Added some sound effects
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@ -24,11 +24,12 @@ After making changes to sources, you need to recompile:
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## Credits
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* **[Michaël Lemaire](https://thunderk.net/)** - Code and graphics
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* **[Matthieu Desprez](https://github.com/edistra)** - Beta testing and ideas
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* **[Phaser](http://phaser.io)** - Game engine
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* **[Viktor Hahn](https://opengameart.org/content/spaceships-6)** - Ship models
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* This work, made by Viktor Hahn (Viktor.Hahn@web.de), is licensed under the Creative Commons Attribution 3.0 Unported License. http://creativecommons.org/licenses/by/3.0/
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* **[www.kenney.nl](www.kenney.nl)** - Sound effects
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* **[Matthieu Desprez](https://github.com/edistra)** - Beta testing and ideas
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* **Nicolas Forgo** - Ship models
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* **[Phaser](http://phaser.io)** - Game engine
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* **[Kevin MacLeod](http://www.incompetech.com/)** - Musics
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* "Full On" Kevin MacLeod (incompetech.com)
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Licensed under Creative Commons: By Attribution 3.0 License
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1
TODO
1
TODO
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@ -29,7 +29,6 @@
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* Drones: add hull points and take area damage
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* Drones: find a way to avoid arena cluttering
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* Show power usage/recovery in action bar, on action hover
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* More sound effects (but battle sounds should be vibration only, we are in space !)
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* Add a battle log display
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* Organize arena objects and information in layers
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* Prevent arena effects information (eg. "shield -36") to overflow out of the arena
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BIN
out/assets/sounds/battle/drone-activate.wav
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out/assets/sounds/battle/drone-activate.wav
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out/assets/sounds/battle/drone-deploy.wav
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out/assets/sounds/battle/drone-deploy.wav
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out/assets/sounds/battle/drone-destroy.wav
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out/assets/sounds/battle/drone-destroy.wav
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out/assets/sounds/battle/effect1.wav
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out/assets/sounds/battle/effect1.wav
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out/assets/sounds/battle/weapon-missile-explosion.wav
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out/assets/sounds/battle/weapon-missile-explosion.wav
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out/assets/sounds/battle/weapon-missile-launch.wav
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out/assets/sounds/battle/weapon-missile-launch.wav
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@ -119,6 +119,11 @@ module TS.SpaceTac.UI {
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// Load sounds
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this.loadSound("battle/ship-change.wav");
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this.loadSound("battle/weapon-bullets.wav");
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this.loadSound("battle/weapon-missile-launch.wav");
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this.loadSound("battle/weapon-missile-explosion.wav");
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this.loadSound("battle/drone-deploy.wav");
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this.loadSound("battle/drone-destroy.wav");
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this.loadSound("battle/drone-activate.wav");
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// Load musics
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this.loadSound("music/walking-along.mp3");
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@ -148,8 +148,6 @@ module TS.SpaceTac.UI {
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}
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this.playing = arena_ship;
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}
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this.battleview.gameui.audio.playOnce("battle-ship-change");
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}
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/**
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@ -126,15 +126,18 @@ module TS.SpaceTac.UI {
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if (this.battle.canPlay(this.view.player)) {
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// Player turn
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this.view.gameui.audio.playOnce("battle-ship-change");
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this.view.setInteractionEnabled(true);
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} else {
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this.view.setInteractionEnabled(false);
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if (event.new_ship.isAbleToPlay()) {
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// AI turn
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this.view.gameui.audio.playOnce("battle-ship-change");
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this.battle.playAI();
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this.delayNextEvents(1500);
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} else {
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// Ship unable to play, skip turn
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this.view.timer.schedule(event.new_ship.alive ? 2000 : 500, () => {
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this.view.timer.schedule(event.new_ship.alive ? 2000 : 200, () => {
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this.battle.advanceToNextShip();
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});
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}
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@ -206,12 +209,21 @@ module TS.SpaceTac.UI {
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// New drone deployed
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private processDroneDeployedEvent(event: DroneDeployedEvent): void {
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let duration = this.view.arena.addDrone(event.drone, !event.initial);
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if (duration) {
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this.view.gameui.audio.playOnce("battle-drone-deploy");
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}
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this.delayNextEvents(duration);
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}
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// Drone destroyed
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private processDroneDestroyedEvent(event: DroneDestroyedEvent): void {
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this.view.arena.removeDrone(event.drone);
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if (!event.initial) {
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this.view.gameui.audio.playOnce("battle-drone-destroy");
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this.delayNextEvents(1000);
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}
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}
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// Drone applied
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@ -219,6 +231,11 @@ module TS.SpaceTac.UI {
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let drone = this.view.arena.findDrone(event.drone);
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if (drone) {
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let duration = drone.setApplied();
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if (duration) {
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this.view.gameui.audio.playOnce("battle-drone-activate");
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}
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this.delayNextEvents(duration);
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}
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}
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@ -128,6 +128,8 @@ module TS.SpaceTac.UI {
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* Default firing effect
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*/
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defaultEffect(): number {
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this.ui.audio.playOnce("battle-weapon-missile-launch");
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let missile = new Phaser.Image(this.ui, this.source.x, this.source.y, "battle-weapon-default");
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missile.anchor.set(0.5, 0.5);
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missile.rotation = this.source.getAngleTo(this.destination);
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@ -140,6 +142,8 @@ module TS.SpaceTac.UI {
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tween.onComplete.addOnce(() => {
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missile.destroy();
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if (blast_radius > 0) {
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this.ui.audio.playOnce("battle-weapon-missile-explosion");
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let blast = new Phaser.Image(this.ui, this.destination.x, this.destination.y, "battle-weapon-blast");
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let scaling = blast_radius * 2 / (blast.width * 0.9);
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blast.anchor.set(0.5, 0.5);
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