Add positional sounds from the tilemap
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@@ -128,8 +128,10 @@ SoundSprite.prototype.adjust_relative_to = function(spr) {
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);
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this.sound.volume = (1.0 - Number(hyp / hyp_perfect));
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// Math.max doesn't work here??
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if ( this.sound.volume < 0 )
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this.sound.volume = 0;
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console.log([hyp_perfect, hyp, (1.0 - Number(hyp / hyp_perfect)), this.sound.volume]);
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}
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var moonlightSettings = {
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@@ -929,7 +931,6 @@ GameState.prototype.create = function()
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this.map.createFromObjects('AI', 3544, 'player', 0, true, false, this.aiSprites, AISprite);
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this.aiSprites.forEach(function(spr) {
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spr.update_new_values();
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console.log(spr);
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}, this)
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};
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if ( lp['collides'] == true ) {
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@@ -973,14 +974,12 @@ GameState.prototype.create = function()
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this.map.createFromObjects('Lights', 97, 'player', 0, true, false, this.staticLights, Light);
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this.staticLights.forEach(function(light) {
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light.update_new_values();
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console.log(light);
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}, this)
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this.staticSounds = game.add.group();
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this.map.createFromObjects('Sounds', 11, 'player', 0, true, false, this.staticSounds, SoundSprite);
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this.staticSounds.forEach(function(snd) {
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snd.update_new_values();
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console.log(snd);
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}, this)
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}
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@@ -991,7 +990,6 @@ GameState.prototype.updateShadowTexture = function() {
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this.staticLights.forEach(function(light) {
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if ( light.always_render !== true ) {
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if ( ! light.inCamera ) {
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console.log("Light does not appear on camera");
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return;
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}
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}
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@@ -1078,7 +1076,6 @@ GameState.prototype.update = function()
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}
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function _fix_audio_relative(x) {
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console.log(x);
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x.adjust_relative_to(player);
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}
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this.staticSounds.forEach(_fix_audio_relative, this);
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