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https://github.com/codeninjasllc/codecombat.git
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527 lines
20 KiB
CoffeeScript
527 lines
20 KiB
CoffeeScript
CocoClass = require 'lib/CocoClass'
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{createProgressBar} = require './sprite_utils'
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Camera = require './Camera'
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Mark = require './Mark'
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Label = require './Label'
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AudioPlayer = require 'lib/AudioPlayer'
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{me} = require 'lib/auth'
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# We'll get rid of this once level's teams actually have colors
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healthColors =
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ogres: [64, 128, 212]
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humans: [255, 0, 0]
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neutral: [64, 212, 128]
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# Sprite: EaselJS-based view/controller for Thang model
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module.exports = CocoSprite = class CocoSprite extends CocoClass
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thangType: null # ThangType instance
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displayObject: null
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imageObject: null
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healthBar: null
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marks: null
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labels: null
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options:
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resolutionFactor: 4
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groundLayer: null
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textLayer: null
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floatingLayer: null
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frameRateFactor: 1 # TODO: use or lose?
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thang: null
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camera: null
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spriteSheetCache: null
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showInvisible: false
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flipped: false
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flippedCount: 0
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originalScaleX: null
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originalScaleY: null
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actionQueue: null
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actions: null
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rotation: 0
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# ACTION STATE
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# Actions have relations. If you say 'move', 'move_side' may play because of a direction
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# relationship, and if you say 'cast', 'cast_begin' may happen first, or 'cast_end' after.
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currentRootAction: null # action that, in general, is playing or will play
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currentAction: null # related action that is right now playing
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subscriptions:
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'level-sprite-dialogue': 'onDialogue'
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'level-sprite-clear-dialogue': 'onClearDialogue'
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'level-set-letterbox': 'onSetLetterbox'
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'surface:ticked': 'onSurfaceTicked'
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constructor: (@thangType, options) ->
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super()
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@options = _.extend(_.cloneDeep(@options), options)
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@setThang @options.thang
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console.error @toString(), "has no ThangType!" unless @thangType
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@actionQueue = []
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@marks = {}
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@labels = {}
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@age = 0
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@displayObject = new createjs.Container()
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if @thangType.get('actions')
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@setupSprite()
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else
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@stillLoading = true
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@thangType.fetch()
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@thangType.once 'sync', @setupSprite, @
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setupSprite: ->
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@stillLoading = false
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@actions = @thangType.getActions()
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@buildFromSpriteSheet @buildSpriteSheet()
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destroy: ->
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mark.destroy() for name, mark of @marks
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label.destroy() for name, label of @labels
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@imageObject?.off 'animationend', @playNextAction
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@playNextAction = null
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@displayObject?.off()
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clearInterval @effectInterval if @effectInterval
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super()
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toString: -> "<CocoSprite: #{@thang?.id}>"
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buildSpriteSheet: ->
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options = _.extend @options, @thang?.getSpriteOptions?() ? {}
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options.colorConfig = @options.colorConfig if @options.colorConfig
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options.async = false
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@thangType.getSpriteSheet options
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buildFromSpriteSheet: (spriteSheet) ->
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if spriteSheet
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sprite = new createjs.Sprite(spriteSheet)
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else
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sprite = new createjs.Shape()
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sprite.scaleX = sprite.scaleY = 1 / @options.resolutionFactor
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# temp, until these are re-exported with perspective
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if @options.camera and @thangType.get('name') in ['Dungeon Floor', 'Indoor Floor', 'Grass', 'Goal Trigger', 'Obstacle']
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sprite.scaleY *= @options.camera.y2x
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@displayObject.removeChild(@imageObject) if @imageObject
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@imageObject = sprite
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@displayObject.addChild(sprite)
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@addHealthBar()
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@configureMouse()
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# TODO: generalize this later?
