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Fixed some bugs with sprite sound loading and playback.
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parent
65aae86dcc
commit
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2 changed files with 12 additions and 10 deletions
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@ -80,6 +80,8 @@ module.exports = CocoSprite = class CocoSprite extends CocoClass
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@listenToOnce(@thangType, 'sync', @setupSprite)
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@listenToOnce(@thangType, 'sync', @setupSprite)
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setupSprite: ->
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setupSprite: ->
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for trigger, sounds of @thangType.get('soundTriggers') or {} when trigger isnt 'say'
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AudioPlayer.preloadSoundReference sound for sound in sounds
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@stillLoading = false
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@stillLoading = false
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if @thangType.get('raster')
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if @thangType.get('raster')
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@isRaster = true
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@isRaster = true
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@ -674,7 +676,7 @@ module.exports = CocoSprite = class CocoSprite extends CocoClass
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delay = if withDelay and sound.delay then 1000 * sound.delay / createjs.Ticker.getFPS() else 0
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delay = if withDelay and sound.delay then 1000 * sound.delay / createjs.Ticker.getFPS() else 0
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name = AudioPlayer.nameForSoundReference sound
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name = AudioPlayer.nameForSoundReference sound
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instance = AudioPlayer.playSound name, volume, delay, @getWorldPosition()
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instance = AudioPlayer.playSound name, volume, delay, @getWorldPosition()
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# console.log @thang?.id, "played sound", name, "with delay", delay, "volume", volume, "and got sound instance", instance
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#console.log @thang?.id, "played sound", name, "with delay", delay, "volume", volume, "and got sound instance", instance
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instance
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instance
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onMove: (e) ->
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onMove: (e) ->
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@ -272,7 +272,7 @@ module.exports = class SpriteBoss extends CocoClass
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@selectedSprite?.selected = false
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@selectedSprite?.selected = false
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sprite?.selected = true
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sprite?.selected = true
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@selectedSprite = sprite
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@selectedSprite = sprite
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alive = sprite?.thang.health > 0
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alive = not (sprite?.thang.health < 0)
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Backbone.Mediator.publish 'surface:sprite-selected',
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Backbone.Mediator.publish 'surface:sprite-selected',
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thang: if sprite then sprite.thang else null
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thang: if sprite then sprite.thang else null
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