refactor(audio): renombrar explosion/explosion2 a enemy_explosion/player_explosion
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@@ -35,8 +35,8 @@ namespace Defaults::Music {
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namespace Defaults::Sound {
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constexpr const char* CONTINUE = "effects/continue.wav"; // Cuenta atras
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constexpr const char* EXPLOSION = "effects/explosion.wav"; // Explosión
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constexpr const char* EXPLOSION2 = "effects/explosion2.wav"; // Explosión alternativa
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constexpr const char* ENEMY_EXPLOSION = "effects/enemy_explosion.wav"; // Explosió d'enemic (debris default)
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constexpr const char* PLAYER_EXPLOSION = "effects/player_explosion.wav"; // Explosió de la nau del jugador
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constexpr const char* FRIENDLY_FIRE_HIT = "effects/friendly_fire.wav"; // Friendly fire hit
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constexpr const char* HIT = "effects/hit.wav"; // Enemic ferit (primer impacte → HURT)
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constexpr const char* HURT = "effects/hurt.wav"; // Nau pròpia entra a HURT
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@@ -64,7 +64,7 @@ namespace Effects {
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const Vec2& velocitat_objecte = {.x = 0.0F, .y = 0.0F},
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float velocitat_angular = 0.0F,
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float factor_herencia_visual = 0.0F,
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const std::string& sound = Defaults::Sound::EXPLOSION,
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const std::string& sound = Defaults::Sound::ENEMY_EXPLOSION,
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SDL_Color color = {0, 0, 0, 0}, // alpha==0 → fragmentos usan oscilador global
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float lifetime = Defaults::Physics::Debris::TEMPS_VIDA,
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float friction = Defaults::Physics::Debris::ACCELERACIO,
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@@ -801,7 +801,7 @@ void GameScene::tocado(uint8_t player_id, const Vec2& bullet_velocity) {
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INHERITED_VEL,
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0.0F, // sense herència angular
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0.0F, // sin herencia visual
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Defaults::Sound::EXPLOSION2,
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Defaults::Sound::PLAYER_EXPLOSION,
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ships_[player_id].getConfig().colors.normal,
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Defaults::Physics::Debris::ENEMY_LIFETIME,
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Defaults::Physics::Debris::ENEMY_FRICTION,
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@@ -48,7 +48,7 @@ namespace Systems::EnemyEvents {
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INHERITED_VEL,
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0.0F,
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0.0F,
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Defaults::Sound::EXPLOSION,
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Defaults::Sound::ENEMY_EXPLOSION,
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color,
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Defaults::Physics::Debris::ENEMY_LIFETIME,
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Defaults::Physics::Debris::ENEMY_FRICTION,
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