diff options
author | davidovski <david@davidovski.xyz> | 2024-04-23 16:50:54 +0100 |
---|---|---|
committer | davidovski <david@davidovski.xyz> | 2024-04-23 16:50:54 +0100 |
commit | e0e9d7f0739fc4c0c0e8cdc8c30ac827715db04b (patch) | |
tree | 1fb34177b592bfc89cfabd069ec1aa6a9b51d186 /level.go | |
parent | d739f3a016d9e052ae2e844d5ed62502bb7a4e38 (diff) |
add voice over
Diffstat (limited to 'level.go')
-rw-r--r-- | level.go | 29 |
1 files changed, 24 insertions, 5 deletions
@@ -99,7 +99,11 @@ func StartLevel1(g *Game ) { g.state = END }) - g.QueueState(PauseScreen) + g.QueueState(func (g *Game){ + // What do you mean "is that it?". I kinda uhh ran out of time to finish the actual game but uhhh if you want I can let you have a go at finishing it for me. Just press R to reverse time and we'll go from there + PauseScreen(g) + g.audioPlayer.voiceAudio[0].Play() + }) // after end g.QueueState(func (g *Game){ g.animStart = g.time - endCardDuration @@ -115,14 +119,22 @@ func StartLevel1(g *Game ) { func StartLevel2(g *Game) { g.SetPlacing() - noMoveable(g) + //noMoveable(g) + // OK so, this level could probably be a bit more diffcult. Here's a spikey thing, just click to place it anywhere, just make sure it kills the player + g.audioPlayer.voiceAudio[1].Play() g.toPlace = append(g.toPlace, NewLeftSpike(g, 0, 0)) // after end g.QueueState(ReverseLevel) + // after reversed - g.QueueState(afterReversed) + g.QueueState(func (g *Game){ + // Nice, Good job. + // Ok right I've got another spike for you to place. Remember, you can click on things to move them around if it doesn't quite work out + g.audioPlayer.voiceAudio[2].Play() + afterReversed(g) + }) g.QueueState(StartLevel3) } @@ -130,6 +142,8 @@ func StartLevel3(g *Game) { g.SetPlacing() noMoveable(g) + //g.audioPlayer.voiceAudio[3].Play() + g.toPlace = append(g.toPlace, NewSpike(g, 0, 0)) // after end @@ -144,6 +158,8 @@ func StartLevel4(g *Game) { noMoveable(g) g.toPlace = append(g.toPlace, NewSpring(g, 0, 0)) + // Ok lets try something a bit different. here's a spring this time + g.audioPlayer.voiceAudio[4].Play() g.ClearAll() tilemap := NewTilemap([][]int{ @@ -201,11 +217,13 @@ func StartLevel4(g *Game) { g.QueueState(StartLevel5) } -// HMM maybe we can make this a bit harder, lets try moving the exit by clicking on it func StartLevel5(g *Game) { g.SetPlacing() //noMoveable(g) + // HMM thats too easy. maybe Try moving the exit ontop of the hill, that could work + g.audioPlayer.voiceAudio[5].Play() + //g.toPlace = append(g.toPlace, NewSpring(g, 0, 0)) g.exit.movable = true g.toPlace = append(g.toPlace, g.exit) @@ -218,11 +236,12 @@ func StartLevel5(g *Game) { g.QueueState(StartLevel6) } -// Ok lets add a spring there as well +// How about this? func StartLevel6(g *Game) { g.SetPlacing() //noMoveable(g) + g.audioPlayer.voiceAudio[6].Play() g.toPlace = append(g.toPlace, NewSpring(g, 0, 0)) g.toPlace = append(g.toPlace, NewRightSideSpring(g, 0, 0)) g.toPlace = append(g.toPlace, NewLeftSideSpring(g, 0, 0)) |