name,"Pas de layers")

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