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https://github.com/ApfelTeeSaft/PlanetFleet.git
synced 2026-08-26 19:33:38 +00:00
62 lines
1.7 KiB
C++
62 lines
1.7 KiB
C++
#include <SFML/Audio.hpp>
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#include "explosion.h"
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#include "util.h"
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#include "inGameAppState.h"
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using namespace std;
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using namespace vb01;
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namespace battleship{
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void detonate(InGameAppState *inGameState, Vector3 pos, Vector3 dir){
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sf::SoundBuffer *sfxBuffer = new sf::SoundBuffer();
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sf::Sound *sfx = nullptr;
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string p = GameManager::getSingleton()->getPath() + "Sounds/Explosions/explosion0" + to_string(rand() % 4) + ".ogg";
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if(sfxBuffer->loadFromFile(p.c_str())){
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sfx = new sf::Sound(*sfxBuffer);
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sfx->play();
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}
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Fx fx;
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fx.initTime = getTime();
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fx.time = 2500;
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fx.sfx = sfx;
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inGameState->addFx(fx);
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}
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void detonateDepthCharge(InGameAppState *inGameState, Vector3){
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sf::SoundBuffer *sfxBuffer = new sf::SoundBuffer();
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sf::Sound *sfx = nullptr;
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string p = GameManager::getSingleton()->getPath() + "Sounds/Destroyers/depthCharge.ogg";
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if(sfxBuffer->loadFromFile(p.c_str())){
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sfx = new sf::Sound(*sfxBuffer);
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sfx->play();
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}
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Fx fx;
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fx.initTime = getTime();
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fx.time = 2000;
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fx.sfx = sfx;
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inGameState->addFx(fx);
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}
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void detonateTorpedo(InGameAppState *inGameState, Vector3){
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sf::SoundBuffer *sfxBuffer = new sf::SoundBuffer();
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sf::Sound *sfx = nullptr;
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string p = GameManager::getSingleton()->getPath() + "Sounds/Submarines/torpedo.ogg";
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if(sfxBuffer->loadFromFile(p.c_str())){
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sfx = new sf::Sound(*sfxBuffer);
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sfx->play();
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}
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Fx fx;
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fx.initTime = getTime();
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fx.time = 250;
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fx.sfx = sfx;
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inGameState->addFx(fx);
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}
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}
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