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2 commits

Author SHA1 Message Date
Anuken
bec2ca3821 . 2025-11-08 19:32:10 -05:00
Anuken
2042d6ef29 More sounds 2025-11-08 19:31:46 -05:00
8 changed files with 10 additions and 7 deletions

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@ -3892,7 +3892,8 @@ public class Blocks{
envEnabled |= Env.space;
scaledHealth = 220;
shootSound = Sounds.fuse;
shootSound = Sounds.shotgun;
shootSoundVolume = 0.9f;
coolant = consumeCoolant(0.3f);
float brange = range + 10f;
@ -4005,7 +4006,7 @@ public class Blocks{
collidesTiles = false;
splashDamageRadius = 40f * 0.75f;
splashDamage = 90f;
fragBullet = new BasicBulletType(2.5f, 10, "bullet"){{
fragBullet = new BasicBulletType(2.5f, 14, "bullet"){{
width = 10f;
height = 12f;
shrinkY = 1f;
@ -4015,7 +4016,7 @@ public class Blocks{
despawnEffect = Fx.none;
collidesAir = false;
}};
fragBullets = 10;
fragBullets = 15;
backColor = Pal.plastaniumBack;
frontColor = Pal.plastaniumFront;
lifeScaleRandMax = 1.08f;
@ -4041,7 +4042,7 @@ public class Blocks{
coolant = consumeCoolant(0.3f);
scaledHealth = 130;
shootSound = Sounds.artillery;
shootSound = Sounds.shootRipple;
}};
cyclone = new ItemTurret("cyclone"){{

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@ -27,7 +27,7 @@ public class PointDefenseTurret extends ReloadTurret{
public Effect hitEffect = Fx.pointHit;
public Effect shootEffect = Fx.sparkShoot;
public Sound shootSound = Sounds.lasershoot;
public Sound shootSound = Sounds.shootSegment;
public float shootCone = 5f;
public float bulletDamage = 10f;

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@ -119,6 +119,8 @@ public class Turret extends ReloadTurret{
public Effect ammoUseEffect = Fx.none;
/** Sound emitted when a single bullet is shot. */
public Sound shootSound = Sounds.shoot;
/** Volume of shooting sound. */
public float shootSoundVolume = 1f;
/** Sound emitted when shoot.firstShotDelay is >0 and shooting begins. */
public Sound chargeSound = Sounds.none;
/** The sound that this block makes while active. One sound loop. Do not overuse. */
@ -735,7 +737,7 @@ public class Turret extends ReloadTurret{
(shootEffect == null ? type.shootEffect : shootEffect).at(bulletX, bulletY, rotation + angleOffset, type.hitColor);
(smokeEffect == null ? type.smokeEffect : smokeEffect).at(bulletX, bulletY, rotation + angleOffset, type.hitColor);
shootSound.at(bulletX, bulletY, Mathf.random(soundPitchMin, soundPitchMax));
shootSound.at(bulletX, bulletY, Mathf.random(soundPitchMin, soundPitchMax), shootSoundVolume);
ammoUseEffect.at(
x - Angles.trnsx(rotation, ammoEjectBack),

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@ -66,7 +66,7 @@ public class NuclearReactor extends PowerGenerator{
explosionDamage = 1250 * 4;
explodeEffect = Fx.reactorExplosion;
explodeSound = Sounds.explosionbig;
explodeSound = Sounds.reactorExplosion;
}
@Override