Reputation: 1183
I made a skill for my game called Blitz. Its functionality is that you strike your opponent 3 times within 6 seconds.
I added sound files to the skill so you can have hearing cues on what you did so you don't necessarily have to read a text log. The problem i'm having though is when I hit my opponent 2 or more times, the sound file only plays once, not twice.
For example: This works - Hit, Miss, Hit. For example: This does not work - Hit, Hit (no sound), Miss (sound)
Why is it skipping or not playing?
// BLITZ SKILL
document.getElementById("blitz").addEventListener('click', function() {
atbReset();
DB();
RET();
window.setTimeout(function() { blitzskill() }, 1000);
window.setTimeout(function() { blitzskill() }, 2000);
window.setTimeout(function() { blitzskill() }, 3000);
});
function blitzskill(){
var criticalRoll = Math.floor(Math.random() * 100 + 1);
var precisionRoll = Math.floor(Math.random() * cs.precision + 1);
var npcParryRoll = Math.floor(Math.random() * ds.parry + 1);
var damage = Math.floor(Math.random() * cs.strength * 1);
if (character.energy <= 4) {
addMessage("Not enough energy!")
return;
}
if (precisionRoll < npcParryRoll) {
addMessage("The Dragon evaded your attack!");
character.energy -= 5;
miss.play(); // PLAY MISS SOUND
}
else if (damage - ds.armor <= 0) {
character.energy -= 5;
addMessage("Your opponents armor withstood your attack!");
armor.play(); // PLAY MISS/ARMOR SOUND
}
else if (cs.critical >= criticalRoll) {
damage *= 2;
damage -= ds.armor;
dragon.hp -= damage;
character.energy -= 5;
document.getElementById("npchp").innerHTML = dragon.hp;
addMessage("Critical Strike! Dragon suffers " + damage + " hp!")
swoosh.play(); // PLAY HIT SOUND
}
else {
dragon.hp -= damage;
damage -= ds.armor;
document.getElementById("npchp").innerHTML = dragon.hp;
addMessage("You hit the dragon for " + damage + " hp!");
character.energy -= 5;
swoosh.play(); // PLAY HIT SOUND
}
document.getElementById("energy").innerHTML = character.energy;
};
Upvotes: 1
Views: 217
Reputation: 11373
Try this:
swoosh.pause();// ensure sound is not already playing
swoosh.currentTime = 0; //reset time
swoosh.play(); // PLAY HIT SOUND
All I'm doing is adding logic to ensure you call play at the sound start
Upvotes: 1