Nimbin[12]?SDL & Graphics / mapcreator / commits / 780fe01

mapcreator git · master

SDL3 2.5D game and engine using assets, with map editor

sdl3 c++ game engine map-editor cmake · first commit 2025-10-31 · last commit 2026-09-07 (1 month ago) · synced 3 days ago · upstream: git.ide3.de/hsnr/sdl-spieleentwicklung/map_creator

C++ 99.3%
git clone https://git.christianimmanuel.de/sdl-graphics/mapcreator.gitwget https://git.christianimmanuel.de/sdl-graphics/mapcreator/archive/mapcreator.tar.gz

Add no item found music

Christian Immanuel · 2026-02-20 13:53 · 780fe01a65d193375a209427886ddf7db7600e0d

 music/character.hae.wav     | Bin 0 -> 168286 bytes
 src/character/character.cpp |   2 ++
 src/game/game.cpp           |   2 ++
 3 files changed, 4 insertions(+)

diff --git a/music/character.hae.wav b/music/character.hae.wav
new file mode 100644
index 0000000..6515dbb
Binary files /dev/null and b/music/character.hae.wav differ
diff --git a/src/character/character.cpp b/src/character/character.cpp
index 93b59e1..69f3da7 100644
--- a/src/character/character.cpp
+++ b/src/character/character.cpp
@@ -1803,6 +1803,8 @@ Character::handle_Input(Input& input, SDL_Rect win_size) {
                 }
             }
             std::cout << "Nothing to interact with! " << tiles_in_reach.size() << std::endl;
+            if (!Animation::audio->is_Playing("character.hae"))
+                Animation::audio->Play("character.hae");
             messages->Add(MessageKey::NOTHING_TO_INTERACT);
             return;
         }
diff --git a/src/game/game.cpp b/src/game/game.cpp
index fdb19a1..233a469 100644
--- a/src/game/game.cpp
+++ b/src/game/game.cpp
@@ -81,6 +81,7 @@ Game::Game() : running(true) {
     */
     audio->RegisterSound("bird.sing",      "music/bird.sing.wav");
     audio->RegisterSound("menu.hover",     "music/menu.hover.wav");
+    audio->RegisterSound("character.hae",  "music/character.hae.wav");
 
     // INIT Font
     Ui::init_Font();
@@ -226,6 +227,7 @@ void Game::Run() {
         }
     }
 
+    Enemy::shutdown_Workers();
     EndScreen_Event::event_Loop(renderer);
 }