Adjust attack sound logic
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798f3f7a64
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@ -288,10 +288,7 @@ export class AnimalEntity extends Entity {
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}
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}
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attack(ctx: WorldContext) {
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this.yell(1)
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if (this.isMonster) {
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let v = 1 + Math.floor(Math.random() * 4)
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playSound(`action/hit-v${v}`, 1.0)
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this.sprite.animate = true
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this.sprite.loop = false
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this.sprite.setKey = 'attack'
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@ -321,14 +318,22 @@ export class AnimalEntity extends Entity {
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box[1][1] += 20
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}
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let entities: AnimalEntity[] = ctx.queryEntities([box[0][0], box[1][0]], [box[0][1], box[1][1]]).filter(v=>v instanceof AnimalEntity && v !== this && !v.isMonster) as AnimalEntity[]
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let entities: AnimalEntity[] = ctx.queryEntities([box[0][0], box[1][0]], [box[0][1], box[1][1]]).filter(v=>v instanceof AnimalEntity && v !== this && !v.isMonster && !v.dead) as AnimalEntity[]
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if (entities.length > 0) {
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let v = 1 + Math.floor(Math.random() * 4)
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playSound(`action/hit-v${v}`, 1.0)
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entities[0].dead = true
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entities[0].shouldGib = true
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if (Math.random() > 0.5) {
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this.yell(1)
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}
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} else {
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// growl if there are no targets.
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this.yell(1)
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}
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}
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} else {
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this.yell(1)
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}
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}
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yell(volume: number) {
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