feat: Add Spear of Destiny demo support with dedicated asset registry and entity definitions
- Introduced SpearDemoAssetRegistry for managing assets specific to the Spear of Destiny demo. - Created SpearDemoEntityModule to define enemy animations with adjusted sprite ranges. - Implemented SpearDemoHudModule and SpearDemoMenuPicModule for HUD and menu assets. - Added SpearDemoSfxModule for sound effect mappings specific to the demo version. - Updated enemy classes (Guard, Mutant, Officer, SS) to support custom animation sets. - Modified entity registry to accept a custom AssetRegistry for spawning entities. - Enhanced rendering with CRT phosphor bloom effect in GLSL shaders. - Adjusted ASCII and software renderer layouts for improved UI spacing. - Added tests for SpearDemoAssetRegistry to ensure correct asset resolution and enemy spawning. Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
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@@ -152,6 +152,20 @@ class WolfAudio implements EngineAudio {
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Future<void> playSoundEffect(SoundEffect effect) async {
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final data = activeGame;
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if (data == null) return;
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final resolved = data.registry.sfx.resolve(effect);
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if (resolved != null) {
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await playSoundEffectId(resolved.slotIndex);
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return;
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}
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// Spear demo/shareware has a much smaller digitized table than retail.
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// If a sound is not explicitly mapped for that variant, skip it rather
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// than probing an invalid or unrelated slot.
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if (data.version == GameVersion.spearOfDestinyDemo) {
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return;
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}
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await playSoundEffectId(effect.idFor(data.version));
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}
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