Get Map Gernation in #17

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Snoweuph wants to merge 85 commits from dev-base into dev-player-movement
20 changed files with 404 additions and 3 deletions
Showing only changes of commit a26e37d301 - Show all commits

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@ -41,7 +41,7 @@
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@ -1,7 +1,10 @@
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@ -11,6 +14,7 @@ height = 22.8571
collision_layer = 8 collision_layer = 8
collision_mask = 5 collision_mask = 5
script = ExtResource("1_os652") script = ExtResource("1_os652")
audio_pool = [NodePath("ProjectileAudioPool/Audio1"), NodePath("ProjectileAudioPool/Audio2"), NodePath("ProjectileAudioPool/Audio3")]
map_collision_layer = 1 map_collision_layer = 1
bunny_collision_layer = 4 bunny_collision_layer = 4
@ -20,4 +24,15 @@ texture = ExtResource("2_ibs3t")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."] [node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CapsuleShape2D_ki5cp") shape = SubResource("CapsuleShape2D_ki5cp")
[node name="ProjectileAudioPool" type="Node" parent="."]
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stream = ExtResource("5_njike")
[node name="Audio3" type="AudioStreamPlayer" parent="ProjectileAudioPool"]
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Scenes/GameSFX.tscn Normal file

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@ -0,0 +1,22 @@
extends Node
@export var player_audio_pool = []
var random_audio : AudioStreamPlayer
func _ready():
pass
func _process(delta):
random_audio_setter()
if !self.get_parent().velocity.is_zero_approx() && !random_audio.is_playing():
random_audio.play()
pass
pass
func random_audio_setter():
random_audio = get_node(player_audio_pool[randi_range(0, 2)])
random_audio.set_max_polyphony(10000)
pass

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@ -2,6 +2,7 @@ extends Area2D
@export var speed : float = 80.0 @export var speed : float = 80.0
@export var damage : int = 1 @export var damage : int = 1
@export var audio_pool = []
@export_flags_2d_physics var map_collision_layer : int @export_flags_2d_physics var map_collision_layer : int
@export_flags_2d_physics var bunny_collision_layer : int @export_flags_2d_physics var bunny_collision_layer : int

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@ -19,10 +19,12 @@ func rotate_to_pointer():
func spawn_projectile(pos : Vector2, dir : float, speed: float, damage : int): func spawn_projectile(pos : Vector2, dir : float, speed: float, damage : int):
var projectile = projectilePrefab.instantiate() var projectile = projectilePrefab.instantiate()
var projectile_audio = projectile.get_node(projectile.audio_pool[randi_range(0, 2)])
projectile.global_position = pos projectile.global_position = pos
projectile.dir = dir projectile.dir = dir
projectile.speed = speed projectile.speed = speed
projectile.damage = damage projectile.damage = damage
projectile.is_displayed_folded() projectile.is_displayed_folded()
get_tree().root.add_child(projectile) get_tree().root.add_child(projectile)
projectile_audio.play()
pass pass