Add sound effects

cpp
Elnu 3 years ago
parent 5d118895a7
commit 7a7c5d7398

@ -11,7 +11,7 @@ add_executable(${ProjectName} ${SRC_FILES})
target_include_directories(${ProjectName} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/include)
find_package(SFML 2.5 COMPONENTS system window graphics network audio REQUIRED)
target_link_libraries(${ProjectName} sfml-graphics)
target_link_libraries(${ProjectName} sfml-graphics sfml-audio)
# Generates compile_commands.json in build folder, which clangd will pick up
# Without this, clangd might assume the wrong C++ version

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@ -1,4 +1,6 @@
#include <SFML/Audio.hpp>
#include <SFML/Audio/Sound.hpp>
#include <SFML/Audio/SoundBuffer.hpp>
#include <SFML/Graphics.hpp>
#include <SFML/Graphics/Color.hpp>
#include <SFML/Graphics/Font.hpp>
@ -346,6 +348,48 @@ int main()
uint update_interval = get_update_interval(0);
// https://sfxr.me/#57uBnWWZeyDTsBRrJsAp2Vwd76cMVrdeRQ7DirNQW5XekKxcrCUNx47Zggh7Uqw4R5FdeUpyk362uhjWmpNHmqxE7JBp3EkxDxfJ1VjzMRpuSHieW6B5iyVFM
sf::SoundBuffer rotate_buffer;
rotate_buffer.loadFromFile("../res/rotate.wav");
sf::Sound rotate_sound;
rotate_sound.setBuffer(rotate_buffer);
// https://sfxr.me/#57uBnWTMa2LUtaPa3P8xWZekiRxNwCPFWpRoPDVXDJM9KHkiGJcs6J62FRcjMY5oVNdT73MtmUf5rXCPvSZWL7AZuTRWWjKbPKTpZjT85AcZ6htUqTswkjksZ
sf::SoundBuffer snap_buffer;
snap_buffer.loadFromFile("../res/snap.wav");
sf::Sound snap_sound;
snap_sound.setBuffer(snap_buffer);
// https://sfxr.me/#57uBnWbareN7MJJsWGD8eFCrqjikS9f8JXg8jvmKzMdVtqmRsb81eToSUpnkqgFhvxD2QoAjpw4SmGZHZjbhEiPQKetRSHCHXYFZzD7Q6RVVS9CRSeRAb6bZp
sf::SoundBuffer game_over_buffer;
game_over_buffer.loadFromFile("../res/game_over.wav");
sf::Sound game_over_sound;
game_over_sound.setBuffer(game_over_buffer);
// https://sfxr.me/#7BMHBGMfGk8EHV8czJkUucUm8EMAnMNxiqYyTfKkMpHFJu44GEdD7xP6E8NM3K7RKRExTpagPBAiWf7BLtC52CEWJVGHh8hwDLygoEG86tcPth2UtmfdrXLoh
sf::SoundBuffer row_clear_buffer;
row_clear_buffer.loadFromFile("../res/row_clear.wav");
sf::Sound row_clear_sound;
row_clear_sound.setBuffer(row_clear_buffer);
// https://sfxr.me/#57uBnWg8448kTPqWAxeDvZ5CP5JWbrfJGWuRcTjva5uX3vvBnEAZ6SfiH9oLKMXgsusuJwGWx6KPfvLfHtqnhLxr476ptGv4jPbfNhQaFMYeMHFdHk9SotQ4X
sf::SoundBuffer level_up_buffer;
level_up_buffer.loadFromFile("../res/level_up.wav");
sf::Sound level_up_sound;
level_up_sound.setBuffer(level_up_buffer);
// https://sfxr.me/#34T6PkzvrkfdahGDBAh1uYGXTwZ8rG54kxfHpgdVCPxqG7yyK5UuqgiK9Z8Q5177itxbkSNfLSHm4zTkemT4iyxJpW89VJx82feaq8qxZeA5AJR2nWZZR59hq
sf::SoundBuffer new_highscore_buffer;
new_highscore_buffer.loadFromFile("../res/new_highscore.wav");
sf::Sound new_highscore_sound;
new_highscore_sound.setBuffer(new_highscore_buffer);
while (window.isOpen())
{
sf::Event event;
@ -414,6 +458,7 @@ int main()
}
}
rotate = false;
rotate_sound.play();
}
// Horizontal movement
@ -452,6 +497,7 @@ int main()
if (snap) {
block.position.y += snap_offset;
snap = false;
snap_sound.play();
}
// Land checking
@ -509,6 +555,7 @@ int main()
grid[y][x] = nullptr;
}
}
game_over_sound.play();
} else {
tiles += block.get_tiles().size();
blocks++;
@ -553,10 +600,17 @@ int main()
scored = POINTS_4_LINES;
break;
}
if (scored > 0) {
int level = get_level(lines);
scored *= level + 1;
if (score + scored > highscore && score < highscore) {
new_highscore_sound.play();
}
score += scored;
lines += cleared_lines;
if (level != get_level(lines)) {
level_up_sound.play();
}
if (score > highscore) {
highscore = score;
std::ofstream highscore_file(highscore_file_path);
@ -564,6 +618,8 @@ int main()
highscore_file.close();
}
update_interval = get_update_interval(level);
row_clear_sound.play();
}
}
block = next_block;
next_block = Block();

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