- Sound System: fixed the "life loss" sound playing when the player gains life.

- Sound System: added a separate sound (linked to the file "life_gain.wav") for when the player gains life.
This commit is contained in:
Agetian
2013-07-04 06:37:52 +00:00
parent 356d9170f0
commit 816c5bb040
2 changed files with 2 additions and 1 deletions

View File

@@ -48,7 +48,7 @@ public class EventVisualizer extends IGameEventVisitor.Base<SoundEffectType> {
public SoundEffectType visit(GameEventCardCounters event) { return event.newValue > event.oldValue ? SoundEffectType.AddCounter : event.newValue < event.oldValue ? SoundEffectType.RemoveCounter : null; }
public SoundEffectType visit(GameEventTurnEnded event) { return SoundEffectType.EndOfTurn; }
public SoundEffectType visit(GameEventFlipCoin event) { return SoundEffectType.FlipCoin; }
public SoundEffectType visit(GameEventPlayerLivesChanged event) { return SoundEffectType.LifeLoss; }
public SoundEffectType visit(GameEventPlayerLivesChanged event) { return event.newLives < event.oldLives ? SoundEffectType.LifeLoss : SoundEffectType.LifeGain; }
public SoundEffectType visit(GameEventPlayerPoisoned event) { return SoundEffectType.Poison; }
public SoundEffectType visit(GameEventShuffle event) { return SoundEffectType.Shuffle; }
public SoundEffectType visit(GameEventTokenCreated event) { return SoundEffectType.Token; }

View File

@@ -54,6 +54,7 @@ public enum SoundEffectType {
FlipCoin("flip_coin.wav", false),
GreenLand("green_land.wav", false),
Instant("instant.wav", false),
LifeGain("life_gain.wav", true),
LifeLoss("life_loss.wav", true),
LoseDuel("lose_duel.wav", false),
ManaBurn("mana_burn.wav", false),