Added resource class to use in frame based sound routines. Created Actor class to extend for enemies and players.

This commit is contained in:
Nitsud Yarg 2024-05-30 22:38:29 -07:00
parent 5d0bc33cbf
commit c4df444848
7 changed files with 92 additions and 8 deletions

View File

@ -9,6 +9,16 @@
config_version=4
_global_script_classes=[ {
"base": "KinematicBody2D",
"class": "Actor",
"language": "GDScript",
"path": "res://src/actor.gd"
}, {
"base": "Resource",
"class": "FrameSoundEffects",
"language": "GDScript",
"path": "res://src/playerC/resources/FrameSounds.gd"
}, {
"base": "Reference",
"class": "Movement",
"language": "GDScript",
@ -40,6 +50,8 @@ _global_script_classes=[ {
"path": "res://src/state_modifier.gd"
} ]
_global_script_class_icons={
"Actor": "",
"FrameSoundEffects": "",
"Movement": "",
"State": "",
"StateAnimatedActor": "",

17
src/actor.gd Normal file
View File

@ -0,0 +1,17 @@
class_name Actor
extends KinematicBody2D
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass

View File

@ -9,6 +9,8 @@ export var sprite_facing_right: bool = true
onready var movement_animations: AnimatedSprite = $AnimatedSprite
export(Array, Resource) var SoundEffects
onready var movement_state_machine: Node = $Controllers/state_machine
onready var player_move_component = $Controllers/move_component
@ -17,17 +19,24 @@ onready var player_hurtbox = $Hurtbox_Component/CollisionShape2D
onready var gun = $Gun
onready var sound_effect_player = $AudioStreamPlayer
onready var sound_effect_player = $SE_Player
var sound_effects = preload("res://src/playerC/resources/sound_effects.tres")
#var sound_effects = preload("res://src/playerC/resources/sound_effects.tres")
var sound_effects_dict: Dictionary
func _ready() -> void:
movement_state_machine.init_animated_actor(self, movement_animations, player_move_component)
player_move_component.player_number = player_number
sound_effect_player.stream = sound_effects.sounds["pew"]
# Experimenting with sound based resources I did this and it worked
#sound_effect_player.stream = sound_effects.sounds["pew"]
#print(sounds.sounds["pew"])
#sound_effects.play()
# Trying something new with a custom resourse.
for i in SoundEffects:
sound_effects_dict[i.animation_name + str(i.frame_number)] = i.sound
print (sound_effects_dict)
func _unhandled_input(event: InputEvent) -> void:
movement_state_machine.process_input(event)
@ -57,6 +66,8 @@ func _physics_process(delta: float) -> void:
func _process(delta: float) -> void:
movement_state_machine.process_frame(delta)
PlayerInfo.player_position = global_position
play_sound_frame(movement_animations.animation , movement_animations.frame)
##TODO: I don't like player class having do do this.
## Figure out how to programatically signal subscribe
@ -80,5 +91,21 @@ func shoot_projectile():
var is_shooting = false
is_shooting = gun.shoot(direction.x)
func play_sound():
sound_effects.stream = "res://assets/Sounds/crappy pew.wav"
#func play_sound():
# sound_effects.stream = "res://assets/Sounds/crappy pew.wav"
var last_sound_frame_animation: String = ''
var last_sound_frame: int = -1
func play_sound_frame(animation: String, frame: int ):
##DEBUG:
#if animation == 'run' and frame == 6:
# print("Do the thign! (", animation + str(frame), ")", " (", last_sound_frame_animation + str(last_sound_frame), ")")
if animation != last_sound_frame_animation or frame != last_sound_frame:
last_sound_frame = frame
last_sound_frame_animation = animation
var sound_index = animation + str(frame)
if sound_effects_dict.has(sound_index):
sound_effect_player.stream = sound_effects_dict[sound_index]
sound_effect_player.play()
print("Playing SE: ", sound_index)

View File

@ -1,7 +1,8 @@
[gd_scene load_steps=87 format=2]
[gd_scene load_steps=90 format=2]
[ext_resource path="res://src/playerC/Player-KinematicBody2D.gd" type="Script" id=1]
[ext_resource path="res://src/playerC/states/idle.gd" type="Script" id=2]
[ext_resource path="res://assets/Sounds/crappy pew.wav" type="AudioStream" id=3]
[ext_resource path="res://src/playerC/states/fall.gd" type="Script" id=4]
[ext_resource path="res://src/playerC/states/move.gd" type="Script" id=5]
[ext_resource path="res://src/playerC/player_move_component.gd" type="Script" id=6]
@ -9,10 +10,17 @@
[ext_resource path="res://src/playerC/states/hurt.gd" type="Script" id=8]
[ext_resource path="res://src/playerC/Gun.gd" type="Script" id=9]
[ext_resource path="res://src/playerC/states/fire.gd" type="Script" id=10]
[ext_resource path="res://src/playerC/resources/FrameSounds.gd" type="Script" id=11]
[ext_resource path="res://src/components/Hurtbox_Component.tscn" type="PackedScene" id=12]
[ext_resource path="res://src/state_modifier.gd" type="Script" id=13]
[ext_resource path="res://src/state_machine_animated_actor.gd" type="Script" id=14]
[sub_resource type="Resource" id=148]
script = ExtResource( 11 )
animation_name = "run"
frame_number = 6
sound = ExtResource( 3 )
[sub_resource type="StreamTexture" id=75]
load_path = "res://.import/MegaMan.png-dc2c293e5a0f5d183ee961942ac90e4a.stex"
@ -409,6 +417,7 @@ extents = Vector2( 14, 18.5 )
[node name="Player" type="KinematicBody2D"]
collision_layer = 2
script = ExtResource( 1 )
SoundEffects = [ SubResource( 148 ) ]
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
frames = SubResource( 147 )
@ -513,4 +522,4 @@ points = PoolVector2Array( -5, 0, 5, 0 )
width = 2.0
default_color = Color( 1, 0.607843, 0, 1 )
[node name="AudioStreamPlayer" type="AudioStreamPlayer" parent="."]
[node name="SE_Player" type="AudioStreamPlayer" parent="."]

View File

@ -0,0 +1,9 @@
class_name FrameSoundEffects
extends Resource
#export(Array, Array, AudioStreamSample) var sound_effects
export (String) var animation_name
export(int) var frame_number
export (AudioStreamSample) var sound

View File

@ -0,0 +1,8 @@
[gd_resource type="Resource" load_steps=2 format=2]
[ext_resource path="res://src/playerC/resources/FrameSounds.gd" type="Script" id=1]
[resource]
script = ExtResource( 1 )
animation_name = ""
frame_number = 0

View File

@ -21,7 +21,9 @@ func enter() -> void:
$"../attack".enter()
modifier_stack_ref.push_front($"../attack")
##TODO: Hacky, don't do it this way.
parent.sound_effect_player.play()
#parent.sound_effect_player.play()
func process_input(_event: InputEvent) -> State:
if move_component.wants_jump() and parent.is_on_floor():