scenes/levels: use the contained asset manager for sfx
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@ -20,7 +20,7 @@ function Block:breakBlock()
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self.obj.Debris(self.level, x-dist, y+dist, spd, 180+45, duration)
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self.obj.Debris(self.level, x-dist, y-dist, spd, 180-45, duration)
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self.obj.GFX(self.level, self.x+8, self.y+8, "poof", 1)
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assets:playSFX("break")
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self.level.assets:playSFX("break")
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self.level.score = self.level.score + 10
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self:destroy()
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end
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@ -12,7 +12,7 @@ function Coin:takeLoot()
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self.obj.GFX(self.level, self.x+8, self.y+8, "sparkle", 1)
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self:destroy()
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self.level.gold = self.level.playermanager.gold + self.value
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assets:playSFX("collectcoin")
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self.level.assets:playSFX("collectcoin")
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end
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return Coin
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@ -12,7 +12,7 @@ function Loot:takeLoot()
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self.obj.GFX(self.level, self.x+8, self.y+8, "sparkle", 1)
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self:destroy()
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self.level.gold = self.level.playermanager.gold + 1
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assets:playSFX("collectcoin")
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self.level.assets:playSFX("collectcoin")
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end
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function Loot:update(dt)
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@ -182,7 +182,7 @@ function Player:actionMove(dt)
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if ((self.onGround == true) or multijump) and self.keys["A"].isPressed then
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self.ysp = self.jmp
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self.isJumping = true
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assets:playSFX("jump")
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self.level.assets:playSFX("jump")
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assets.sprites["cochon"]:resetAnimation(self.animations["jump"])
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end
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@ -59,10 +59,9 @@ function Level:loadMission(levelID, missionID)
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end
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function Level:loadSounds()
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assets:clearSFX()
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assets:newSFX("jump")
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assets:newSFX("break")
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assets:newSFX("collectcoin")
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self.assets:newSFX("jump", "assets/sfx/jump.wav")
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self.assets:newSFX("break", "assets/sfx/break.wav")
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self.assets:newSFX("collectcoin", "assets/sfx/collectcoin.wav")
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end
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function Level:loadCochonSprites(name)
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