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@originalScaleX = sprite.scaleX
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@originalScaleY = sprite.scaleY
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@displayObject.sprite = @
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@displayObject.layerPriority = @thangType.get 'layerPriority'
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@displayObject.name = @thang?.spriteName or @thangType.get 'name'
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@imageObject.on 'animationend', @playNextAction
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##################################################
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# QUEUEING AND PLAYING ACTIONS
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queueAction: (action) ->
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# The normal way to have an action play
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action = @actions[action] if _.isString(action)
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action ?= @actions.idle
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@actionQueue = []
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@actionQueue.push @currentRootAction.relatedActions.end if @currentRootAction?.relatedActions?.end
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@actionQueue.push action.relatedActions.begin if action.relatedActions?.begin
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@actionQueue.push action
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if action.goesTo and nextAction = @actions[action.goesTo]
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@actionQueue.push nextAction if nextAction
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@currentRootAction = action
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@playNextAction()
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onSurfaceTicked: (e) -> @age += e.dt
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playNextAction: =>
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@playAction(@actionQueue.splice(0,1)[0]) if @actionQueue.length
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playAction: (action) ->
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@currentAction = action
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return @hide() unless action.animation or action.container or action.relatedActions
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@show()
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return @updateActionDirection() unless action.animation or action.container
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m = if action.container then "gotoAndStop" else "gotoAndPlay"
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@imageObject.framerate = action.framerate or 20
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@imageObject[m] action.name
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reg = @getOffset 'registration'
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@imageObject.regX = -reg.x
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@imageObject.regY = -reg.y
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if @currentRootAction.name is 'move' and action.frames
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start = Math.floor(Math.random() * action.frames.length)
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@imageObject.currentAnimationFrame = start
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hide: ->
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@hiding = true
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@updateAlpha()
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show: ->
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@hiding = false
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@updateAlpha()
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stop: ->
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@imageObject?.stop?()
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mark.stop() for name, mark of @marks
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play: ->
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@imageObject?.play?()
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mark.play() for name, mark of @marks
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update: (frameChanged) ->
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# Gets the sprite to reflect what the current state of the thangs and surface are
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return if @stillLoading
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@updatePosition()
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return unless frameChanged
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@updateScale()
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@updateAlpha()
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@updateRotation()
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@updateAction()
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@updateStats()
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@updateMarks()
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@updateLabels()
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@updateGold()
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cache: ->
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bounds = @imageObject.getBounds()
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@displayObject.cache 0, 0, bounds.width, bounds.height
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#console.log "just cached", @thang.id, "which was at", @imageObject.x, @imageObject.y, bounds.width, bounds.height, "with scale", Math.max(@imageObject.scaleX, @imageObject.scaleY)
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getBobOffset: ->
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return 0 unless @thang.bobHeight
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@thang.bobHeight * (1 + Math.sin(@age * Math.PI / @thang.bobTime))
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getWorldPosition: ->
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p1 = @thang.pos
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if bobOffset = @getBobOffset()
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p1 = p1.copy?() or _.clone(p1)
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p1.z += bobOffset
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x: p1.x, y: p1.y, z: if @thang.isLand then 0 else p1.z - @thang.depth / 2
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updatePosition: ->
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return unless @thang?.pos and @options.camera?
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wop = @getWorldPosition()
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[p0, p1] = [@lastPos, @thang.pos]
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return if p0 and p0.x is p1.x and p0.y is p1.y and p0.z is p1.z and not @options.camera.tweeningZoomTo
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sup = @options.camera.worldToSurface wop
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[@displayObject.x, @displayObject.y] = [sup.x, sup.y]
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@lastPos = p1.copy?() or _.clone(p1)
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@hasMoved = true
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updateScale: ->
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if @thangType.get('matchWorldDimensions') and @thang
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if @thang.width isnt @lastThangWidth or @thang.height isnt @lastThangHeight
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[@lastThangWidth, @lastThangHeight] = [@thang.width, @thang.height]
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bounds = @imageObject.getBounds()
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@imageObject.scaleX = @thang.width * Camera.PPM / bounds.width
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@imageObject.scaleY = @thang.height * Camera.PPM * @options.camera.y2x / bounds.height
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unless @thang.spriteName is 'Beam'
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@imageObject.scaleX *= @thangType.get('scale') ? 1
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@imageObject.scaleY *= @thangType.get('scale') ? 1
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return
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scaleX = if @getActionProp 'flipX' then -1 else 1
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scaleY = if @getActionProp 'flipY' then -1 else 1
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scaleFactor = @thang.scaleFactor ? 1
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scaleFactorX = @thang.scaleFactorX ? scaleFactor
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scaleFactorY = @thang.scaleFactorY ? scaleFactor
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@imageObject.scaleX = @originalScaleX * scaleX * scaleFactorX
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@imageObject.scaleY = @originalScaleY * scaleY * scaleFactorY
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updateAlpha: ->
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@imageObject.alpha = if @hiding then 0 else 1
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return unless @thang?.alpha?
