From a6097b11affbbd8c93c40bfc575bf25146c0c8fb Mon Sep 17 00:00:00 2001 From: RibbonCable Date: Sun, 20 Feb 2022 15:19:09 -0800 Subject: updated sfx --- Sound Effects Index.txt | 10 ++++----- bullets.lua | 6 ++--- enemies.lua | 41 +++++++++++++++++----------------- musicplayer/draw_music.lua | 5 ++--- musicplayer/music.p8 | 2 +- musicplayer/objects_music.lua | 2 +- musicplayer/update_music.lua | 4 +++- pico-bhell.p8 | 51 +++++++++++++++++++++++++++++++++++-------- players.lua | 6 ++--- 9 files changed, 80 insertions(+), 47 deletions(-) diff --git a/Sound Effects Index.txt b/Sound Effects Index.txt index f33f325..324309d 100644 --- a/Sound Effects Index.txt +++ b/Sound Effects Index.txt @@ -11,10 +11,10 @@ CHANNELS SOUNDS ------ 00 Intro Transition -01 Portal Shoot -02 Portal Thruster Kill -03 Portal Kill Channel 0 -04 Portal Kill Channel 1 +01 Respawn +02 Light Respawn +03 Portal Shoot --- +04 Portal Thruster Kill --- 05 Bomb Kill 06 Bomb Explode 07 Bomb Charge First Half @@ -36,6 +36,4 @@ SOUNDS 23 Laser Charge (1.5 Seconds) 24 Laser Loop 25 Laser Finished -26 Respawn -27 Light Respawn .. MUSIC \ No newline at end of file diff --git a/bullets.lua b/bullets.lua index bd91e0f..5d050a2 100644 --- a/bullets.lua +++ b/bullets.lua @@ -90,7 +90,7 @@ function addlaser(x, y, r, enemy) --collision detection after the warm up if timer > 1.5 and timer < 3.6 then if not playingsound then - sfx(24,3) + sfx(24,3) -- laser loop playingsound = true end shake = rnd(8)/timer @@ -101,14 +101,14 @@ function addlaser(x, y, r, enemy) --delete laser once its done if timer > 4 or enemy.health <= 0 then del(obj, laser) - sfx(25, 3) + sfx(25, 3) -- laser finish for i = 1, 16, 1 do addcircle(rnd(x), y-5+rnd(r), -0.5, -0.5, rnd(3), rnd(2), rnd({11,14,3})) end end end add(obj, laser) - sfx(23,3) + sfx(23,3) -- laser charge end diff --git a/enemies.lua b/enemies.lua index c2d10a8..a7ccf90 100644 --- a/enemies.lua +++ b/enemies.lua @@ -104,7 +104,7 @@ function addbasicenemy(x, y, speed) --basic small weak enemy enemy.shootcooldown = 0.5 + rnd(1.5) if enemy.x < canshootatx and enemy.x > 5 then addbullet(enemy.x-3, enemy.y, -1, 0) -- shoot if on screen - sfx(15, 2) -- play shoot sound if on screen + sfx(15,2) -- play shoot sound if on screen end end enemymisc(enemy) @@ -154,9 +154,9 @@ function addwallshooter(x, shootup, speed, offset, bulletspeed) if shootup then velywall = 1 end if enemy.x < 120 and enemy.x > 20 then addbullet(enemy.x, enemy.y, -speed, enemy.bulletspeed*velywall) - if not enemy.shoottoggle then --implemented a toggle so that the sound effect for firing gets played only once. + if not enemy.shoottoggle and currentwave ~= 19 then --implemented a toggle so that the sound effect for firing gets played only once. enemy.shoottoggle = true - sfx(18, 3) + sfx(18,3) end end else @@ -209,7 +209,7 @@ function addballshooter(x, y, speed) addbullet(enemy.x+4, enemy.y+4, sin(i/48)/2, cos(i/48)/2) end end - sfx(19, 3) -- play shoot sound + sfx(19,3) -- play shoot sound end end enemymisc(enemy) @@ -252,7 +252,7 @@ function addtargetingenemy(x, y, speed) local velxtarget = (player.x - enemy.x)/distancetarget local velytarget = (player.y - enemy.y)/distancetarget addbullet(enemy.x-3, enemy.y, velxtarget, velytarget) -- shoot if on screen - sfx(15, 2) -- play shoot sound if on screen + sfx(15,2) -- play shoot sound if on screen end end enemymisc(enemy) @@ -309,7 +309,7 @@ function addlasershooter(x, y, points, speed, stay, isboss) if