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Feat/fix bug enemies y bosses#397

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TheUnrealZaka merged 5 commits into
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feat/fix-bug-enemies-y-bosses
Jun 11, 2026
Merged

Feat/fix bug enemies y bosses#397
TheUnrealZaka merged 5 commits into
mainfrom
feat/fix-bug-enemies-y-bosses

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@victorpeor

@victorpeor victorpeor commented Jun 11, 2026

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Canvis

fix bug enemies and bosses audios

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Tipus de canvi

  • feat: Nova funcionalitat
  • fix: Correcció de bug
  • art: Asset gràfic
  • docs: Documentació
  • refactor: Refactorització de codi
  • build: Canvis al sistema de build

Checklist

  • El codi compila sense errors
  • He provat els canvis localment
  • He seguit les naming conventions (PascalCase classes, camelCase mètodes, m_ membres)
  • He usat Conventional Commits al títol del PR
  • He enllaçat la Issue corresponent

Update audio SFX for EnemiesLVL1/Bouncer: remove obsolete files (Die.wav, Hit.wav, bouncer_atack.wav, bouncer_rebote.wav) and add new files (bouncer_damage.wav, bouncer_death.wav, bouncer_jump.wav). This standardizes naming and refreshes the damage, death and jump sound effects.
Replace Bouncer sound asset references and disable some playback calls. LoadFx paths updated to use bouncer_jump, bouncer_damage and bouncer_death; the bouncer_atack load was commented out. Corresponding PlayBouncerFx calls for attack and rebound were removed/commented to prevent redundant/undesired playback. The bouncer_death.wav asset was also updated in the repo.
Rename and normalize SpiderCandy audio assets (remove spaces and standardize to snake_case), delete old files, and add new fx files (walk, death, inflarse, walk). Update EnemyCarmel to use new fx IDs and paths: idle/move/attack IDs renamed to walk/roll/blowup (and attack sound no longer played on collision). Play blowup fx on BLOWUP transition and load all new audio paths. This aligns asset names with code and centralizes audio behavior changes for the SpiderCandy enemy.
Add a new dive sound for the Drowning Plush and play it on relevant Boss1 state transitions. A new audio asset (Drowingplush_sumergirse.wav) was added and an existing mouth sound was updated. Introduces a new fxDive_ member in include/Boss1.h, loads it in Boss1::Start(), and triggers audio.PlayFxSpatial(fxDive_, position) when transitioning to DIVE and DEATH; the JUMP transition now plays fxDive_ alongside fxJump_.
Increase Player::STEP_COOLDOWN from 550.0f to 750.0f to reduce footstep frequency/tighten step timing. Also update the footsteps audio asset assets/audio/fx/pasos_level1_1.wav (binary change) to match the adjusted timing.
@victorpeor victorpeor requested review from a team and TheUnrealZaka as code owners June 11, 2026 22:27
@victorpeor victorpeor linked an issue Jun 11, 2026 that may be closed by this pull request
@TheUnrealZaka TheUnrealZaka merged commit 115db3a into main Jun 11, 2026
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feat: fix bug enemies y bosses

2 participants