#include #include "explosion.h" #include "util.h" #include "inGameAppState.h" using namespace std; using namespace vb01; namespace battleship{ using namespace configData; void detonate(InGameAppState *inGameState, Vector3 pos, Vector3 dir){ sf::SoundBuffer *sfxBuffer = new sf::SoundBuffer(); sf::Sound *sfx = nullptr; string p = PATH + "Sounds/Explosions/explosion0" + to_string(rand() % 4) + ".ogg"; if(sfxBuffer->loadFromFile(p.c_str())){ sfx = new sf::Sound(*sfxBuffer); sfx->play(); } Fx fx; fx.initTime = getTime(); fx.time = 2500; fx.sfx = sfx; inGameState->addFx(fx); } void detonateDepthCharge(InGameAppState *inGameState, Vector3){ sf::SoundBuffer *sfxBuffer = new sf::SoundBuffer(); sf::Sound *sfx = nullptr; string p = PATH + "Sounds/Destroyers/depthCharge.ogg"; if(sfxBuffer->loadFromFile(p.c_str())){ sfx = new sf::Sound(*sfxBuffer); sfx->play(); } Fx fx; fx.initTime = getTime(); fx.time = 2000; fx.sfx = sfx; inGameState->addFx(fx); } void detonateTorpedo(InGameAppState *inGameState, Vector3){ sf::SoundBuffer *sfxBuffer = new sf::SoundBuffer(); sf::Sound *sfx = nullptr; string p = PATH + "Sounds/Submarines/torpedo.ogg"; if(sfxBuffer->loadFromFile(p.c_str())){ sfx = new sf::Sound(*sfxBuffer); sfx->play(); } Fx fx; fx.initTime = getTime(); fx.time = 250; fx.sfx = sfx; inGameState->addFx(fx); } }