enemy.shootcooldown < 0 then enemy.shootcooldown = 0.18 addbullet(enemy.x+6, enemy.y+20, -1, rnd(2)-1) --shoooot!!!!! - sfx(15, 2) + sfx(15,2) end end @@ -423,7 +423,7 @@ function addwallboss(x, y, length, points, speed, stay, move, isboss) for i = 1, length, 1 do if attack(i, enemy.move) then addbullet(enemy.x, enemy.y-8+i*8, -1, 0) - sfx(15, 2) + sfx(15,2) bulletfired[i] = 1 else bulletfired[i] = 0 @@ -451,6 +451,7 @@ function addbomb(x, y, delay) --BIG BOMB!!!! KILL IIT QUICKLY!!!! collide = enemycollide } local pointsbomb = 50 --points by default if killed by player + local sfxbomb = 5 function enemy.draw() local x,y = enemy.x,enemy.y @@ -475,22 +476,21 @@ function addbomb(x, y, delay) --BIG BOMB!!!! KILL IIT QUICKLY!!!! if enemy.shootcooldown < -8 then -- detonation for i = 1, 60, 1 do addbullet(enemy.x+16, enemy.y+16, sin(i/60), cos(i/60)) - enemy.health = 0 + sfxbomb = 6 --killboom pointsbomb = -40 --loss of points - sfx(19,2) - sfx(8,-2) + enemy.health = 0 end elseif enemy.shootcooldown < 0 then enemy.x = lerp(enemy.x, 80, 0.02) end enemymisc(enemy) - enemydie(enemy,20,3,pointsbomb) --die bastard!!!!!! + enemydie(enemy,sfxbomb,3,pointsbomb) --die bastard!!!!!! --charge sound - if enemy.x < 120 and everysecondtimer > 0.45 then + if enemy.x < 120 and everysecondtimer%0.2 < 0.025 then if enemy.shootcooldown < -5 then - sfx(8,2) --rapid + sfx(8,3) --rapid else - sfx(7,2) --normal + sfx(7,3) --normal end end end @@ -552,7 +552,7 @@ function addmissileboss(x, y) --boss that shoots missiles!!! if currentwavetime%2 > 1 then offsetmissleboss = 30 end addmissile(enemy.x, enemy.y+offsetmissleboss, targetplayer) if enemy.health < 11 then - sfx(15, 2) + sfx(15,2) addbullet(enemy.x,enemy.y+16,(players[targetplayer].x-enemy.x)/70,(players[targetplayer].y-enemy.y-16)/70) -- ERROR attempting to find a non existant player end @@ -601,7 +601,7 @@ function addfinalboss() --THE FINAL BOSS!!!!!!! WOOOAAAHHHHHH!!!!!!!!!!!!!!!!!!! thrusterexplode[id] = true explosion(x+10,y,32) shake = 12 - sfx(21,3) + sfx(4,3) --thruster die! end end end @@ -641,7 +641,7 @@ function addfinalboss() --THE FINAL BOSS!!!!!!! WOOOAAAHHHHHH!!!!!!!!!!!!!!!!!!! for i = 1, 10, 1 do addbullet(110,64, rnd(0.5)-1, rnd(2)-1) end - sfx(19,3) --sound for barrage of bullets + sfx(3,3) --sound for barrage of bullets if rnd() < 0.4 then addmissile(110, 60, targetplayer) end @@ -682,7 +682,7 @@ function addfinalboss() --THE FINAL BOSS!!!!!!! WOOOAAAHHHHHH!!!!!!!!!!!!!!!!!!! end enemydie(enemy,17,2,1000,true,1) --die!!!!!!! else - playsong(-1) + music(-1,1000) killallenemies() despawnallbullets = true speed += 0.0003 @@ -693,10 +693,11 @@ function addfinalboss() --THE FINAL BOSS!!!!!!! WOOOAAAHHHHHH!!!!!!!!!!!!!!!!!!! enemy.shootcooldown = dramaticdeathtimer/8 explosion(103+rnd(8), rnd(128),32) shake = rnd(10) - sfx(17,1) - sfx(21,0) + sfx(17,2) + sfx(21,3) end end + if dramaticdeathtimer < 0 then music(63,3) end --final big boom enemymisc(enemy) end diff --git a/musicplayer/draw_music.lua b/musicplayer/draw_music.lua index 36d5328..edc3bb6 100644 --- a/musicplayer/draw_music.lua +++ b/musicplayer/draw_music.lua @@ -2,10 +2,10 @@ pal({1,2,131,141,5,6,7,136,9,137,139,12,133,3,140,130}, 1) --don't ask me why, but this table of colors starts at 1, and 0 is the final color - drawbg() -menushipscroll += ft +drawobjs() --only used for acid trans here +menushipscroll += ft for i = 1, 3, 1 do