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@imageObject.alpha = @thang.alpha
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if @options.showInvisible
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@imageObject.alpha = Math.max 0.5, @imageObject.alpha
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updateRotation: (imageObject) ->
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rotationType = @thangType.get('rotationType')
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return if rotationType is 'fixed'
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rotation = @getRotation()
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imageObject ?= @imageObject
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return imageObject.rotation = rotation if not rotationType
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@updateIsometricRotation(rotation, imageObject)
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getRotation: ->
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return @rotation if not @thang?.rotation
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rotation = @thang?.rotation
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rotation = (360 - (rotation * 180 / Math.PI) % 360) % 360
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rotation -= 360 if rotation > 180
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rotation
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updateIsometricRotation: (rotation, imageObject) ->
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return unless @currentAction
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return if _.string.endsWith(@currentAction.name, 'back')
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return if _.string.endsWith(@currentAction.name, 'fore')
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@imageObject.scaleX *= -1 if Math.abs(rotation) >= 90
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##################################################
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updateAction: ->
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action = @determineAction()
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isDifferent = action isnt @currentRootAction
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if not action and @thang?.actionActivated and not @stopLogging
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console.error "action is", action, "for", @thang?.id, "from", @currentRootAction, @thang.action, @thang.getActionName?()
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@stopLogging = true
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@queueAction(action) if isDifferent or (@thang?.actionActivated and action.name isnt 'move')
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@updateActionDirection()
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determineAction: ->
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action = null
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action = @thang.getActionName() if @thang?.acts
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action ?= @currentRootAction.name if @currentRootAction?
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action ?= 'idle'
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action = null unless @actions[action]?
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return null unless action
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action = 'break' if @actions.break? and @thang?.erroredOut
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action = 'die' if @actions.die? and @thang?.health? and @thang.health <= 0
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@actions[action]
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updateActionDirection: (@wallGrid=null) ->
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# wallGrid is only needed for wall grid face updates; should refactor if this works
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return unless action = @getActionDirection()
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@playAction(action) if action isnt @currentAction
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getActionDirection: (rootAction=null) ->
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rootAction ?= @currentRootAction
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return null unless relatedActions = rootAction?.relatedActions ? {}
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rotation = @getRotation()
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if relatedActions["111111111111"] # has grid-surrounding-wall-based actions
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if @wallGrid
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action = ''
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tileSize = 4
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[gx, gy] = [@thang.pos.x, @thang.pos.y]
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for y in [gy + tileSize, gy, gy - tileSize, gy - tileSize * 2]
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for x in [gx - tileSize, gx, gx + tileSize]
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if x >= 0 and y >= 0 and x < @wallGrid.width and y < @wallGrid.height
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wallThangs = @wallGrid.contents x, y
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else
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wallThangs = ['outside of the map yo']
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if wallThangs.length is 0
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if y is gy and x is gx
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action += "1" # the center wall we're placing
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else
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action += "0"
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else if wallThangs.length is 1
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action += "1"
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else
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console.error "Overlapping walls at", x, y, "...", wallThangs
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action += "1"
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matchedAction = '111111111111'
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for relatedAction of relatedActions
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if action.match(relatedAction.replace(/\?/g, '.'))
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matchedAction = relatedAction
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break
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#console.log "returning", matchedAction, "for", @thang.id, "at", gx, gy
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return relatedActions[matchedAction]
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else
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keys = _.keys relatedActions
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index = Math.max 0, Math.floor((179 + rotation) / 360 * keys.length)
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#console.log "Showing", relatedActions[keys[index]]
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return relatedActions[keys[index]]
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value = Math.abs(rotation)
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direction = null
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direction = 'side' if value <= 45 or value >= 135
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direction = 'fore' if 135 > rotation > 45
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direction = 'back' if -135 < rotation < -45
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relatedActions[direction]
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updateStats: ->
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if bar = @healthBar
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return if @thang.health is @lastHealth
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@lastHealth = @thang.health
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healthPct = Math.max(@thang.health / @thang.maxHealth, 0)
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bar.scaleX = healthPct / bar.baseScale
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healthOffset = @getOffset 'aboveHead'
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[bar.x, bar.y] = [healthOffset.x - bar.width / 2, healthOffset.y]
