feat: Implement combat and movement sound effects with looping footsteps
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@@ -254,6 +254,8 @@ export class GameEngine {
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const result = CombatMechanics.resolveMeleeAttack(hero, monster, this);
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hero.hasAttacked = true;
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if (window.SOUND_MANAGER) window.SOUND_MANAGER.playSound('sword');
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if (this.onCombatResult) this.onCombatResult(result);
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return { success: true, result };
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@@ -309,6 +311,8 @@ export class GameEngine {
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const result = CombatMechanics.resolveRangedAttack(hero, monster, this);
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hero.hasAttacked = true;
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if (window.SOUND_MANAGER) window.SOUND_MANAGER.playSound('arrow');
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if (this.onCombatResult) this.onCombatResult(result);
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return { success: true, result };
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@@ -349,6 +349,8 @@ export class GameRenderer {
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}
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updateAnimations(time) {
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let isAnyMoving = false;
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this.entities.forEach((mesh, id) => {
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const data = mesh.userData;
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@@ -362,6 +364,11 @@ export class GameRenderer {
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data.targetPos = new THREE.Vector3(nextStep.x, mesh.position.y, -nextStep.y);
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}
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// Check if this entity is contributing to movement sound
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if (data.isMoving || data.pathQueue.length > 0) {
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isAnyMoving = true;
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}
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if (data.isMoving) {
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const duration = 300; // Hero movement speed (300ms per tile)
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const elapsed = time - data.startTime;
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@@ -457,14 +464,24 @@ export class GameRenderer {
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// IF Finished Sequence (Queue empty)
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if (data.pathQueue.length === 0) {
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// Check if it's the player (id 'p1')
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if (id === 'p1' && this.onHeroFinishedMove) {
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if (data.pathQueue.length === 0 && !data.isMoving) { // Ensure strict finished state
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// Check if it's the player (id 'p1') -- NOTE: ID might be hero_barbarian etc.
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// Using generic callback
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if (id === 'p1' && this.onHeroFinishedMove) { // Legacy check?
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// Grid Coords from World Coords (X, -Z)
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this.onHeroFinishedMove(mesh.position.x, -mesh.position.z);
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}
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}
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});
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// Handle Footsteps Audio Globally
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if (window.SOUND_MANAGER) {
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if (isAnyMoving) {
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window.SOUND_MANAGER.startLoop('footsteps');
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} else {
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window.SOUND_MANAGER.stopLoop('footsteps');
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}
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}
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}
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renderExits(exits) {
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// Cancel any pending render
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@@ -12,11 +12,15 @@ export class SoundManager {
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'exploration': '/assets/music/ingame/Abandoned_Ruins.mp3'
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},
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sfx: {
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'door_open': '/assets/sfx/opendoor.mp3'
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'door_open': '/assets/sfx/opendoor.mp3',
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'footsteps': '/assets/sfx/footsteps.mp3',
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'sword': '/assets/sfx/sword1.mp3',
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'arrow': '/assets/sfx/arrow.mp3'
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}
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};
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this.initialized = false;
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this.activeLoops = new Map();
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}
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/**
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@@ -112,4 +116,27 @@ export class SoundManager {
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// or log if needed
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});
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}
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startLoop(key) {
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if (this.isMuted) return;
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if (this.activeLoops.has(key)) return; // Already playing
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const url = this.assets.sfx[key];
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if (!url) return;
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const audio = new Audio(url);
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audio.loop = true;
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audio.volume = this.sfxVolume;
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audio.play().catch(() => { });
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this.activeLoops.set(key, audio);
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}
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stopLoop(key) {
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const audio = this.activeLoops.get(key);
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if (audio) {
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audio.pause();
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audio.currentTime = 0;
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this.activeLoops.delete(key);
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}
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}
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}
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