click track. window size. music looped and played from myGame

This commit is contained in:
Ralusama19 2017-01-21 16:02:46 +01:00
parent bfa92e8b43
commit cba2ebf03c
9 changed files with 15 additions and 6 deletions

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Resources/Sounds/clicks.wav Normal file

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@ -8,7 +8,7 @@ Combat::Combat() {
// enemy = new IaEnemy(1); // enemy = new IaEnemy(1);
enemy = new Player(1); enemy = new Player(1);
initShader(); initShader();
SoundManager::playMusic("music");
} }
Combat::Combat(bool ia) { Combat::Combat(bool ia) {

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@ -14,8 +14,8 @@
const int SCENE_NUM = 4; const int SCENE_NUM = 4;
#define MARGEERR 0.05f #define MARGEERR 0.05f
#define BLACKVALUE 0.60f #define BLACKVALUE 0.60f
#define W_WIDTH 800 #define W_WIDTH 1024
#define W_HEIGHT 600 #define W_HEIGHT 768
const std::string WORK_DIR(getenv("WORK_DIR")); const std::string WORK_DIR(getenv("WORK_DIR"));

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@ -20,7 +20,7 @@ Game* Game::i() {
// Main game loop // Main game loop
void Game::run() { void Game::run() {
sf::Clock c; sf::Clock c;
sf::RenderWindow window(sf::VideoMode(W_WIDTH, W_HEIGHT), "SFML window"); sf::RenderWindow window(sf::VideoMode(W_WIDTH, W_HEIGHT), "( ( ( Radio Waves ) ) )");
float oldTime = c.getElapsedTime().asSeconds(); float oldTime = c.getElapsedTime().asSeconds();
while (isRunning) { while (isRunning) {
float time = c.getElapsedTime().asSeconds(); float time = c.getElapsedTime().asSeconds();

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@ -8,6 +8,7 @@ Menu::Menu() {
_exit.turnOn(); _exit.turnOn();
_buttons.push_back(&_start); _buttons.push_back(&_start);
_buttons.push_back(&_exit); _buttons.push_back(&_exit);
} }
void Menu::update(float deltaTime, sf::RenderWindow*window){ void Menu::update(float deltaTime, sf::RenderWindow*window){

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@ -10,6 +10,8 @@ MyGame::MyGame() {
_scenes[GameScene::credits] = _menu; _scenes[GameScene::credits] = _menu;
std::cout << "in menu" << std::endl; std::cout << "in menu" << std::endl;
SoundManager::load(); SoundManager::load();
SoundManager::setLoop(true, "intro");
SoundManager::playMusic("intro");
} }
MyGame::~MyGame() { MyGame::~MyGame() {
@ -24,8 +26,11 @@ void MyGame::changeScene(GameScene::gameScene n){
_scene = n; _scene = n;
if(_scenes[_scene] == NULL){ if(_scenes[_scene] == NULL){
if(_scene == GameScene::inGame){ if(_scene == GameScene::inGame){
SoundManager::stopMusic("intro");
_combat = new Combat; _combat = new Combat;
_scenes[_scene] = _combat; _scenes[_scene] = _combat;
SoundManager::setLoop(true, "clicks");
SoundManager::playMusic("clicks");
} }
} }
} }

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@ -7,6 +7,8 @@
/* Example: /* Example:
sf::Music SoundManager::overWorldMusic;*/ sf::Music SoundManager::overWorldMusic;*/
sf::Music SoundManager::worldMusic; sf::Music SoundManager::worldMusic;
sf::Music SoundManager::clickTrack;
sf::SoundBuffer SoundManager::atk1; sf::SoundBuffer SoundManager::atk1;
sf::SoundBuffer SoundManager::atk2; sf::SoundBuffer SoundManager::atk2;
sf::SoundBuffer SoundManager::atk3; sf::SoundBuffer SoundManager::atk3;
@ -39,8 +41,8 @@ void SoundManager::load(){
//LOAD HERE YOUR SOUNDS AND MUSIC //LOAD HERE YOUR SOUNDS AND MUSIC
/* Example: */ /* Example: */
musicMap["music"].openFromFile(WORK_DIR+"Resources/Sounds/wave.wav"); musicMap["intro"].openFromFile(WORK_DIR+"Resources/Sounds/intro.wav");
musicMap["clicks"].openFromFile(WORK_DIR+"Resources/Sounds/clicks.wav");
ASSERT(atk1.loadFromFile(WORK_DIR+"Resources/Sounds/Samples/1.wav")); ASSERT(atk1.loadFromFile(WORK_DIR+"Resources/Sounds/Samples/1.wav"));
soundMap["atk1"].setBuffer(atk1); soundMap["atk1"].setBuffer(atk1);
ASSERT(atk2.loadFromFile(WORK_DIR+"Resources/Sounds/Samples/2.wav")); ASSERT(atk2.loadFromFile(WORK_DIR+"Resources/Sounds/Samples/2.wav"));

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@ -28,6 +28,7 @@ class SoundManager {
//INITIALIZE YOUR VARIABLES AS STATIC sf::Music or sf::SoundBuffer //INITIALIZE YOUR VARIABLES AS STATIC sf::Music or sf::SoundBuffer
/* Example:*/ /* Example:*/
static sf::Music worldMusic; static sf::Music worldMusic;
static sf::Music clickTrack;
static sf::SoundBuffer atk1; static sf::SoundBuffer atk1;
static sf::SoundBuffer atk2; static sf::SoundBuffer atk2;
static sf::SoundBuffer atk3; static sf::SoundBuffer atk3;