4.6, new attack, enemy spawning, shaders, bunch of stuff
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parent
e08e3ebb13
commit
19517a3176
84 changed files with 13348 additions and 91399 deletions
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@ -2,7 +2,7 @@ extends Node2D
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var debug_enabled = false
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func _process(delta: float) -> void:
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func _process(_delta: float) -> void:
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if debug_enabled:
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var player = get_tree().get_first_node_in_group("player")
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if player:
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@ -1,3 +1,4 @@
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@warning_ignore_start("unused_signal")
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extends Node
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signal dialogue_requested(text: String)
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@ -10,7 +10,7 @@ func _ready():
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rect.mouse_filter = Control.MOUSE_FILTER_IGNORE
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func change_scene(target_path: String, is_error: bool = false):
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func change_scene(target_path: PackedScene, is_error: bool = false):
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rect.mouse_filter = Control.MOUSE_FILTER_STOP
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if is_error:
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@ -26,9 +26,9 @@ func change_scene(target_path: String, is_error: bool = false):
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display_log_file(log_file)
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await get_tree().create_timer(0.5).timeout
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var error = get_tree().change_scene_to_file(target_path)
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var error = get_tree().change_scene_to_packed(target_path)
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if error != OK:
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push_error("Failed to load scene: " + target_path)
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push_error("Failed to load scene")
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log_display.visible = false
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log_display.text = ""
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@ -4,7 +4,7 @@ var master_volume: float = 1.0
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var fullscreen: bool = false
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var vsync : bool = true
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var max_fps: int = 60
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var glow = false
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var glow = true
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func apply_volume():
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var bus_index := AudioServer.get_bus_index("Master")
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@ -13,7 +13,7 @@ func apply_volume():
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linear_to_db(master_volume)
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)
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func apply_bloom():
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func apply_glow():
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EventBus.change_glow.emit(glow)
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func apply_fullscreen():
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@ -1,16 +1,13 @@
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extends Node
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const SFX_DEATH = preload("res://assets/sfx/death.mp3")
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const SFX_HEART = preload("res://assets/sfx/heart.mp3")
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const SFX_SWING = preload("res://assets/sfx/swing.mp3")
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const SFX_CLICK = preload("res://assets/sfx/click.mp3")
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const SFX_DEATH : Resource = preload("res://assets/sfx/death.mp3")
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const SFX_HEART : Resource = preload("res://assets/sfx/heart.mp3")
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const SFX_SWING : Resource = preload("res://assets/sfx/swing.mp3")
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const SFX_CLICK : Resource = preload("res://assets/sfx/click.mp3")
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const MUSIC_TITLE = preload("res://assets/music/title.wav")
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const MUSIC_TITLE : Resource = preload("res://assets/music/title.wav")
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# Configuration
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var pool_size = 10
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var sfx_dict = {}
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var music_dict = {}
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var sfx_pool = []
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var current_pool_index = 0
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@ -19,17 +16,6 @@ var current_pool_index = 0
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func _ready():
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process_mode = Node.PROCESS_MODE_ALWAYS
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sfx_dict = {
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"death": SFX_DEATH,
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"heart": SFX_HEART,
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"swing": SFX_SWING,
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"click": SFX_CLICK
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}
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music_dict = {
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"title": MUSIC_TITLE
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}
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for i in range(pool_size):
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var asp = AudioStreamPlayer.new()
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@ -43,17 +29,15 @@ func _ready():
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music_player_2.bus = "Music"
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func play_sfx(sound_name: String):
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if sfx_dict.has(sound_name):
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var asp : AudioStreamPlayer = sfx_pool[current_pool_index]
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asp.stream = sfx_dict[sound_name]
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asp.play()
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current_pool_index = (current_pool_index + 1) % pool_size
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func play_music(music_name: String, fade_duration: float = 1.0):
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if not music_dict.has(music_name): return
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var next_track = music_dict[music_name]
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func play_sfx(sound_resource: Resource):
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var asp : AudioStreamPlayer = sfx_pool[current_pool_index]
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asp.stream = sound_resource
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asp.pitch_scale = randf() + 0.5
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asp.play()
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current_pool_index = (current_pool_index + 1) % pool_size
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func play_music(music_res: Resource, fade_duration: float = 1.0):
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var next_track = music_res
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var active = music_player_1 if music_player_1.playing else music_player_2
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var idle = music_player_2 if music_player_1.playing else music_player_1
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