Let there be some sound. And resources!
This commit is contained in:
parent
173b8cc67c
commit
f5c12c683b
18
Main.tscn
18
Main.tscn
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@ -1,7 +1,9 @@
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[gd_scene load_steps=17 format=2]
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[gd_scene load_steps=19 format=2]
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[ext_resource path="res://assets/Backgrounds/bgmuck.png" type="Texture" id=1]
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[ext_resource path="res://src/playerC/Player.tscn" type="PackedScene" id=2]
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[ext_resource path="res://assets/Tiles/Assets/Assets.png" type="Texture" id=3]
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[ext_resource path="res://assets/Music/platformer_level03_loop.ogg" type="AudioStream" id=4]
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[ext_resource path="res://src/CameraControl-Position2D.gd" type="Script" id=5]
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[sub_resource type="ConvexPolygonShape2D" id=2]
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@ -133,6 +135,17 @@ b = Vector2( -1, 349 )
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[node name="Main" type="Node2D"]
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[node name="ParallaxBackground" type="ParallaxBackground" parent="."]
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scroll_base_scale = Vector2( 0.4, 1 )
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scroll_limit_end = Vector2( 1300, 0 )
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[node name="ParallaxLayer" type="ParallaxLayer" parent="ParallaxBackground"]
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motion_mirroring = Vector2( 500, 0 )
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[node name="Bgmuck" type="Sprite" parent="ParallaxBackground/ParallaxLayer"]
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texture = ExtResource( 1 )
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centered = false
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[node name="TileMap" type="TileMap" parent="."]
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tile_set = SubResource( 1 )
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cell_size = Vector2( 16, 16 )
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@ -188,3 +201,6 @@ shape = SubResource( 13 )
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[node name="CollisionShape2D2" type="CollisionShape2D" parent="CameraBoundaries"]
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position = Vector2( 1281, 68 )
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shape = SubResource( 13 )
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[node name="AudioStreamPlayer" type="AudioStreamPlayer" parent="."]
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stream = ExtResource( 4 )
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BIN
assets/Backgrounds/bgmuck.png
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BIN
assets/Backgrounds/bgmuck.png
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Binary file not shown.
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After Width: | Height: | Size: 9.9 KiB |
35
assets/Backgrounds/bgmuck.png.import
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35
assets/Backgrounds/bgmuck.png.import
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@ -0,0 +1,35 @@
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[remap]
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importer="texture"
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type="StreamTexture"
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path="res://.import/bgmuck.png-d4be388271ba394d1ddbac361f6ed992.stex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://assets/Backgrounds/bgmuck.png"
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dest_files=[ "res://.import/bgmuck.png-d4be388271ba394d1ddbac361f6ed992.stex" ]
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/bptc_ldr=0
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compress/normal_map=0
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flags/repeat=0
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flags/filter=false
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flags/mipmaps=false
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flags/anisotropic=false
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flags/srgb=2
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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process/invert_color=false
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process/normal_map_invert_y=false
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stream=false
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size_limit=0
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detect_3d=true
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svg/scale=1.0
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BIN
assets/Music/platformer_level03_loop.ogg
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BIN
assets/Music/platformer_level03_loop.ogg
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Binary file not shown.
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assets/Music/platformer_level03_loop.ogg.import
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assets/Music/platformer_level03_loop.ogg.import
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@ -0,0 +1,15 @@
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[remap]
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importer="ogg_vorbis"
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type="AudioStreamOGGVorbis"
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path="res://.import/platformer_level03_loop.ogg-eb8ec48736a59637eb7f6b57e14483e5.oggstr"
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[deps]
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source_file="res://assets/Music/platformer_level03_loop.ogg"
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dest_files=[ "res://.import/platformer_level03_loop.ogg-eb8ec48736a59637eb7f6b57e14483e5.oggstr" ]
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[params]
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loop=true
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loop_offset=0
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BIN
assets/Sounds/crappy pew.wav
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BIN
assets/Sounds/crappy pew.wav
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assets/Sounds/crappy pew.wav.import
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assets/Sounds/crappy pew.wav.import
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@ -0,0 +1,23 @@
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[remap]
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importer="wav"
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type="AudioStreamSample"
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path="res://.import/crappy pew.wav-617183b0efcd1daa3d0b0a4a6f318332.sample"
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[deps]
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source_file="res://assets/Sounds/crappy pew.wav"
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dest_files=[ "res://.import/crappy pew.wav-617183b0efcd1daa3d0b0a4a6f318332.sample" ]
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[params]
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force/8_bit=false
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force/mono=false
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force/max_rate=false
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force/max_rate_hz=44100
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edit/trim=false
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edit/normalize=false
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edit/loop_mode=1
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edit/loop_begin=0
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edit/loop_end=-1
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compress/mode=0
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@ -17,9 +17,17 @@ 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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var sound_effects = preload("res://src/playerC/resources/sound_effects.tres")
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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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#print(sounds.sounds["pew"])
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#sound_effects.play()
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func _unhandled_input(event: InputEvent) -> void:
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movement_state_machine.process_input(event)
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@ -72,3 +80,5 @@ 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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@ -512,3 +512,5 @@ one_shot = true
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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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3
src/playerC/resources/new_audiostreamsample.tres
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3
src/playerC/resources/new_audiostreamsample.tres
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@ -0,0 +1,3 @@
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[gd_resource type="AudioStreamSample" format=2]
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[resource]
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14
src/playerC/resources/sound_effects.tres
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14
src/playerC/resources/sound_effects.tres
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@ -0,0 +1,14 @@
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[gd_resource type="Resource" load_steps=2 format=2]
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[sub_resource type="GDScript" id=1]
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script/source = "extends Resource
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var sounds = {
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\"pew\": preload(\"res://assets/Sounds/crappy pew.wav\") # for firing maybe
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}
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"
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[resource]
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script = SubResource( 1 )
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@ -20,6 +20,8 @@ func enter() -> void:
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if modifier_stack_ref.has($"../attack") == false:
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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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func process_input(_event: InputEvent) -> State:
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if move_component.wants_jump() and parent.is_on_floor():
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