message: Update astroblasto example with new sound stuff
diff: @@ -354,7 +354,7 @@ impl MainState {
  Ok(s)
  }
  - fn fire_player_shot(&mut self) {
  + fn fire_player_shot(&mut self, ctx: &Context) {
  self.player_shot_timeout = PLAYER_SHOT_TIME;
  let player = &self.player;
  @@ -366,7 +366,7 @@ impl MainState {
  self.shots.push(shot);
  - let _ = self.assets.shot_sound.play();
  + let _ = self.assets.shot_sound.play(ctx);
  }
  fn clear_dead_stuff(&mut self) {
  @@ -374,7 +374,7 @@ impl MainState {
  self.rocks.retain(|r| r.life > 0.0);
  }
  - fn handle_collisions(&mut self) {
  + fn handle_collisions(&mut self, ctx: &Context) {
  for rock in &mut self.rocks {
  let pdistance = rock.pos - self.player.pos;
  if pdistance.length() < (self.player.bbox_size + rock.bbox_size) {
  @@ -387,7 +387,7 @@ impl MainState {
  rock.life = 0.0;
  self.score += 1;
  - let _ = self.assets.hit_sound.play();
  + let _ = self.assets.hit_sound.play(ctx);
  }
  }
  }
  @@ -447,7 +447,7 @@ impl EventHandler for MainState {
  player_handle_input(&mut self.player, &self.input, seconds);
  self.player_shot_timeout -= seconds;
  if self.input.fire && self.player_shot_timeout < 0.0 {
  - self.fire_player_shot();
  + self.fire_player_shot(ctx);
  }
  // Update the physics for all actors.
  @@ -476,7 +476,7 @@ impl EventHandler for MainState {
  // collision detection, object death, and if
  // we have killed all the rocks in the level,
  // spawn more of them.
  - self.handle_collisions();
  + self.handle_collisions(ctx);
  self.clear_dead_stuff();
  