dungeon_crawler
diff prototype/src/main.cc @ 49:303743485aba
pretty much implemented the positional torch sound sources
author | John Tsiombikas <nuclear@member.fsf.org> |
---|---|
date | Tue, 18 Sep 2012 00:34:29 +0300 |
parents | aa9e28670ae2 |
children | c40efa9cf844 |
line diff
1.1 --- a/prototype/src/main.cc Mon Sep 17 08:40:59 2012 +0300 1.2 +++ b/prototype/src/main.cc Tue Sep 18 00:34:29 2012 +0300 1.3 @@ -267,23 +267,27 @@ 1.4 cam.input_move(dx, 0, dy); 1.5 1.6 tileset->update_tiles(msec); 1.7 + 1.8 + level->set_player_position(cam.get_position()); 1.9 level->update(msec, dt); 1.10 1.11 // play the walking sound if we're walking 1.12 - int cellx, celly; 1.13 - level->get_cell_coords_at(cam.get_position(), &cellx, &celly); 1.14 + if(cfg.sound) { 1.15 + int cellx, celly; 1.16 + level->get_cell_coords_at(cam.get_position(), &cellx, &celly); 1.17 1.18 - const AudioSample *move_sample; 1.19 - if(did_move && (move_sample = level->get_sample(cellx, celly, TILE_SAMPLE_WALK))) { 1.20 - if(move_sample != move_sound->get_sample()) { 1.21 - move_sound->stop(); 1.22 - move_sound->set_sample(move_sample); 1.23 - move_sound->play(); 1.24 - } 1.25 - } else { 1.26 - if(move_sound->get_sample()) { 1.27 - move_sound->stop(); 1.28 - move_sound->set_sample(0); 1.29 + const AudioSample *move_sample; 1.30 + if(did_move && (move_sample = level->get_sample(cellx, celly, TILE_SAMPLE_WALK))) { 1.31 + if(move_sample != move_sound->get_sample()) { 1.32 + move_sound->stop(); 1.33 + move_sound->set_sample(move_sample); 1.34 + move_sound->play(); 1.35 + } 1.36 + } else { 1.37 + if(move_sound->get_sample()) { 1.38 + move_sound->stop(); 1.39 + move_sound->set_sample(0); 1.40 + } 1.41 } 1.42 } 1.43