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configureMouse: ->
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@displayObject.cursor = 'pointer' if @thang?.isSelectable
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@displayObject.mouseEnabled = @displayObject.mouseChildren = false unless @thang?.isSelectable or @thang?.isLand
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if @displayObject.mouseEnabled
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@displayObject.on 'mousedown', @onMouseEvent, @, false, 'sprite:mouse-down'
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@displayObject.on 'click', @onMouseEvent, @, false, 'sprite:clicked'
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@displayObject.on 'dblclick', @onMouseEvent, @, false, 'sprite:double-clicked'
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@displayObject.on 'pressmove', @onMouseEvent, @, false, 'sprite:dragged'
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@displayObject.on 'pressup', @onMouseEvent, @, false, 'sprite:mouse-up'
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onSetLetterbox: (e) ->
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@letterboxOn = e.on
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onMouseEvent: (e, ourEventName) ->
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return if @letterboxOn
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Backbone.Mediator.publish ourEventName, sprite: @, thang: @thang, originalEvent: e
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addHealthBar: ->
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@displayObject.removeChild @healthBar if @healthBar?.parent
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return unless @thang?.health? and "health" in (@thang?.hudProperties ? [])
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healthColor = healthColors[@thang?.team] ? healthColors["neutral"]
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healthOffset = @getOffset 'aboveHead'
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bar = @healthBar = createProgressBar(healthColor, healthOffset.y)
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bar.x = healthOffset.x - bar.width / 2
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bar.name = 'health bar'
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bar.cache 0, -bar.height * bar.baseScale / 2, bar.width * bar.baseScale, bar.height * bar.baseScale
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@displayObject.addChild bar
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getActionProp: (prop, subProp, def=null) ->
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# Get a property or sub-property from an action, falling back to ThangType
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for val in [@currentAction?[prop], @thangType.get(prop)]
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val = val[subProp] if val? and subProp
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return val if val?
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def
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getOffset: (prop) ->
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# Get the proper offset from either the current action or the ThangType
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def = x: 0, y: {registration: 0, torso: -50, mouth: -60, aboveHead: -100}[prop]
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pos = @getActionProp 'positions', prop, def
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pos = x: pos.x, y: pos.y
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scale = @getActionProp 'scale', null, 1
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scale *= @options.resolutionFactor if prop is 'registration'
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pos.x *= scale
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pos.y *= scale
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if @thang and prop isnt 'registration'
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scaleFactor = @thang.scaleFactor ? 1
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pos.x *= @thang.scaleFactorX ? scaleFactor
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pos.y *= @thang.scaleFactorY ? scaleFactor
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pos
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updateMarks: ->
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return unless @options.camera
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@addMark 'repair', null, 'repair' if @thang?.errorsOut
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@marks.repair?.toggle @thang?.errorsOut
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@addMark('bounds').toggle true if @thang?.drawsBounds
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@addMark('shadow').toggle true unless @thangType.get('shadow') is 0
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mark.update() for name, mark of @marks
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#@thang.effectNames = ['berserk', 'confuse', 'control', 'curse', 'fear', 'poison', 'paralyze', 'regen', 'sleep', 'slow', 'haste']
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@updateEffectMarks() if @thang?.effectNames?.length or @previousEffectNames?.length
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updateEffectMarks: ->
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return if _.isEqual @thang.effectNames, @previousEffectNames
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for effect in @thang.effectNames
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mark = @addMark effect, @options.floatingLayer, effect
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mark.statusEffect = true
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mark.toggle 'on'
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mark.show()
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if @previousEffectNames
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for effect in @previousEffectNames
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continue if effect in @thang.effectNames
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mark = @marks[effect]
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mark.toggle false
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if @thang.effectNames.length > 1 and not @effectInterval
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@rotateEffect()
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@effectInterval = setInterval @rotateEffect, 1500
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else if @effectInterval and @thang.effectNames.length <= 1
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clearInterval @effectInterval
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@effectInterval = null
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@previousEffectNames = @thang.effectNames
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rotateEffect: =>
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effects = (m.name for m in _.values(@marks) when m.on and m.statusEffect and m.mark)
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return unless effects.length
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effects.sort()
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@effectIndex ?= 0
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@effectIndex = (@effectIndex + 1) % effects.length
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@marks[effect].hide() for effect in effects
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@marks[effects[@effectIndex]].show()
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setHighlight: (to, delay) ->
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@addMark 'highlight', @options.floatingLayer, 'highlight' if to
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@marks.highlight?.highlightDelay = delay
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@marks.highlight?.toggle to and not @dimmed
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setDimmed: (@dimmed) ->
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@marks.highlight?.toggle @marks.highlight.on and not @dimmed
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setThang: (@thang) ->
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@options.thang = @thang
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setDebug: (debug) ->
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return unless @thang?.collides and @options.camera?
