Add music, fix main menu scene

This commit is contained in:
2024-01-28 18:17:39 +01:00
parent 77d6173962
commit dfc20b6a96
7 changed files with 105 additions and 31 deletions

View File

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@@ -322,7 +322,19 @@
"draworder":"topdown",
"id":9,
"name":"game",
"objects":[],
"objects":[
{
"height":0,
"id":1,
"name":"camera",
"point":true,
"rotation":0,
"type":"",
"visible":true,
"width":0,
"x":298.333333333333,
"y":269.666666666667
}],
"opacity":1,
"type":"objectgroup",
"visible":true,
@@ -330,7 +342,7 @@
"y":0
}],
"nextlayerid":10,
"nextobjectid":1,
"nextobjectid":2,
"orientation":"orthogonal",
"renderorder":"right-down",
"tiledversion":"1.10.2",

BIN
assets/music/mainloop.ogg Normal file

Binary file not shown.

BIN
assets/music/title.ogg Normal file

Binary file not shown.

View File

@@ -5,6 +5,7 @@
#include <flecs.h>
#include "constants.h"
#include "sounds.h"
typedef enum GameScreen {
SCREEN_GAME,
@@ -88,11 +89,28 @@ typedef struct Game {
ecs_query_t *drawQuery;
} Game;
extern ecs_world_t *ECS;
static void setScreen(Game *game, GameScreen newScreen) {
SoundState *soundState = ecs_singleton_get_mut(ECS, SoundState);
game->nextScreen = newScreen;
switch (newScreen) {
case SCREEN_GAME:
case SCREEN_PAUSE_MENU:
if (game->screen == SCREEN_MAIN_MENU) {
soundsLoadMusicStream(soundState, "assets/music/mainloop.ogg");
soundsPlayMusicStream(soundState);
}
break;
case SCREEN_MAIN_MENU:
case SCREEN_SETTINGS:
if (game->screen == SCREEN_GAME || game->screen == SCREEN_PAUSE_MENU) {
soundsLoadMusicStream(soundState, "assets/music/title.ogg");
soundsPlayMusicStream(soundState);
}
break;
}
}
extern ecs_world_t *ECS;
extern ECS_COMPONENT_DECLARE(Game); // defined in main.c

View File

@@ -106,7 +106,6 @@ bool init(void *userData) {
ECS_COMPONENT_DEFINE(ECS, Game);
ecs_singleton_set(ECS, Game, {});
Game *game = ecs_singleton_get_mut(ECS, Game);
setScreen(game, SCREEN_MAIN_MENU);
game->font = LoadFontEx("assets/fonts/CompassPro.ttf", 92, NULL, 0);
game->drawQuery = ecs_query(ECS, {
.filter.terms = {
@@ -142,6 +141,7 @@ bool init(void *userData) {
SoundState *sounds = ecs_singleton_get_mut(ECS, SoundState);
soundsLoad(sounds, SOUND_WOOD_PUNCH, 0.1f, "assets/sounds/wood hit 17.wav");
}
setScreen(game, SCREEN_MAIN_MENU);
game->stackAlloc = bzStackAllocCreate(10 * 1000 * 1000); // 10 MB
// init pools
@@ -310,6 +310,7 @@ void deinit(void *userData) {
bzObjectPoolDestroy(game->pools.btNodeState);
soundsUnloadAll(sounds);
soundsUnloadMusicStream(sounds);
bzUIDestroy(UI);
UI = NULL;
@@ -356,6 +357,9 @@ void update(float dt, void *userData) {
case SCREEN_SETTINGS:
break;
}
SoundState *soundState = ecs_singleton_get_mut(ECS, SoundState);
soundsUpdate(soundState);
}
static void drawOverScreen(Color c) {

View File

@@ -15,3 +15,31 @@ void soundsUnloadAll(SoundState *sounds) {
UnloadSound(sounds->sounds[i]);
}
}
void soundsUpdate(SoundState *sounds) {
if (sounds->musicLoaded == true) {
UpdateMusicStream(sounds->music);
}
}
void soundsLoadMusicStream(SoundState *sounds, const char *path) {
soundsUnloadMusicStream(sounds);
sounds->music = LoadMusicStream(path);
sounds->musicLoaded = true;
}
void soundsPlayMusicStream(SoundState *sounds) {
if (sounds->musicLoaded == false) return;
PlayMusicStream(sounds->music);
}
void soundsPauseMusicStream(SoundState *sounds) {
if (sounds->musicLoaded == false) return;
PauseMusicStream(sounds->music);
}
void soundsResumeMusicStream(SoundState *sounds) {
if (sounds->musicLoaded == false) return;
ResumeMusicStream(sounds->music);
}
void soundsUnloadMusicStream(SoundState *sounds) {
if (sounds->musicLoaded == false) return;
UnloadMusicStream(sounds->music);
sounds->musicLoaded = false;
}

View File

@@ -16,6 +16,9 @@ typedef struct SoundState {
// How long it needs to wait,
// before playing the same sound
f32 soundInterval[SOUND_COUNT];
bool musicLoaded;
Music music;
} SoundState;
void soundsLoad(SoundState *sounds, SoundType type, f32 interval, const char *path);
@@ -23,6 +26,15 @@ void soundsPlay(SoundState *sounds, SoundType type);
void soundsUnloadAll(SoundState *sounds);
void soundsUpdate(SoundState *sounds);
void soundsLoadMusicStream(SoundState *sounds, const char *path);
void soundsPlayMusicStream(SoundState *sounds);
void soundsPauseMusicStream(SoundState *sounds);
void soundsResumeMusicStream(SoundState *sounds);
void soundsUnloadMusicStream(SoundState *sounds);
extern ECS_COMPONENT_DECLARE(SoundState); // defined in main.c