Add positional sounds from the tilemap
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@@ -106,10 +106,10 @@ SoundSprite.prototype.update_new_values = function() {
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console.log("Sound should be playing");
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console.log("Sound should be playing");
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}
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}
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function adjust_audio_relative_to(sndspr, spr) {
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SoundSprite.prototype.adjust_relative_to = function(spr) {
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console.log(spr);
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console.log(spr);
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if ( sndspr.sound_nofade == true ) {
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if ( this.sound_nofade == true ) {
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sndspr.sound.volume = 1.0;
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this.sound.volume = 1.0;
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return;
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return;
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}
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}
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@@ -117,10 +117,10 @@ function adjust_audio_relative_to(sndspr, spr) {
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// hypotenuse of a triangle drawn from the point (p) to the
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// hypotenuse of a triangle drawn from the point (p) to the
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// sprite in question
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// sprite in question
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var xd = (spr.x - sndspr.x);
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var xd = (spr.x - this.x);
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if ( xd < 0 )
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if ( xd < 0 )
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xd = -(xd);
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xd = -(xd);
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var yd = (spr.y - sndspr.y);
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var yd = (spr.y - this.y);
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if ( yd < 0 )
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if ( yd < 0 )
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yd = -(yd);
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yd = -(yd);
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var hyp = Math.sqrt((xd * xd) + (yd * yd));
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var hyp = Math.sqrt((xd * xd) + (yd * yd));
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@@ -128,8 +128,8 @@ function adjust_audio_relative_to(sndspr, spr) {
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((game.camera.width/2) * (game.camera.width/2)) +
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((game.camera.width/2) * (game.camera.width/2)) +
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((game.camera.height/2) * (game.camera.height/2))
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((game.camera.height/2) * (game.camera.height/2))
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);
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);
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sndspr.sound.volume = Number(hyp_perfect / hyp);
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this.sound.volume = Number(hyp_perfect / hyp);
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console.log([hyp_perfect, hyp, sndspr.sound.volume]);
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console.log([hyp_perfect, hyp, this.sound.volume]);
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}
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}
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var moonlightSettings = {
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var moonlightSettings = {
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@@ -1079,7 +1079,7 @@ GameState.prototype.update = function()
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function _fix_audio_relative(x) {
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function _fix_audio_relative(x) {
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console.log(x);
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console.log(x);
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adjust_audio_relative_to(x, this.player);
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x.adjust_relative_to(player);
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}
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}
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this.staticSounds.forEach(_fix_audio_relative, this);
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this.staticSounds.forEach(_fix_audio_relative, this);
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