click track. window size. music looped and played from myGame
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parent
bfa92e8b43
commit
cba2ebf03c
9 changed files with 15 additions and 6 deletions
BIN
Resources/Sounds/clicks.wav
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BIN
Resources/Sounds/clicks.wav
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@ -8,7 +8,7 @@ Combat::Combat() {
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// enemy = new IaEnemy(1);
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// enemy = new IaEnemy(1);
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enemy = new Player(1);
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enemy = new Player(1);
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initShader();
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initShader();
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SoundManager::playMusic("music");
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}
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}
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Combat::Combat(bool ia) {
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Combat::Combat(bool ia) {
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@ -14,8 +14,8 @@
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const int SCENE_NUM = 4;
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const int SCENE_NUM = 4;
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#define MARGEERR 0.05f
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#define MARGEERR 0.05f
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#define BLACKVALUE 0.60f
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#define BLACKVALUE 0.60f
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#define W_WIDTH 800
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#define W_WIDTH 1024
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#define W_HEIGHT 600
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#define W_HEIGHT 768
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const std::string WORK_DIR(getenv("WORK_DIR"));
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const std::string WORK_DIR(getenv("WORK_DIR"));
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@ -20,7 +20,7 @@ Game* Game::i() {
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// Main game loop
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// Main game loop
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void Game::run() {
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void Game::run() {
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sf::Clock c;
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sf::Clock c;
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sf::RenderWindow window(sf::VideoMode(W_WIDTH, W_HEIGHT), "SFML window");
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sf::RenderWindow window(sf::VideoMode(W_WIDTH, W_HEIGHT), "( ( ( Radio Waves ) ) )");
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float oldTime = c.getElapsedTime().asSeconds();
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float oldTime = c.getElapsedTime().asSeconds();
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while (isRunning) {
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while (isRunning) {
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float time = c.getElapsedTime().asSeconds();
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float time = c.getElapsedTime().asSeconds();
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@ -8,6 +8,7 @@ Menu::Menu() {
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_exit.turnOn();
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_exit.turnOn();
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_buttons.push_back(&_start);
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_buttons.push_back(&_start);
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_buttons.push_back(&_exit);
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_buttons.push_back(&_exit);
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}
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}
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void Menu::update(float deltaTime, sf::RenderWindow*window){
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void Menu::update(float deltaTime, sf::RenderWindow*window){
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@ -10,6 +10,8 @@ MyGame::MyGame() {
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_scenes[GameScene::credits] = _menu;
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_scenes[GameScene::credits] = _menu;
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std::cout << "in menu" << std::endl;
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std::cout << "in menu" << std::endl;
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SoundManager::load();
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SoundManager::load();
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SoundManager::setLoop(true, "intro");
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SoundManager::playMusic("intro");
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}
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}
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MyGame::~MyGame() {
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MyGame::~MyGame() {
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@ -24,8 +26,11 @@ void MyGame::changeScene(GameScene::gameScene n){
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_scene = n;
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_scene = n;
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if(_scenes[_scene] == NULL){
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if(_scenes[_scene] == NULL){
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if(_scene == GameScene::inGame){
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if(_scene == GameScene::inGame){
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SoundManager::stopMusic("intro");
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_combat = new Combat;
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_combat = new Combat;
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_scenes[_scene] = _combat;
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_scenes[_scene] = _combat;
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SoundManager::setLoop(true, "clicks");
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SoundManager::playMusic("clicks");
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}
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}
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}
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}
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}
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}
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@ -7,6 +7,8 @@
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/* Example:
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/* Example:
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sf::Music SoundManager::overWorldMusic;*/
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sf::Music SoundManager::overWorldMusic;*/
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sf::Music SoundManager::worldMusic;
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sf::Music SoundManager::worldMusic;
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sf::Music SoundManager::clickTrack;
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sf::SoundBuffer SoundManager::atk1;
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sf::SoundBuffer SoundManager::atk1;
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sf::SoundBuffer SoundManager::atk2;
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sf::SoundBuffer SoundManager::atk2;
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sf::SoundBuffer SoundManager::atk3;
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sf::SoundBuffer SoundManager::atk3;
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@ -39,8 +41,8 @@ void SoundManager::load(){
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//LOAD HERE YOUR SOUNDS AND MUSIC
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//LOAD HERE YOUR SOUNDS AND MUSIC
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/* Example: */
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/* Example: */
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musicMap["music"].openFromFile(WORK_DIR+"Resources/Sounds/wave.wav");
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musicMap["intro"].openFromFile(WORK_DIR+"Resources/Sounds/intro.wav");
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musicMap["clicks"].openFromFile(WORK_DIR+"Resources/Sounds/clicks.wav");
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ASSERT(atk1.loadFromFile(WORK_DIR+"Resources/Sounds/Samples/1.wav"));
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ASSERT(atk1.loadFromFile(WORK_DIR+"Resources/Sounds/Samples/1.wav"));
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soundMap["atk1"].setBuffer(atk1);
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soundMap["atk1"].setBuffer(atk1);
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ASSERT(atk2.loadFromFile(WORK_DIR+"Resources/Sounds/Samples/2.wav"));
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ASSERT(atk2.loadFromFile(WORK_DIR+"Resources/Sounds/Samples/2.wav"));
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@ -28,6 +28,7 @@ class SoundManager {
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//INITIALIZE YOUR VARIABLES AS STATIC sf::Music or sf::SoundBuffer
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//INITIALIZE YOUR VARIABLES AS STATIC sf::Music or sf::SoundBuffer
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/* Example:*/
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/* Example:*/
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static sf::Music worldMusic;
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static sf::Music worldMusic;
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static sf::Music clickTrack;
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static sf::SoundBuffer atk1;
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static sf::SoundBuffer atk1;
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static sf::SoundBuffer atk2;
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static sf::SoundBuffer atk2;
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static sf::SoundBuffer atk3;
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static sf::SoundBuffer atk3;
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