implement simple sfx playback for jumping
parent
0a4c700bf6
commit
2b79b5e6bc
18
scene_test.c
18
scene_test.c
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@ -8,6 +8,8 @@
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#include <emscripten/emscripten.h>
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#endif
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static SFX_t sfx_buffer[4] = {0};
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static uint32_t sfx_counts[4] = {0};
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Scene_t* scenes[1];
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static GameEngine_t engine =
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@ -15,7 +17,13 @@ static GameEngine_t engine =
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.scenes = scenes,
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.max_scenes = 1,
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.curr_scene = 0,
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.assets = {0}
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.assets = {0},
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.sfx_list = {
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.sfx = sfx_buffer,
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.n_sfx = 4,
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.sfx_queue = sfx_counts,
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.played_sfx = 0,
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}
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};
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void update_loop(void)
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@ -31,9 +39,11 @@ void update_loop(void)
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int main(void)
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{
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init_engine(&engine);
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InitWindow(1280, 640, "raylib");
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SetTargetFPS(60);
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InitAudioDevice();
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init_engine(&engine);
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init_memory_pools();
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init_assets(&engine.assets);
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@ -47,6 +57,9 @@ int main(void)
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#endif
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init_item_creation(&engine.assets);
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add_sound(&engine.assets, "testsnd", "res/sound.ogg");
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load_sfx(&engine, "testsnd", 0);
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LevelScene_t scene;
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scene.scene.engine = &engine;
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init_sandbox_scene(&scene);
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@ -75,6 +88,7 @@ int main(void)
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update_entity_manager(&scene.scene.ent_manager);
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// This is needed to advance time delta
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render_scene(&scene.scene);
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update_sfx_list(&engine);
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if (WindowShouldClose()) break;
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}
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#endif
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@ -65,4 +65,12 @@ Font* get_font(Assets_t* assets, const char* name);
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LevelPack_t* get_level_pack(Assets_t* assets, const char* name);
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void draw_sprite(Sprite_t* spr, Vector2 pos, bool flip_x);
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typedef struct SFX
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{
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Sound* snd;
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uint8_t plays;
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uint8_t cooldown;
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} SFX_t;
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#endif // __ASSETS_H
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@ -3,6 +3,7 @@
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void init_engine(GameEngine_t* engine)
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{
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sc_queue_init(&engine->key_buffer);
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memset(engine->sfx_list.sfx, 0, engine->sfx_list.n_sfx * sizeof(SFX_t));
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}
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void deinit_engine(GameEngine_t* engine)
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@ -48,6 +49,38 @@ void change_scene(GameEngine_t* engine, unsigned int idx)
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engine->scenes[engine->curr_scene]->state = SCENE_PLAYING;
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}
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bool load_sfx(GameEngine_t* engine, const char* snd_name, uint32_t tag_idx)
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{
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if (tag_idx >= engine->sfx_list.n_sfx) return false;
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Sound* snd = get_sound(&engine->assets, snd_name);
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if (snd == NULL) return false;
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engine->sfx_list.sfx[tag_idx].snd = snd;
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engine->sfx_list.sfx[tag_idx].cooldown = 0;
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engine->sfx_list.sfx[tag_idx].plays = 0;
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}
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void play_sfx(GameEngine_t* engine, unsigned int tag_idx)
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{
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if (tag_idx >= engine->sfx_list.n_sfx) return;
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SFX_t* sfx = engine->sfx_list.sfx + tag_idx;
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if (sfx->plays == 0 && sfx->snd != NULL)
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{
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PlaySound(*sfx->snd);
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sfx->plays++;
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engine->sfx_list.sfx_queue[engine->sfx_list.played_sfx++] = tag_idx;
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}
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}
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void update_sfx_list(GameEngine_t* engine)
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{
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for (uint32_t i = 0; i< engine->sfx_list.played_sfx; ++i)
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{
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uint32_t tag_idx = engine->sfx_list.sfx_queue[i];
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engine->sfx_list.sfx[tag_idx].plays = 0;
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}
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engine->sfx_list.played_sfx = 0;
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}
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//void init_scene(Scene_t* scene, SceneType_t scene_type, system_func_t render_func, action_func_t action_func)
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void init_scene(Scene_t* scene, system_func_t render_func, action_func_t action_func)
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{
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@ -7,15 +7,23 @@
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typedef struct Scene Scene_t;
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typedef struct SFXList
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{
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SFX_t* sfx;
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uint32_t* sfx_queue;
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uint32_t n_sfx;
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uint32_t played_sfx;
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} SFXList_t;
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typedef struct GameEngine {
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Scene_t **scenes;
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unsigned int max_scenes;
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unsigned int curr_scene;
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Assets_t assets;
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SFXList_t sfx_list;
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// Maintain own queue to handle key presses
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struct sc_queue_32 key_buffer;
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} GameEngine_t;
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void change_scene(GameEngine_t* engine, unsigned int idx);
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//typedef enum SceneType {
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// LEVEL_SCENE = 0,
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@ -47,6 +55,11 @@ void init_engine(GameEngine_t* engine);
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void deinit_engine(GameEngine_t* engine);
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void process_inputs(GameEngine_t* engine, Scene_t* scene);
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void change_scene(GameEngine_t* engine, unsigned int idx);
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bool load_sfx(GameEngine_t* engine, const char* snd_name, uint32_t tag_idx);
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void play_sfx(GameEngine_t* engine, unsigned int tag_idx);
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void update_sfx_list(GameEngine_t* engine);
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// Inline functions, for convenience
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extern void update_scene(Scene_t* scene);
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extern void render_scene(Scene_t* scene);
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@ -362,6 +362,7 @@ void player_movement_input_system(Scene_t* scene)
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// Check if possible to jump when jump is pressed
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if (p_cjump->jump_released && p_pstate->jump_pressed && p_cjump->jumps > 0 && p_cjump->jump_ready)
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{
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play_sfx(scene->engine, 0);
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p_cjump->jumps--;
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if (!in_water)
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{
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