Added resource class to use in frame based sound routines. Created Actor class to extend for enemies and players.
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@ -9,6 +9,16 @@
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config_version=4
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_global_script_classes=[ {
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"base": "KinematicBody2D",
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"class": "Actor",
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"language": "GDScript",
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"path": "res://src/actor.gd"
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}, {
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"base": "Resource",
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"class": "FrameSoundEffects",
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"language": "GDScript",
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"path": "res://src/playerC/resources/FrameSounds.gd"
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}, {
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"base": "Reference",
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"class": "Movement",
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"language": "GDScript",
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@ -40,6 +50,8 @@ _global_script_classes=[ {
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"path": "res://src/state_modifier.gd"
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} ]
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_global_script_class_icons={
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"Actor": "",
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"FrameSoundEffects": "",
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"Movement": "",
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"State": "",
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"StateAnimatedActor": "",
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17
src/actor.gd
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17
src/actor.gd
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@ -0,0 +1,17 @@
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class_name Actor
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extends KinematicBody2D
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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@ -9,6 +9,8 @@ export var sprite_facing_right: bool = true
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onready var movement_animations: AnimatedSprite = $AnimatedSprite
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export(Array, Resource) var SoundEffects
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onready var movement_state_machine: Node = $Controllers/state_machine
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onready var player_move_component = $Controllers/move_component
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@ -17,17 +19,24 @@ onready var player_hurtbox = $Hurtbox_Component/CollisionShape2D
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onready var gun = $Gun
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onready var sound_effect_player = $AudioStreamPlayer
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onready var sound_effect_player = $SE_Player
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var sound_effects = preload("res://src/playerC/resources/sound_effects.tres")
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#var sound_effects = preload("res://src/playerC/resources/sound_effects.tres")
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var sound_effects_dict: Dictionary
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func _ready() -> void:
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movement_state_machine.init_animated_actor(self, movement_animations, player_move_component)
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player_move_component.player_number = player_number
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sound_effect_player.stream = sound_effects.sounds["pew"]
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# Experimenting with sound based resources I did this and it worked
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#sound_effect_player.stream = sound_effects.sounds["pew"]
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#print(sounds.sounds["pew"])
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#sound_effects.play()
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# Trying something new with a custom resourse.
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for i in SoundEffects:
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sound_effects_dict[i.animation_name + str(i.frame_number)] = i.sound
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print (sound_effects_dict)
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func _unhandled_input(event: InputEvent) -> void:
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movement_state_machine.process_input(event)
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@ -57,6 +66,8 @@ func _physics_process(delta: float) -> void:
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func _process(delta: float) -> void:
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movement_state_machine.process_frame(delta)
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PlayerInfo.player_position = global_position
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play_sound_frame(movement_animations.animation , movement_animations.frame)
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##TODO: I don't like player class having do do this.
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## Figure out how to programatically signal subscribe
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@ -80,5 +91,21 @@ func shoot_projectile():
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var is_shooting = false
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is_shooting = gun.shoot(direction.x)
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func play_sound():
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sound_effects.stream = "res://assets/Sounds/crappy pew.wav"
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#func play_sound():
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# sound_effects.stream = "res://assets/Sounds/crappy pew.wav"
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var last_sound_frame_animation: String = ''
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var last_sound_frame: int = -1
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func play_sound_frame(animation: String, frame: int ):
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##DEBUG:
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#if animation == 'run' and frame == 6:
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# print("Do the thign! (", animation + str(frame), ")", " (", last_sound_frame_animation + str(last_sound_frame), ")")
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if animation != last_sound_frame_animation or frame != last_sound_frame:
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last_sound_frame = frame
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last_sound_frame_animation = animation
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var sound_index = animation + str(frame)
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if sound_effects_dict.has(sound_index):
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sound_effect_player.stream = sound_effects_dict[sound_index]
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sound_effect_player.play()
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print("Playing SE: ", sound_index)
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@ -1,7 +1,8 @@
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[gd_scene load_steps=87 format=2]
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[gd_scene load_steps=90 format=2]
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[ext_resource path="res://src/playerC/Player-KinematicBody2D.gd" type="Script" id=1]
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[ext_resource path="res://src/playerC/states/idle.gd" type="Script" id=2]
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[ext_resource path="res://assets/Sounds/crappy pew.wav" type="AudioStream" id=3]
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[ext_resource path="res://src/playerC/states/fall.gd" type="Script" id=4]
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[ext_resource path="res://src/playerC/states/move.gd" type="Script" id=5]
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[ext_resource path="res://src/playerC/player_move_component.gd" type="Script" id=6]
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@ -9,10 +10,17 @@
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[ext_resource path="res://src/playerC/states/hurt.gd" type="Script" id=8]
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[ext_resource path="res://src/playerC/Gun.gd" type="Script" id=9]
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[ext_resource path="res://src/playerC/states/fire.gd" type="Script" id=10]
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[ext_resource path="res://src/playerC/resources/FrameSounds.gd" type="Script" id=11]
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[ext_resource path="res://src/components/Hurtbox_Component.tscn" type="PackedScene" id=12]
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[ext_resource path="res://src/state_modifier.gd" type="Script" id=13]
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[ext_resource path="res://src/state_machine_animated_actor.gd" type="Script" id=14]
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[sub_resource type="Resource" id=148]
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script = ExtResource( 11 )
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animation_name = "run"
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frame_number = 6
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sound = ExtResource( 3 )
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[sub_resource type="StreamTexture" id=75]
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load_path = "res://.import/MegaMan.png-dc2c293e5a0f5d183ee961942ac90e4a.stex"
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@ -409,6 +417,7 @@ extents = Vector2( 14, 18.5 )
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[node name="Player" type="KinematicBody2D"]
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collision_layer = 2
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script = ExtResource( 1 )
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SoundEffects = [ SubResource( 148 ) ]
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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frames = SubResource( 147 )
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@ -513,4 +522,4 @@ points = PoolVector2Array( -5, 0, 5, 0 )
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width = 2.0
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default_color = Color( 1, 0.607843, 0, 1 )
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[node name="AudioStreamPlayer" type="AudioStreamPlayer" parent="."]
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[node name="SE_Player" type="AudioStreamPlayer" parent="."]
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9
src/playerC/resources/FrameSounds.gd
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9
src/playerC/resources/FrameSounds.gd
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@ -0,0 +1,9 @@
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class_name FrameSoundEffects
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extends Resource
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#export(Array, Array, AudioStreamSample) var sound_effects
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export (String) var animation_name
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export(int) var frame_number
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export (AudioStreamSample) var sound
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8
src/playerC/resources/TestFrameSounds.tres
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8
src/playerC/resources/TestFrameSounds.tres
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[gd_resource type="Resource" load_steps=2 format=2]
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[ext_resource path="res://src/playerC/resources/FrameSounds.gd" type="Script" id=1]
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[resource]
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script = ExtResource( 1 )
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animation_name = ""
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frame_number = 0
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@ -21,7 +21,9 @@ func enter() -> void:
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$"../attack".enter()
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modifier_stack_ref.push_front($"../attack")
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##TODO: Hacky, don't do it this way.
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parent.sound_effect_player.play()
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#parent.sound_effect_player.play()
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func process_input(_event: InputEvent) -> State:
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if move_component.wants_jump() and parent.is_on_floor():
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