feat(audio): so hit.wav quan l'enemic passa a ferit
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@@ -38,6 +38,7 @@ namespace Defaults::Sound {
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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* 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* INIT_HUD = "effects/init_hud.wav"; // Para la animación del HUD
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constexpr const char* LASER = "effects/laser_shoot.wav"; // Disparo
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constexpr const char* LOGO = "effects/logo.wav"; // Logo
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@@ -8,6 +8,7 @@
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#include <cstdlib>
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#include <iostream>
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#include "core/audio/audio.hpp"
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#include "core/defaults.hpp"
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#include "core/entities/entity.hpp"
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#include "core/graphics/shape_loader.hpp"
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@@ -276,6 +277,7 @@ void Enemy::destruir() {
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void Enemy::herir(uint8_t shooter_id) {
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wounded_timer_ = Defaults::Enemies::Wounded::DURATION;
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last_hit_by_ = shooter_id;
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Audio::get()->playSound(Defaults::Sound::HIT, Audio::Group::GAME);
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}
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void Enemy::applyImpulse(const Vec2& impulse) {
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