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https://github.com/ninjamuffin99/Funkin.git
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snds effects
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parent
dbab5a912d
commit
2d16aab488
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@ -100,8 +100,10 @@ class GameOverSubstate extends MusicBeatSubstate
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add(boyfriend);
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add(boyfriend);
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boyfriend.resetCharacter();
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boyfriend.resetCharacter();
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if (animationSuffix == "" && FlxG.random.bool((1 / 4000) * 100))
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if (boyfriend.characterId == "bf" && animationSuffix == "" && FlxG.random.bool((1 / 4000) * 100))
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{
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{
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FlxG.sound.play(Paths.sound("fakeout_death"));
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var bfFake:FlxAtlasSprite = new FlxAtlasSprite(boyfriend.x - 440, boyfriend.y - 240, Paths.animateAtlas("characters/bfFakeOut", "shared"),);
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var bfFake:FlxAtlasSprite = new FlxAtlasSprite(boyfriend.x - 440, boyfriend.y - 240, Paths.animateAtlas("characters/bfFakeOut", "shared"),);
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add(bfFake);
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add(bfFake);
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bfFake.playAnimation("");
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bfFake.playAnimation("");
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@ -109,11 +111,17 @@ class GameOverSubstate extends MusicBeatSubstate
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bfFake.visible = false;
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bfFake.visible = false;
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boyfriend.visible = true;
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boyfriend.visible = true;
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boyfriend.playAnimation('firstDeath', true, true);
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boyfriend.playAnimation('firstDeath', true, true);
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// Play the "blue balled" sound. May play a variant if one has been assigned.
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playBlueBalledSFX();
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};
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};
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boyfriend.visible = false;
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boyfriend.visible = false;
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}
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}
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else
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else
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{
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boyfriend.playAnimation('firstDeath', true, true);
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boyfriend.playAnimation('firstDeath', true, true);
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// Play the "blue balled" sound. May play a variant if one has been assigned.
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playBlueBalledSFX();
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}
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// Assign a camera follow point to the boyfriend's position.
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// Assign a camera follow point to the boyfriend's position.
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cameraFollowPoint = new FlxObject(PlayState.instance.cameraFollowPoint.x, PlayState.instance.cameraFollowPoint.y, 1, 1);
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cameraFollowPoint = new FlxObject(PlayState.instance.cameraFollowPoint.x, PlayState.instance.cameraFollowPoint.y, 1, 1);
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@ -134,9 +142,6 @@ class GameOverSubstate extends MusicBeatSubstate
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// The conductor now represents the BPM of the game over music.
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// The conductor now represents the BPM of the game over music.
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Conductor.songPosition = 0;
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Conductor.songPosition = 0;
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// Play the "blue balled" sound. May play a variant if one has been assigned.
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playBlueBalledSFX();
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}
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}
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override function update(elapsed:Float)
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override function update(elapsed:Float)
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