Add tap sounds for actions
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@@ -12,19 +12,22 @@ namespace EvilSatellites.Objects
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{
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private Vector3 _PrevPos;
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private Vector3 MaxSpeed = new Vector3(0.2f, 0.2f, 0.2f);
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public Vector3 Acceleration = new Vector3(0.002wf, 0.004f, 0.004f);
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public Vector3 Acceleration = new Vector3(0.0035f, 0.004f, 0.004f);
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private Vector3 Deceleration = new Vector3(0.0025f, 0.0025f, 0.0025f);
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private ISoundEffect sfxEngine;
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private ISoundEffect sfxWhine;
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private ISoundEffect sfxDamage;
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private SoundPatch sfxElevator;
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private SoundPatch sfxVacuum;
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private SoundPatch sfxTurn;
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private AudioAsset sfxTaps;
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public IWeapon CurrentWeapon;
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private int Turning;
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private int Elevating;
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public bool Vacuuming;
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public float Health;
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private Random rnd = new Random();
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private bool IsDamaged;
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public Player(IScreen screen): base(screen)
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{
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ShouldDestroy = false;
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@@ -56,7 +59,9 @@ namespace EvilSatellites.Objects
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sfxWhine.ConnectToEffect(Screen.Manager.EnvironmentEffect);
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sfxEngine.Play();
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sfxWhine.Play();
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sfxDamage = Screen.Manager.Sound.Load(@"sfx/ui/alarmDamage.wav", false);
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sfxDamage.Loop = true;
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sfxTaps = new AudioAsset(Screen.Manager.Sound, @"sfx/ship/taps", 1, 20);
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return;
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}
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@@ -131,6 +136,7 @@ namespace EvilSatellites.Objects
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{
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Turning = dir;
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sfxTurn.Start(time);
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PlayTap();
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}
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public void StopTurning()
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@@ -143,6 +149,7 @@ namespace EvilSatellites.Objects
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{
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Elevating = dir;
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sfxElevator.Start(time);
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PlayTap();
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}
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public void StopElevating()
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@@ -155,6 +162,7 @@ namespace EvilSatellites.Objects
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{
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Vacuuming = true;
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sfxVacuum.Start(time);
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PlayTap();
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}
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public void StopVacuuming()
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@@ -166,6 +174,11 @@ namespace EvilSatellites.Objects
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public void TakeDamage(float dmg)
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{
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Health -= dmg;
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if (Health < 25 && !IsDamaged)
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{
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IsDamaged = true;
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sfxDamage.Play();
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}
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string dmgSound = @"sfx/physics/collisions/";
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if (dmg > 60)
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{
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@@ -180,5 +193,10 @@ namespace EvilSatellites.Objects
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dmgSound += "/int/" + (rnd.Next(2)+1).ToString()+".wav";
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Screen.Manager.Sound.PlayOneshot(dmgSound);
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}
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public void PlayTap()
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{
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sfxTaps.Play();
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}
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}
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}
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@@ -106,6 +106,10 @@ namespace EvilSatellites.Screens
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{
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move.X = _player.Acceleration.X;
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}
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if (Input.IsJustPressed(Keys.A) || Input.IsJustPressed(Keys.S) || Input.IsJustPressed(Keys.D) || Input.IsJustPressed(Keys.W))
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{
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_player.PlayTap();
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}
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if (Input.IsJustPressed(Keys.Left))
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{
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_player.StartTurning(-1, gameTime);
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@@ -142,6 +146,7 @@ namespace EvilSatellites.Screens
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if (Input.IsJustPressed(Keys.Space))
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{
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_player.CurrentWeapon.Shoot(gameTime);
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_player.PlayTap();
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}
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if (Input.IsJustReleased(Keys.Space))
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{
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@@ -149,6 +154,7 @@ namespace EvilSatellites.Screens
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}
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if (Input.IsJustPressed(Keys.R))
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{
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_player.PlayTap();
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if (ObjectRadar.Active)
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{
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ObjectRadar.Stop();
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@@ -159,6 +165,7 @@ namespace EvilSatellites.Screens
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}
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if (Input.IsJustPressed(Keys.T))
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{
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_player.PlayTap();
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if (ObjectRadar.Filter == ObjectType.Satellite)
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{
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ObjectRadar.SetObjectType(ObjectType.Debris);
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@@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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+14
-1
@@ -1 +1,14 @@
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Hits, Near misses, far misses, shoot into void, crash into debris left by shooting satellites, crash into random planet, low health, pick up ammo.
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5 Hits, eg: "wow. good job."
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5 Near misses, eg: "A near miss is indeed still a miss"
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5 far misses, eg: "Um... it's over there."
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3 shoot into void, eg: "I'll let you know if that ever actually hits something"
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3 crash into debris left by shooting satellites, eg: "Now if only your shooting was as good as your ability to fly into crap"
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5 low health, eg: "Why didn't I fly this thing instead"
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5 pick up debris with vacuum to be turned into ammo, eg: "Ah yes. Someone's gotta clean up space junk after all"
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Switch object radar to satellites, probably just: "satellites"
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Switch object radar to debris, probably just: "debris"
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3 game over, eg: "I'd love to say I had faith in you, but I mean... look where that would have gotten me"
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possible ideas, not sure:
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spin around without going anywhere, eg: "do you really enjoy cleaning your ship this much?"
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staying still for a while, eg: "Did you fall asleep?"
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