aaaa jujp
This commit is contained in:
BIN
assets/audio/monster_growl.ogg
Normal file
BIN
assets/audio/monster_growl.ogg
Normal file
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@@ -3,6 +3,7 @@
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"flash_hold_4": File (path: "images/pixelart/Flashlight_hold_4.png"),
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"flash_hold_4": File (path: "images/pixelart/Flashlight_hold_4.png"),
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"flash_hold_4_pressed": File (path: "images/pixelart/Flashlight_click_4.png"),
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"flash_hold_4_pressed": File (path: "images/pixelart/Flashlight_click_4.png"),
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"monster_footsteps": File (path: "audio/monster-footsteps.ogg"),
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"monster_footsteps": File (path: "audio/monster-footsteps.ogg"),
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"monster_growl": File (path: "audio/monster_growl.ogg"),
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"theme": File (path: "audio/untitled.ogg"),
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"theme": File (path: "audio/untitled.ogg"),
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"house": File (path: "meshes/House.glb"),
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"house": File (path: "meshes/House.glb"),
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"library": Folder (
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"library": Folder (
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@@ -32,6 +32,8 @@ pub(crate) struct AudioAssets {
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pub(crate) flash_click: Handle<AudioSource>,
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pub(crate) flash_click: Handle<AudioSource>,
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#[asset(key = "monster_footsteps")]
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#[asset(key = "monster_footsteps")]
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pub(crate) monster_footsteps: Handle<AudioSource>,
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pub(crate) monster_footsteps: Handle<AudioSource>,
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#[asset(key = "monster_growl")]
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pub(crate) monster_growl: Handle<AudioSource>,
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#[asset(key = "theme")]
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#[asset(key = "theme")]
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pub(crate) theme_song: Handle<AudioSource>,
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pub(crate) theme_song: Handle<AudioSource>,
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}
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}
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@@ -315,7 +315,7 @@ fn play_monster_sounds(
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}
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}
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play_footstep_segment(
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play_footstep_segment(
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audio,
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&audio,
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&audio_assets,
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&audio_assets,
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distance,
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distance,
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&monster.state,
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&monster.state,
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@@ -324,14 +324,17 @@ fn play_monster_sounds(
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);
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);
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if monster.state == MonsterState::Hunting && rand.random_bool(0.3) {
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if monster.state == MonsterState::Hunting && rand.random_bool(0.3) {
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println!("Monster growl!");
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audio.play(audio_assets.monster_growl.clone())
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.with_volume(0.8 as f64)
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.fade_in(AudioTween::linear(Duration::from_millis(100)))
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.handle();
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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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}
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}
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fn play_footstep_segment(
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fn play_footstep_segment(
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audio: Res<Audio>,
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audio: &Res<Audio>,
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audio_assets: &Res<AudioAssets>,
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audio_assets: &Res<AudioAssets>,
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distance: f32,
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distance: f32,
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state: &MonsterState,
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state: &MonsterState,
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