More sounds
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@@ -3892,7 +3892,8 @@ public class Blocks{
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envEnabled |= Env.space;
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scaledHealth = 220;
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shootSound = Sounds.fuse;
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shootSound = Sounds.shotgun;
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shootSoundVolume = 0.9f;
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coolant = consumeCoolant(0.3f);
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float brange = range + 10f;
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@@ -4005,7 +4006,7 @@ public class Blocks{
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collidesTiles = false;
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splashDamageRadius = 40f * 0.75f;
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splashDamage = 90f;
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fragBullet = new BasicBulletType(2.5f, 10, "bullet"){{
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fragBullet = new BasicBulletType(2.5f, 14, "bullet"){{
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width = 10f;
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height = 12f;
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shrinkY = 1f;
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@@ -4015,7 +4016,7 @@ public class Blocks{
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despawnEffect = Fx.none;
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collidesAir = false;
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}};
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fragBullets = 10;
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fragBullets = 15;
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backColor = Pal.plastaniumBack;
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frontColor = Pal.plastaniumFront;
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lifeScaleRandMax = 1.08f;
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@@ -4041,7 +4042,7 @@ public class Blocks{
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coolant = consumeCoolant(0.3f);
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scaledHealth = 130;
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shootSound = Sounds.artillery;
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shootSound = Sounds.shootRipple;
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}};
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cyclone = new ItemTurret("cyclone"){{
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@@ -27,7 +27,7 @@ public class PointDefenseTurret extends ReloadTurret{
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public Effect hitEffect = Fx.pointHit;
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public Effect shootEffect = Fx.sparkShoot;
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public Sound shootSound = Sounds.lasershoot;
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public Sound shootSound = Sounds.shootSegment;
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public float shootCone = 5f;
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public float bulletDamage = 10f;
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@@ -119,6 +119,8 @@ public class Turret extends ReloadTurret{
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public Effect ammoUseEffect = Fx.none;
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/** Sound emitted when a single bullet is shot. */
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public Sound shootSound = Sounds.shoot;
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/** Volume of shooting sound. */
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public float shootSoundVolume = 1f;
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/** Sound emitted when shoot.firstShotDelay is >0 and shooting begins. */
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public Sound chargeSound = Sounds.none;
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/** The sound that this block makes while active. One sound loop. Do not overuse. */
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@@ -735,7 +737,7 @@ public class Turret extends ReloadTurret{
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(shootEffect == null ? type.shootEffect : shootEffect).at(bulletX, bulletY, rotation + angleOffset, type.hitColor);
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(smokeEffect == null ? type.smokeEffect : smokeEffect).at(bulletX, bulletY, rotation + angleOffset, type.hitColor);
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shootSound.at(bulletX, bulletY, Mathf.random(soundPitchMin, soundPitchMax));
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shootSound.at(bulletX, bulletY, Mathf.random(soundPitchMin, soundPitchMax), shootSoundVolume);
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ammoUseEffect.at(
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x - Angles.trnsx(rotation, ammoEjectBack),
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@@ -66,7 +66,7 @@ public class NuclearReactor extends PowerGenerator{
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explosionDamage = 1250 * 4;
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explodeEffect = Fx.reactorExplosion;
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explodeSound = Sounds.explosionbig;
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explodeSound = Sounds.reactorExplosion;
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}
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@Override
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