scenes/levels: use the contained asset manager for sfx

This commit is contained in:
Kazhnuz 2019-03-03 19:47:23 +01:00
parent 2050b766b0
commit 39df0ceb29
5 changed files with 7 additions and 8 deletions

View File

@ -20,7 +20,7 @@ function Block:breakBlock()
self.obj.Debris(self.level, x-dist, y+dist, spd, 180+45, duration)
self.obj.Debris(self.level, x-dist, y-dist, spd, 180-45, duration)
self.obj.GFX(self.level, self.x+8, self.y+8, "poof", 1)
assets:playSFX("break")
self.level.assets:playSFX("break")
self.level.score = self.level.score + 10
self:destroy()
end

View File

@ -12,7 +12,7 @@ function Coin:takeLoot()
self.obj.GFX(self.level, self.x+8, self.y+8, "sparkle", 1)
self:destroy()
self.level.gold = self.level.playermanager.gold + self.value
assets:playSFX("collectcoin")
self.level.assets:playSFX("collectcoin")
end
return Coin

View File

@ -12,7 +12,7 @@ function Loot:takeLoot()
self.obj.GFX(self.level, self.x+8, self.y+8, "sparkle", 1)
self:destroy()
self.level.gold = self.level.playermanager.gold + 1
assets:playSFX("collectcoin")
self.level.assets:playSFX("collectcoin")
end
function Loot:update(dt)

View File

@ -182,7 +182,7 @@ function Player:actionMove(dt)
if ((self.onGround == true) or multijump) and self.keys["A"].isPressed then
self.ysp = self.jmp
self.isJumping = true
assets:playSFX("jump")
self.level.assets:playSFX("jump")
assets.sprites["cochon"]:resetAnimation(self.animations["jump"])
end

View File

@ -59,10 +59,9 @@ function Level:loadMission(levelID, missionID)
end
function Level:loadSounds()
assets:clearSFX()
assets:newSFX("jump")
assets:newSFX("break")
assets:newSFX("collectcoin")
self.assets:newSFX("jump", "assets/sfx/jump.wav")
self.assets:newSFX("break", "assets/sfx/break.wav")
self.assets:newSFX("collectcoin", "assets/sfx/collectcoin.wav")
end
function Level:loadCochonSprites(name)