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February 18, 2015 00:13
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Sound detector
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'use strict'; | |
var playerModes = require('../../game/player').modes; | |
/** | |
* This module exports a single function that checks a game state and | |
* its latest diff for game sound triggers and plays the appropriate | |
* sounds on the provided AudioPlayer object. | |
*/ | |
var soundChecks = { | |
'sound_throw': [projectileExistenceChanged(true, 'axe', true)], | |
'sound_shoot': [projectileExistenceChanged(true, 'laser', true)], | |
'sound_hit': [somePlayerStateChanged('alive', true, false)], | |
'sound_jump': [somePlayerStateChanged('mode', playerModes.STANDING, playerModes.JUMPING)], | |
'sound_slam': [somePlayerStateChanged('mode', playerModes.DROPKICK, null)], | |
'sound_dash': [somePlayerStateChanged('mode', null, playerModes.DROPKICK)], | |
'sound_die': [thisPlayerStateChanged('alive', true, false)], | |
'sound_rekt': [{after:100, event:thisPlayerStateChanged('alive', true, false)}] | |
}; | |
module.exports = function(audioPlayer, state0, state1, playerId) { | |
for (var k in soundChecks) { | |
for (var i = 0; i < soundChecks[k].length; ++i) { | |
var checker = soundChecks[k][i]; | |
if (typeof checker === 'function') { | |
if (checker(state0, state1, playerId)) { | |
audioPlayer.playSound(k); | |
} | |
} | |
else if (checker.event(state0, state1, playerId)) { | |
setTimeout(audioPlayer.playSound.bind(audioPlayer, k), checker.after); | |
} | |
} | |
} | |
} | |
// If `created` is true then check for a matching newly created projectile, otherwise | |
// check for a projectile which has just been destroyed. | |
function projectileExistenceChanged(created, type, owned) { | |
return function(state0, state1, playerId) { | |
var filter = {type: type}; | |
if (owned) filter.ownerId = playerId; | |
var ids = _.map([state0, state1], function(state) { | |
return _.chain(state.projectiles) | |
.filter(filter) | |
.pluck('id') | |
.value(); | |
}); | |
return _.difference(ids[created ? 1 : 0], ids[created ? 0 : 1]).length > 0; | |
} | |
} | |
function somePlayerStateChanged(property, oldValue, newValue) { | |
return function(state0, state1, playerId) { | |
return _.chain(Object.keys(state1.players)) | |
.map(playerStateCheck.bind(null, property, oldValue, newValue, state0, state1)) | |
.any() | |
.value(); | |
} | |
} | |
function thisPlayerStateChanged(property, oldValue, newValue) { | |
return playerStateCheck.bind(null, property, oldValue, newValue); | |
} | |
function playerStateCheck(property, oldValue, newValue, state0, state1, playerId) { | |
oldValue = oldValue !== null ? oldValue : state0.players[playerId][property]; | |
newValue = newValue !== null ? newValue : state1.players[playerId][property]; | |
return _.chain([state0.players[playerId], state1.players[playerId]]) | |
.pluck(property) | |
.isEqual([oldValue, newValue]) | |
.value(); | |
} |
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