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authordavidovski <david@davidovski.xyz>2024-04-23 16:50:54 +0100
committerdavidovski <david@davidovski.xyz>2024-04-23 16:50:54 +0100
commite0e9d7f0739fc4c0c0e8cdc8c30ac827715db04b (patch)
tree1fb34177b592bfc89cfabd069ec1aa6a9b51d186 /level.go
parentd739f3a016d9e052ae2e844d5ed62502bb7a4e38 (diff)
add voice over
Diffstat (limited to 'level.go')
-rw-r--r--level.go29
1 files changed, 24 insertions, 5 deletions
diff --git a/level.go b/level.go
index 991e1fb..5c95861 100644
--- a/level.go
+++ b/level.go
@@ -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))