Added sound effects.

This commit is contained in:
Arron David Nelson 2023-11-14 21:33:11 -08:00
parent 893c701345
commit 9c6da6b5cd
2 changed files with 41 additions and 2 deletions

View File

@ -1,4 +1,5 @@
cmake_minimum_required(VERSION 3.18.4) cmake_minimum_required(VERSION 3.18.4)
project(Pong C CXX) project(Pong C CXX)
if (${CMAKE_HOST_SYSTEM_NAME} STREQUAL "Windows") if (${CMAKE_HOST_SYSTEM_NAME} STREQUAL "Windows")

View File

@ -3,15 +3,18 @@
#include <LWE/GameLoop.h> #include <LWE/GameLoop.h>
#include <LWE/IO/RenderWindow.h> #include <LWE/IO/RenderWindow.h>
#include <LWE/Systems/AudioSystem.h>
#include <LWE/Systems/RigidBodySystem.h> #include <LWE/Systems/RigidBodySystem.h>
#include <LWE/Systems/Portrait2DSystem.h> #include <LWE/Systems/Portrait2DSystem.h>
#include <LWE/Systems/DynamicsSystem.h> #include <LWE/Systems/DynamicsSystem.h>
#include <LWE/Systems/GuiSystem.h> #include <LWE/Systems/GuiSystem.h>
#include <LWE/Components/AudioSource.h>
#include <LWE/Components/AABB2D.h> #include <LWE/Components/AABB2D.h>
#include <LWE/Components/Circle.h> #include <LWE/Components/Circle.h>
#include <LWE/Components/Portrait2D.h> #include <LWE/Components/Portrait2D.h>
#include <LWE/Components/Dynamics.h> #include <LWE/Components/Dynamics.h>
#include <LWE/Gui/LabelGui.h> #include <LWE/Gui/LabelGui.h>
#include <LWE/IO/Audio/Audio.h>
#include <LWE/IO/HID/Input.h> #include <LWE/IO/HID/Input.h>
#include <LWE/IO/HID/GenericInputHandler.h> #include <LWE/IO/HID/GenericInputHandler.h>
#include <LWE/IO/HID/Keyboard.h> #include <LWE/IO/HID/Keyboard.h>
@ -19,7 +22,7 @@
#include <LWE/System/CPU.h> #include <LWE/System/CPU.h>
const float Game::paddleSpeed = 400.0f; const float Game::paddleSpeed = 400.0f;
const float Game::ballSpeed = 400.0f; const float Game::ballSpeed = 15000.0f;
Game::~Game() Game::~Game()
{ {
@ -55,6 +58,10 @@ void Game::SetupResources()
// Setup Resource Code Here // Setup Resource Code Here
AddResource(new lwe::Mesh("PortraitGui", lwe::portraitGuiVerts, lwe::portraitGuiIndices)); AddResource(new lwe::Mesh("PortraitGui", lwe::portraitGuiVerts, lwe::portraitGuiIndices));
AddResource(lwe::Audio::FromFile_Heap("Resources/Audio/Wall.wav", lwe::DataType::FLOAT));
AddResource(lwe::Audio::FromFile_Heap("Resources/Audio/Paddle.wav", lwe::DataType::FLOAT));
AddResource(lwe::Audio::FromFile_Heap("Resources/Audio/Score.wav", lwe::DataType::FLOAT));
constexpr lwe::UInt_8 circleData[] = {255, 255, 255, 255}; constexpr lwe::UInt_8 circleData[] = {255, 255, 255, 255};
lwe::Img* circle = new lwe::Img("Circle", 8, 4, 1, 1, (lwe::Byte*)circleData, lwe::ImgAspect::IMG_ASPECT_COLOR); lwe::Img* circle = new lwe::Img("Circle", 8, 4, 1, 1, (lwe::Byte*)circleData, lwe::ImgAspect::IMG_ASPECT_COLOR);
AddResource(circle); AddResource(circle);
@ -71,6 +78,7 @@ void Game::Setup()
lwe::RenderWindow* win = gl->GetWindow(); lwe::RenderWindow* win = gl->GetWindow();
// Adding Systems Here // Adding Systems Here
AddSystem(new lwe::AudioSystem());
AddSystem(new lwe::Portrait2DSystem()); AddSystem(new lwe::Portrait2DSystem());
AddSystem(new lwe::RigidBodySystem()); AddSystem(new lwe::RigidBodySystem());
AddSystem(new lwe::DynamicsSystem()); AddSystem(new lwe::DynamicsSystem());
@ -142,6 +150,30 @@ void Game::Setup()
ball->SetPos({center.x - 10.0f, center.y - 10.0f, 0.0f}); ball->SetPos({center.x - 10.0f, center.y - 10.0f, 0.0f});
lwe::AABB2D* ballCollider = new lwe::AABB2D("Collider"); lwe::AABB2D* ballCollider = new lwe::AABB2D("Collider");
ballCollider->SetCollidedCb([](lwe::RigidBody* a, lwe::RigidBody* b)
{
lwe::Entity* aOwner = (lwe::Entity*)a->GetParent();
lwe::Entity* bOwner = (lwe::Entity*)b->GetParent();
static lwe::UInt_64 id = 0;
if (bOwner->GetId() == "Bounds")
{
lwe::AudioSource* audio = new lwe::AudioSource("Audio_" + lwe::Str_8::FromNum(id++),"Wall");
audio->EnableAutoDelete(true);
audio->EnableLoop(false);
audio->Play();
aOwner->AddComponent(audio);
}
else
{
lwe::AudioSource* audio = new lwe::AudioSource("Audio_" + lwe::Str_8::FromNum(id++),"Paddle");
audio->EnableAutoDelete(true);
audio->EnableLoop(false);
audio->Play();
aOwner->AddComponent(audio);
}
});
ball->AddComponent(ballCollider); ball->AddComponent(ballCollider);
lwe::Dynamics* ballDynamics = new lwe::Dynamics(1.0f, 1.01f); lwe::Dynamics* ballDynamics = new lwe::Dynamics(1.0f, 1.01f);
@ -276,10 +308,16 @@ void Game::PreRender(lwe::GpuCmdBuffer* cmdBuffer)
void Game::ResetGame(const lwe::Entity* bounds, lwe::Entity* ball) void Game::ResetGame(const lwe::Entity* bounds, lwe::Entity* ball)
{ {
lwe::AudioSource* audio = new lwe::AudioSource("Score", "Score");
audio->EnableAutoDelete(true);
audio->EnableLoop(false);
audio->Play();
ball->AddComponent(audio);
ball->SetPos(bounds->GetScale() / 2.0f - ball->GetScale() / 2.0f); ball->SetPos(bounds->GetScale() / 2.0f - ball->GetScale() / 2.0f);
lwe::Dynamics* ballDyn = (lwe::Dynamics*)ball->GetComponent("Dynamics"); lwe::Dynamics* ballDyn = (lwe::Dynamics*)ball->GetComponent("Dynamics");
ballDyn->SetVelocity(0.0f); ballDyn->ResetVelocity();
started = false; started = false;
} }