retocat el audio de recover
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@@ -56,12 +56,12 @@ SOUND|${PREFIX}/data/sound/tabe_hit.wav
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SOUND|${PREFIX}/data/sound/tabe.wav
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SOUND|${PREFIX}/data/sound/title.wav
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SOUND|${PREFIX}/data/sound/voice_aw_aw_aw.wav
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SOUND|${PREFIX}/data/sound/voice_brbrbr.wav
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SOUND|${PREFIX}/data/sound/voice_coffee.wav
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SOUND|${PREFIX}/data/sound/voice_credit_thankyou.wav
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SOUND|${PREFIX}/data/sound/voice_get_ready.wav
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SOUND|${PREFIX}/data/sound/voice_no.wav
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SOUND|${PREFIX}/data/sound/voice_power_up.wav
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SOUND|${PREFIX}/data/sound/voice_recover.wav
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SOUND|${PREFIX}/data/sound/voice_thankyou.wav
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SOUND|${PREFIX}/data/sound/walk.wav
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Binary file not shown.
BIN
data/sound/voice_recover.wav
Normal file
BIN
data/sound/voice_recover.wav
Normal file
Binary file not shown.
@@ -22,17 +22,7 @@
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// Constructor
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Player::Player(const Config &config)
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: player_sprite_(std::make_unique<AnimatedSprite>(config.texture.at(0), config.animations.at(0))),
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power_sprite_(std::make_unique<AnimatedSprite>(config.texture.at(4), config.animations.at(1))),
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enter_name_(std::make_unique<EnterName>()),
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hi_score_table_(config.hi_score_table),
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glowing_entry_(config.glowing_entry),
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stage_info_(config.stage_info),
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play_area_(*config.play_area),
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id_(config.id),
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default_pos_x_(config.x),
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default_pos_y_(config.y),
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demo_(config.demo) {
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: player_sprite_(std::make_unique<AnimatedSprite>(config.texture.at(0), config.animations.at(0))), power_sprite_(std::make_unique<AnimatedSprite>(config.texture.at(4), config.animations.at(1))), enter_name_(std::make_unique<EnterName>()), hi_score_table_(config.hi_score_table), glowing_entry_(config.glowing_entry), stage_info_(config.stage_info), play_area_(*config.play_area), id_(config.id), default_pos_x_(config.x), default_pos_y_(config.y), demo_(config.demo) {
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// Configura objetos
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player_sprite_->addTexture(config.texture.at(1));
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player_sprite_->addTexture(config.texture.at(2));
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@@ -199,7 +189,7 @@ void Player::handlePlayingMovement() {
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}
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void Player::handleRecoverMovement() {
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if (player_sprite_->getCurrentAnimationFrame() == 10) { playSound("voice_brbrbr.wav"); }
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if (player_sprite_->getCurrentAnimationFrame() == 10) { playSound("voice_recover.wav"); }
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if (player_sprite_->animationIsCompleted()) { setPlayingState(State::RESPAWNING); }
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}
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