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   2.35f, // #define PART_BISHOP 3
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   2.35f, // #define PART_BISHOP 3
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   2.25f, // #define PART_KNIGHT 4
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   2.25f, // #define PART_KNIGHT 4
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   2.15f, // #define PART_ROOK 5
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   2.15f, // #define PART_ROOK 5
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   2.0f, // #define PART_PAWN 6
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   2.0f, // #define PART_PAWN 6
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};
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};
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static bool has_endsound_played = false;
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static bool has_endsound_played = true; // yes, true.
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void Scene_Init (scene_t *scene, board_t *board)
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void Scene_Init (scene_t *scene, board_t *board)
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{
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{
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   // this function initializes the scene objects array and inserts the chess table in it
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   // this function initializes the scene objects array and inserts the chess table in it
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                  Scene_AddPart (scene, boardslot->part, boardslot->color, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f, 0.0f, 0.0f);
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                  Scene_AddPart (scene, boardslot->part, boardslot->color, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f, 0.0f, 0.0f);
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               else
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               else
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                  Scene_AddTile (scene, theme->flattextures[boardslot->color][boardslot->part], 2.5f, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.05f, flaticons_yaw);
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                  Scene_AddTile (scene, theme->flattextures[boardslot->color][boardslot->part], 2.5f, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.05f, flaticons_yaw);
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            }
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            }
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            // is it time to play a "start of animation" sound ?
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            // is it time to play a "start of animation" sound ? (small window of 1/10th sec, if we miss it, don't play anything)
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            if (current_time + ANIMATION_DURATION == animation_endtime)
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            if (has_endsound_played && (animation_endtime - ANIMATION_DURATION < current_time) && (animation_endtime - ANIMATION_DURATION + 0.1f > current_time))
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            {
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            {
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               has_endsound_played = false; // an animation just started, remember the ending sound hasn't played yet
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               has_endsound_played = false; // an animation just started, remember the ending sound hasn't played yet
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               if (is_sliding)
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               if (is_sliding)
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                  Audio_PlaySound (SOUNDTYPE_SLIDE, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f); // play the sliding move sound
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                  Audio_PlaySound (SOUNDTYPE_SLIDE, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f); // play the sliding move sound
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            }
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            }
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            // is it time to play an "end of animation" sound ?
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            // is it time to play an "end of animation" sound ?
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            else if ((animation_endtime - 0.1f < current_time) && !has_endsound_played)
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            else if (!has_endsound_played && (animation_endtime - 0.1f < current_time))
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            {
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            {
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               if (!is_sliding)
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               if (!is_sliding)
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                  Audio_PlaySound (SOUNDTYPE_MOVE, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f); // play the normal move sound (unless the part was sliding)
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                  Audio_PlaySound (SOUNDTYPE_MOVE, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f); // play the normal move sound (unless the part was sliding)
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               if (currentmove->has_captured)
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               if (currentmove->has_captured)