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authordrumsetmonkey <abelleisle@roadrunner.com>2015-12-09 08:21:08 -0500
committerdrumsetmonkey <abelleisle@roadrunner.com>2015-12-09 08:21:08 -0500
commit996a2b90c40b078dabc9a435156a836b9693d0b1 (patch)
tree1e3b102a29893244114ffad85ffdb2f8be082db3 /src
parentd2aa39603eb8a26142a0230188d2572fb0398af5 (diff)
Did Shit
Diffstat (limited to 'src')
-rw-r--r--src/gameplay.cpp2
-rw-r--r--src/inventory.cpp8
-rw-r--r--src/ui.cpp3
3 files changed, 8 insertions, 5 deletions
diff --git a/src/gameplay.cpp b/src/gameplay.cpp
index f665b38..9eacf2a 100644
--- a/src/gameplay.cpp
+++ b/src/gameplay.cpp
@@ -64,7 +64,7 @@ void story(Mob *callee){
ui::waitForDialog();
ui::importantText("times.");
ui::waitForDialog();
- ui::importantText("Clyne is quite satisfied.");
+ ui::importantText("Clyne is a faggot.");
ui::waitForDialog();
callee->alive = false;
}
diff --git a/src/inventory.cpp b/src/inventory.cpp
index c1595e8..8d8f958 100644
--- a/src/inventory.cpp
+++ b/src/inventory.cpp
@@ -10,6 +10,7 @@ static float hangle = 0.0f;
static bool up = true;
static float xc,yc;
static vec2 itemLoc;
+Mix_Chunk* swordSwing;
static const Item item[ITEM_COUNT]= {
#include "../config/items.h"
@@ -23,6 +24,9 @@ void initInventorySprites(void){
for(i = 0;i < ITEM_COUNT;i++){
itemtex[i] = Texture::loadTexture(getItemTexturePath((ITEM_ID)i));
}
+
+ swordSwing = Mix_LoadWAV("assets/sounds/shortSwing.wav");
+ Mix_Volume(2,75);
}
char *getItemTexturePath(ITEM_ID id){
@@ -311,11 +315,11 @@ int Inventory::useItem(void){
switch(type){
case SWORD:
if(!player->left){
- if(hangle==-15)up=true;
+ if(hangle==-15){up=true;Mix_PlayChannel(2,swordSwing,0);}
if(up)hangle-=15;
if(hangle<=-90)hangle=-14;
}else{
- if(hangle==15)up=true;
+ if(hangle==15){up=true;Mix_PlayChannel(2,swordSwing,0);}
if(up)hangle+=15;
if(hangle>=90)hangle=14;
}
diff --git a/src/ui.cpp b/src/ui.cpp
index f843e7d..b0ed64c 100644
--- a/src/ui.cpp
+++ b/src/ui.cpp
@@ -525,8 +525,7 @@ namespace ui {
Mix_PlayChannel(1,dialogClick,0);
}
- }else if(!dialogImportant){
-
+ }else if(!dialogImportant && !fadeIntensity){
vec2 hub = {
(SCREEN_WIDTH/2+offset.x)-fontSize*10,
(offset.y+SCREEN_HEIGHT/2)-fontSize