adjusted the paths of the music
added the README.txt for each music piece to state the source of the music.
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ca57507b53
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@@ -21,8 +21,8 @@ public class BackgroundMusic implements GameEventListener {
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private static final String MENU_MUSIC = "Music/MainMenu/Dark_Intro.ogg";
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private static final String MENU_MUSIC = "Music/MainMenu/Dark_Intro.ogg";
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private static final String BATTLE_MUSIC = "Music/BattleTheme/boss_battle_#2_metal_loop.wav";
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private static final String BATTLE_MUSIC = "Music/BattleTheme/boss_battle_#2_metal_loop.wav";
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private static final String GAME_OVER_MUSIC_L = "Music/GameOver/Lose.ogg";
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private static final String GAME_OVER_MUSIC_L = "Music/GameOver/Lose/Lose.ogg";
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private static final String GAME_OVER_MUSIC_V = "Music/GameOver/Victory.wav";
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private static final String GAME_OVER_MUSIC_V = "Music/GameOver/Victory/Victory.wav";
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private final AudioNode menuMusic;
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private final AudioNode menuMusic;
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private final AudioNode battleMusic;
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private final AudioNode battleMusic;
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@@ -46,6 +46,16 @@ class ShipControl extends AbstractControl {
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*/
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*/
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private final Quaternion pitch = new Quaternion();
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private final Quaternion pitch = new Quaternion();
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/**
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* the speed at which ships sink
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*/
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private static final float SINKING_SPEED = -0.05f;
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/**
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* the threshold when ships should be removed from the scene if they sink below the value
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*/
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private static final float SHIP_SINKING_REMOVE_THRESHOLD = -0.6f;
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/**
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/**
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* The current time within the oscillation cycle, used to calculate the ship's pitch angle.
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* The current time within the oscillation cycle, used to calculate the ship's pitch angle.
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*/
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*/
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@@ -82,6 +92,7 @@ public ShipControl(Battleship ship) {
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/**
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/**
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* Updates the ship's pitch oscillation each frame. The ship's pitch is adjusted
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* Updates the ship's pitch oscillation each frame. The ship's pitch is adjusted
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* to create a continuous tilting motion, simulating the effect of waves.
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* to create a continuous tilting motion, simulating the effect of waves.
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* And lets the ship sink if it is destroyed and removes it from the scene when it has completely sunk
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*
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*
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* @param tpf time per frame (in seconds), used to calculate the new pitch angle
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* @param tpf time per frame (in seconds), used to calculate the new pitch angle
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*/
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*/
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@@ -90,11 +101,11 @@ protected void controlUpdate(float tpf) {
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// If spatial is null, do nothing
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// If spatial is null, do nothing
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if (spatial == null) return;
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if (spatial == null) return;
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if (battleship.isDestroyed() && spatial.getLocalTranslation().getY() <= -0.6f) {
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if (battleship.isDestroyed() && spatial.getLocalTranslation().getY() <= SHIP_SINKING_REMOVE_THRESHOLD) {
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LOGGER.log(Level.INFO, "Ship removed {0}", spatial.getName());
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LOGGER.log(Level.INFO, "Ship removed {0}", spatial.getName());
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spatial.getParent().detachChild(spatial);
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spatial.getParent().detachChild(spatial);
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} else if (battleship.isDestroyed()) {
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} else if (battleship.isDestroyed()) {
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spatial.move(0, -0.05f * tpf, 0);
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spatial.move(0, SINKING_SPEED * tpf, 0);
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} else {
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} else {
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// Update the time within the oscillation cycle
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// Update the time within the oscillation cycle
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time = (time + tpf) % cycle;
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time = (time + tpf) % cycle;
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@@ -0,0 +1,3 @@
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based on
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https://opengameart.org/content/boss-battle-2-symphonic-metal
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License: CC0 (public domain)
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Binary file not shown.
@@ -0,0 +1,3 @@
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based on
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https://opengameart.org/content/game-over-instrumental
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License: CC0 (public domain)
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@@ -0,0 +1,3 @@
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based on
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https://opengameart.org/content/victory-fanfare-short
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License: CC0 (public domain)
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@@ -0,0 +1,3 @@
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based on
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https://opengameart.org/content/dark-intro
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License: CC0 (public domain)
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