Firing sound for catapult actually comes from the direction of the catapult. It still works if catapult itself is out of normal sound range.
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		 Submodule libstormgames updated: 2f791da5b7...e7d5b03e55
									
								
							| @@ -75,21 +75,21 @@ class Catapult(Object): | ||||
|     def fire(self, currentTime, player): | ||||
|         """Start the firing sequence""" | ||||
|         self.lastFireTime = currentTime | ||||
|          | ||||
|         # Play launch sound | ||||
|         play_sound(self.sounds['catapult_launch']) | ||||
|          | ||||
|      | ||||
|         # Play launch sound using directional audio | ||||
|         play_directional_sound(self.sounds, 'catapult_launch', player.xPos, self.xPos) | ||||
|      | ||||
|         # Set up pending pumpkin | ||||
|         isHigh = random.choice([True, False]) | ||||
|         fireDirection = 1 if player.xPos > self.xPos else -1 | ||||
|          | ||||
|      | ||||
|         # Store pumpkin data for later creation | ||||
|         self.pendingPumpkin = { | ||||
|             'isHigh': isHigh, | ||||
|             'direction': fireDirection, | ||||
|             'playerMaxHealth': player.get_max_health() | ||||
|         } | ||||
|          | ||||
|      | ||||
|         # Set when to actually launch the pumpkin | ||||
|         self.pumpkinLaunchTime = currentTime + self.launchDelay | ||||
|  | ||||
|   | ||||
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