From 41532bcc60bfc66e5f471dac18bc489027833f37 Mon Sep 17 00:00:00 2001 From: Klemen Plestenjak Date: Wed, 14 Feb 2024 14:52:08 +0100 Subject: [PATCH] Play correct sound for resource harvesting --- game/systems/s_event.c | 13 ++++++++++++- 1 file changed, 12 insertions(+), 1 deletion(-) diff --git a/game/systems/s_event.c b/game/systems/s_event.c index 7e47791..4c5da61 100644 --- a/game/systems/s_event.c +++ b/game/systems/s_event.c @@ -91,7 +91,18 @@ i32 harvestEvent(ecs_entity_t entity, HarvestEvent event) { }); SoundState *sounds = ecs_singleton_get_mut(ECS, SoundState); Vector2 center = entityGetCenter(*ecs_get(ECS, entity, Position), *ecs_get(ECS, entity, HitBox)); - soundsPosPlay(sounds, center, getRandomSoundType(SOUNDS_WOOD_PUNCH_1, SOUNDS_WOOD_PUNCH_5)); + switch (event.type) { + case RES_WOOD: + soundsPosPlay(sounds, center, getRandomSoundType(SOUNDS_WOOD_PUNCH_1, SOUNDS_WOOD_PUNCH_5)); + break; + case RES_GOLD: + soundsPosPlay(sounds, center, getRandomSoundType(SOUNDS_ORE_PUNCH_1, SOUNDS_ORE_PUNCH_5)); + break; + case RES_FOOD: + soundsPosPlay(sounds, center, getRandomSoundType(SOUNDS_WHEAT_PUNCH_1, SOUNDS_WHEAT_PUNCH_5)); + break; + default:; + } Resource *res = ecs_get_mut(ECS, entity, Resource); BZ_ASSERT(res->type == event.type);