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@addMark 'debug', @options.floatingLayer if debug
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@marks.debug?.toggle debug
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getAverageDimension: ->
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bounds = @imageObject.getBounds()
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averageDimension = (bounds.height + bounds.width) / 2
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Math.min(80, averageDimension)
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addLabel: (name, style) ->
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@labels[name] ?= new Label sprite: @, camera: @options.camera, layer: @options.textLayer, style: style
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@labels[name]
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addMark: (name, layer, thangType=null) ->
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@marks[name] ?= new Mark name: name, sprite: @, camera: @options.camera, layer: layer ? @options.groundLayer, thangType: thangType
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@marks[name]
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notifySpeechUpdated: (e) ->
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e = _.clone(e)
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e.sprite = @
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e.blurb ?= '...'
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e.thang = @thang
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Backbone.Mediator.publish 'sprite:speech-updated', e
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isTalking: ->
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Boolean @labels.dialogue?.text or @labels.say?.text
|
|
|
|
onDialogue: (e) ->
|
|
return unless @thang?.id is e.spriteID
|
|
label = @addLabel 'dialogue', Label.STYLE_DIALOGUE
|
|
label.setText e.blurb or '...'
|
|
sound = e.sound ? AudioPlayer.soundForDialogue e.message, @thangType.get 'soundTriggers'
|
|
@instance?.stop()
|
|
if @instance = @playSound sound, false
|
|
@instance.addEventListener "complete", -> Backbone.Mediator.publish 'dialogue-sound-completed'
|
|
@notifySpeechUpdated e
|
|
|
|
onClearDialogue: (e) ->
|
|
@labels.dialogue?.setText null
|
|
@instance?.stop()
|
|
@notifySpeechUpdated {}
|
|
|
|
setNameLabel: (name) ->
|
|
label = @addLabel 'name', Label.STYLE_NAME
|
|
label.setText name
|
|
|
|
updateLabels: ->
|
|
return unless @thang
|
|
blurb = if @thang.health <= 0 then null else @thang.sayMessage # Dead men tell no tales
|
|
@addLabel 'say', Label.STYLE_SAY if blurb
|
|
if @labels.say?.setText blurb
|
|
@notifySpeechUpdated blurb: blurb
|
|
label.update() for name, label of @labels
|
|
|
|
updateGold: ->
|
|
# TODO: eventually this should be moved into some sort of team-based update
|
|
# rather than an each-thang-that-shows-gold-per-team thing.
|
|
return if @thang.gold is @lastGold
|
|
gold = Math.floor @thang.gold
|
|
return if gold is @lastGold
|
|
@lastGold = gold
|
|
Backbone.Mediator.publish 'surface:gold-changed', {team: @thang.team, gold: gold}
|
|
|
|
playSounds: (withDelay=true, volume=1.0) ->
|
|
for event in @thang.currentEvents ? []
|
|
@playSound event, withDelay, volume
|
|
if event is 'pay-bounty-gold' and @thang.bountyGold > 25 and @thang.team isnt me.team
|
|
AudioPlayer.playInterfaceSound 'coin_1', 0.25
|
|
if @thang.actionActivated and (action = @thang.getActionName()) isnt 'say'
|
|
@playSound action, withDelay, volume
|
|
if @thang.sayMessage and withDelay # don't play sayMessages while scrubbing, annoying
|
|
offsetFrames = Math.abs(@thang.sayStartTime - @thang.world.age) / @thang.world.dt
|
|
if offsetFrames <= 2 # or (not withDelay and offsetFrames < 30)
|
|
sound = AudioPlayer.soundForDialogue @thang.sayMessage, @thangType.get 'soundTriggers'
|
|
@playSound sound, false, volume
|
|
|
|
playSound: (sound, withDelay=true, volume=1.0) ->
|
|
if _.isString sound
|
|
sound = @thangType.get('soundTriggers')?[sound]
|
|
if _.isArray sound
|
|
sound = sound[Math.floor Math.random() * sound.length]
|
|
return null unless sound
|
|
delay = if withDelay and sound.delay then 1000 * sound.delay / createjs.Ticker.getFPS() else 0
|
|
name = AudioPlayer.nameForSoundReference sound
|
|
instance = AudioPlayer.playSound name, volume, delay, @getWorldPosition()
|
|
# console.log @thang?.id, "played sound", name, "with delay", delay, "volume", volume, "and got sound instance", instance
|
|
instance
|