assets.store_font('Cuneiform36', 'assets/font/SantakkuM.ttf', 36)
assets.store_source('intro', 'assets/audio/Intro.wav', 'static')
assets.store_source('transition1', 'assets/audio/transition1.wav', 'static')
+assets.store_source('hit_1', 'assets/sfx/Hit1.mp3', 'static')
+assets.store_source('hit_2', 'assets/sfx/Hit2.mp3', 'static')
+assets.store_source('hit_3', 'assets/sfx/Hit3.mp3', 'static')
+assets.store_source('hit_4', 'assets/sfx/Hit4.mp3', 'static')
+assets.store_source('pickup_1', 'assets/sfx/PickUp1.mp3', 'static')
+assets.store_source('walk_1', 'assets/sfx/Walk1.mp3', 'static')
+assets.store_source('walk_2', 'assets/sfx/Walk2.mp3', 'static')
+assets.store_source('walk_3', 'assets/sfx/Walk3.mp3', 'static')
+
+assets.walk_sfx = {}
+assets.walk_sfx[1] = assets.get_source('walk_1')
+assets.walk_sfx[2] = assets.get_source('walk_2')
+assets.walk_sfx[3] = assets.get_source('walk_3')
+assets.walk_sfx.size = 3
-- If relevant, an Object asset's name should match an object as placed
-- in an Object layer of a Tiled map
-- control.lua
local player_module = require('player')
+local assets = require('assets')
local control = {}
-- Anything interested in a movement control should register its own handler here.
function love.handlers.movement_control(key, value)
player:movement_control(key, value)
+
+ local n = math.random(1, assets.walk_sfx.size)
+ love.audio.play(assets.walk_sfx[n])
end
function love.handlers.collision(collider, tile)