spr(14+i*16, (-menushipscroll*(i*20)+(sin(i/3)*128)+8)%(128+8)-1*8, i*36+sin(menushipscroll*i/3)*i*2-20,1,1) end @@ -24,7 +24,6 @@ if not hideui then --intro acid transtition acidcounter+=ft acidtransition() - drawobjs() --only used for acid trans here end -- print(autoplay,0,0,7) \ No newline at end of file diff --git a/musicplayer/music.p8 b/musicplayer/music.p8 index 73dd0c0..5a160f4 100644 --- a/musicplayer/music.p8 +++ b/musicplayer/music.p8 @@ -4,7 +4,7 @@ __lua__ --▶ toxic invaders soundtrack ◀ --▶ WIP 1029chris ◀ --- 0-27 SLOTS RESERVED FOR SFX +-- 0-26 SLOTS RESERVED FOR SFX -- SPRITEWORK BY RIBBONCABLE #include objects_music.lua diff --git a/musicplayer/objects_music.lua b/musicplayer/objects_music.lua index ea3705b..09895b3 100644 --- a/musicplayer/objects_music.lua +++ b/musicplayer/objects_music.lua @@ -12,7 +12,7 @@ currentsong = -1 fadeouttimer = 1 tracktitleposition = -200 newtracktitleposition = 0 -cartdata("toxicinvaderssoundtrack_by1029chris") +-- cartdata("toxicinvaderssoundtrack_by1029chris") function playsong(song, fade) fade = fade or 0 diff --git a/musicplayer/update_music.lua b/musicplayer/update_music.lua index f0987ae..0f5e236 100644 --- a/musicplayer/update_music.lua +++ b/musicplayer/update_music.lua @@ -6,7 +6,9 @@ circletimey = cos(t())*3 gt += scrollspeed + 1/600 fadeouttimer -= ft -updateobjs() --update all objects +if t() < 2 then -- weird if because of freezing bubbles in the menu + updateobjs() --update all objects +end if tracknumber < 0 then tracknumber = 4 diff --git a/pico-bhell.p8 b/pico-bhell.p8 index d425957..75b3b4a 100644 --- a/pico-bhell.p8 +++ b/pico-bhell.p8 @@ -285,12 +285,12 @@ __gff__ 0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 __sfx__ a008000022614286102d6103061033610356103661037610376103561034610326102e6102b610286102661022610206101d610186101661013610116100f6100c61009610066100461003610016100161000615 +a1050e0010034107421104214752267521a05226752220522675228052260522c042260322f015267022670200002267020000200002000020000200002000020000200002000020000200002000020000200002 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000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 @@ -375,4 +375,37 @@ __music__ 02 35236161 00 35346161 00 35366161 +00 41424344 +00 41424344 +00 41424344 +00 41424344 +00 41424344 +00 41424344 +00 41424344 +00 41424344 +00 41424344 +00 41424344 +00 41424344 +00 41424344 +00 41424344 +00 41424344 +00 41424344 +00 41424344 +00 41424344 +00 41424344 +00 41424344 +00 41424344 +00 41424344 +00 41424344 +00 41424344 +00 41424344 +00 41424344 +00 41424344 +00 41424344 +00 41424344 +00 41424344 +00 41424344 +00 41424344 +00 41424344 +00 05191514 diff --git a/players.lua b/players.lua index b1bff09..bc5a095 100644 --- a/players.lua +++ b/players.lua @@ -52,11 +52,11 @@ function addplayer(x, y, sprite, spriteup, spritedwn, bulletsprite) player.inv = 20 killallenemies() currentscore-=10 - sfx(11, 3) --killed + sfx(11, 0) --killed sfx(22, 1) --rewind beat elseif player.health <= 0 then currentscore = ceil(currentscore * 0.5) --halves score if coop - sfx(11, 3) + sfx(11, 0) player.inv = 5 end end @@ -67,7 +67,7 @@ function addplayer(x, y, sprite, spriteup, spritedwn, bulletsprite) for i = 1, 8, 1 do addcircle(player.x+4, player.y+4, sin(i/8), cos(i/8), 2, 0.6, 7) end - sfx(25+#players,1) --normal and light respawn sfx for co-op + sfx(#players,1) --normal and light respawn sfx for co-op end function player:update() -- cgit