Added the rest of the object management functions, hopefully.

This commit is contained in:
Storm Dragon 2020-09-09 20:06:34 -04:00
parent 34d89ca54b
commit c5c32943e2

View File

@ -174,7 +174,6 @@ def cut_scene(sounds, soundName):
pygame.event.pump()
def obj_play(sounds, soundName, playerPos, objPos):
# attempt to stop sounds that go out of range.
if playerPos - objPos > 9 or playerPos - objPos < -9:
# The sound is out of range, so do nothing.
return
@ -186,12 +185,34 @@ def obj_play(sounds, soundName, playerPos, objPos):
if right < 0:
right *= -1
# x is the channel for the sound
x = sounds[soundName].play()
x = sounds[soundName].play(-1)
# Apply the position information to the channel
x.set_volume(left, right)
# return the channel so that it can be used in the update and stop functions.
return x
def obj_update(x, playerPos, objPos):
# attempt to stop sounds that go out of range.
if playerPos - objPos > 9 or playerPos - objPos < -9:
obj_stop(x)
return
angle = math.radians(distance * 5)
left = math.sqrt(2)/2.0 * (math.cos(angle) - math.sin(angle))
right = math.sqrt(2)/2.0 * (math.cos(angle) + math.sin(angle))
if left < 0:
left *= -1
if right < 0:
right *= -1
# Apply the position information to the channel
x.set_volume(left, right)
def obj_stop(x):
# Tries to stop a playing object channel
try:
x.stop()
except:
pass
def play_random(sounds, soundName, pause = False, interrupt = False):
key = []
for i in sounds.keys():