adjusted the paths of the music

added the README.txt for each music piece to state the source of the music.
This commit is contained in:
Hanno Fleischer hanno.fleischer@unibw.de
2024-10-05 14:46:08 +02:00
parent ca57507b53
commit 586251b2ad
9 changed files with 27 additions and 4 deletions

View File

@@ -21,8 +21,8 @@ public class BackgroundMusic implements GameEventListener {
private static final String MENU_MUSIC = "Music/MainMenu/Dark_Intro.ogg";
private static final String BATTLE_MUSIC = "Music/BattleTheme/boss_battle_#2_metal_loop.wav";
private static final String GAME_OVER_MUSIC_L = "Music/GameOver/Lose.ogg";
private static final String GAME_OVER_MUSIC_V = "Music/GameOver/Victory.wav";
private static final String GAME_OVER_MUSIC_L = "Music/GameOver/Lose/Lose.ogg";
private static final String GAME_OVER_MUSIC_V = "Music/GameOver/Victory/Victory.wav";
private final AudioNode menuMusic;
private final AudioNode battleMusic;

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@@ -46,6 +46,16 @@ class ShipControl extends AbstractControl {
*/
private final Quaternion pitch = new Quaternion();
/**
* the speed at which ships sink
*/
private static final float SINKING_SPEED = -0.05f;
/**
* the threshold when ships should be removed from the scene if they sink below the value
*/
private static final float SHIP_SINKING_REMOVE_THRESHOLD = -0.6f;
/**
* The current time within the oscillation cycle, used to calculate the ship's pitch angle.
*/
@@ -82,6 +92,7 @@ public ShipControl(Battleship ship) {
/**
* Updates the ship's pitch oscillation each frame. The ship's pitch is adjusted
* to create a continuous tilting motion, simulating the effect of waves.
* And lets the ship sink if it is destroyed and removes it from the scene when it has completely sunk
*
* @param tpf time per frame (in seconds), used to calculate the new pitch angle
*/
@@ -90,11 +101,11 @@ protected void controlUpdate(float tpf) {
// If spatial is null, do nothing
if (spatial == null) return;
if (battleship.isDestroyed() && spatial.getLocalTranslation().getY() <= -0.6f) {
if (battleship.isDestroyed() && spatial.getLocalTranslation().getY() <= SHIP_SINKING_REMOVE_THRESHOLD) {
LOGGER.log(Level.INFO, "Ship removed {0}", spatial.getName());
spatial.getParent().detachChild(spatial);
} else if (battleship.isDestroyed()) {
spatial.move(0, -0.05f * tpf, 0);
spatial.move(0, SINKING_SPEED * tpf, 0);
} else {
// Update the time within the oscillation cycle
time = (time + tpf) % cycle;

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@@ -0,0 +1,3 @@
based on
https://opengameart.org/content/boss-battle-2-symphonic-metal
License: CC0 (public domain)

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@@ -0,0 +1,3 @@
based on
https://opengameart.org/content/game-over-instrumental
License: CC0 (public domain)

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@@ -0,0 +1,3 @@
based on
https://opengameart.org/content/victory-fanfare-short
License: CC0 (public domain)

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@@ -0,0 +1,3 @@
based on
https://opengameart.org/content/dark-intro
License: CC0 (public domain)