Sound effects
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6ea21b3181
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6671b455c4
17 changed files with 94 additions and 6 deletions
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@ -1,6 +1,7 @@
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extends Powerup
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func _pickup():
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SoundFx.play_fx("Powerup", 1, -30)
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PlayerStats.missiles_unlocked = true
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PlayerStats.missiles += 1
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queue_free()
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@ -123,6 +123,7 @@ func fire_missile():
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PlayerStats.missiles -= 1
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func create_dust_effect():
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SoundFx.play_fx("Step", rand_range(0.6, 1.2), -30)
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var dust_position = global_position
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dust_position.x += rand_range(-4, 4)
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Utils.instance_scene_on_main(DustEffect, dust_position)
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@ -146,6 +147,7 @@ func update_snap_vector():
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snap_vector = Vector2.DOWN
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func jump(force):
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SoundFx.play_fx("Jump", rand_range(0.6, 1.4), -20)
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Utils.instance_scene_on_main(JumpEffect, global_position)
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motion.y = -force
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snap_vector = Vector2.ZERO
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@ -225,6 +227,7 @@ func get_wall_axis():
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func wall_slide_jump_check(wall_axis):
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if Input.is_action_just_pressed("ui_select"):
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SoundFx.play_fx("Jump", rand_range(0.8, 1.2), -20)
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motion.x = wall_axis * max_speed
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motion.y = -jump_force/1.25
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state = MOVE
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@ -262,6 +265,7 @@ func save():
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func _on_Hurtbox_hit(damage):
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if not invincible:
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SoundFx.play_fx("Hurt", 1, -20)
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PlayerStats.health -= damage
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blinkAnimator.play("Blink")
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SaverLoader.custom_data.health = PlayerStats.health
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@ -2,4 +2,5 @@ extends "res://Scenes/Objects/Proyectile.gd"
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func _ready():
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# Do not run _process()
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SoundFx.play_fx("Bullet", rand_range(0.6, 1.4), -20)
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set_process(false)
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@ -6,7 +6,8 @@ const BRICK_LAYER_BIT = 4
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func _ready():
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pass # Replace with function body.
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SoundFx.play_fx("Explosion", 1.5)
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pass
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func _on_Hitbox_body_entered(body):
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if body.get_collision_layer_bit(BRICK_LAYER_BIT):
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