4.6, new attack, enemy spawning, shaders, bunch of stuff

This commit is contained in:
Daniel Kauss Serna 2026-02-17 01:24:05 +01:00
parent e08e3ebb13
commit 19517a3176
84 changed files with 13348 additions and 91399 deletions

View file

@ -2,7 +2,7 @@ extends Node2D
var debug_enabled = false
func _process(delta: float) -> void:
func _process(_delta: float) -> void:
if debug_enabled:
var player = get_tree().get_first_node_in_group("player")
if player:

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@ -1,3 +1,4 @@
@warning_ignore_start("unused_signal")
extends Node
signal dialogue_requested(text: String)

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@ -10,7 +10,7 @@ func _ready():
rect.mouse_filter = Control.MOUSE_FILTER_IGNORE
func change_scene(target_path: String, is_error: bool = false):
func change_scene(target_path: PackedScene, is_error: bool = false):
rect.mouse_filter = Control.MOUSE_FILTER_STOP
if is_error:
@ -26,9 +26,9 @@ func change_scene(target_path: String, is_error: bool = false):
display_log_file(log_file)
await get_tree().create_timer(0.5).timeout
var error = get_tree().change_scene_to_file(target_path)
var error = get_tree().change_scene_to_packed(target_path)
if error != OK:
push_error("Failed to load scene: " + target_path)
push_error("Failed to load scene")
log_display.visible = false
log_display.text = ""

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@ -4,7 +4,7 @@ var master_volume: float = 1.0
var fullscreen: bool = false
var vsync : bool = true
var max_fps: int = 60
var glow = false
var glow = true
func apply_volume():
var bus_index := AudioServer.get_bus_index("Master")
@ -13,7 +13,7 @@ func apply_volume():
linear_to_db(master_volume)
)
func apply_bloom():
func apply_glow():
EventBus.change_glow.emit(glow)
func apply_fullscreen():

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@ -1,16 +1,13 @@
extends Node
const SFX_DEATH = preload("res://assets/sfx/death.mp3")
const SFX_HEART = preload("res://assets/sfx/heart.mp3")
const SFX_SWING = preload("res://assets/sfx/swing.mp3")
const SFX_CLICK = preload("res://assets/sfx/click.mp3")
const SFX_DEATH : Resource = preload("res://assets/sfx/death.mp3")
const SFX_HEART : Resource = preload("res://assets/sfx/heart.mp3")
const SFX_SWING : Resource = preload("res://assets/sfx/swing.mp3")
const SFX_CLICK : Resource = preload("res://assets/sfx/click.mp3")
const MUSIC_TITLE = preload("res://assets/music/title.wav")
const MUSIC_TITLE : Resource = preload("res://assets/music/title.wav")
# Configuration
var pool_size = 10
var sfx_dict = {}
var music_dict = {}
var sfx_pool = []
var current_pool_index = 0
@ -19,17 +16,6 @@ var current_pool_index = 0
func _ready():
process_mode = Node.PROCESS_MODE_ALWAYS
sfx_dict = {
"death": SFX_DEATH,
"heart": SFX_HEART,
"swing": SFX_SWING,
"click": SFX_CLICK
}
music_dict = {
"title": MUSIC_TITLE
}
for i in range(pool_size):
var asp = AudioStreamPlayer.new()
@ -43,17 +29,15 @@ func _ready():
music_player_2.bus = "Music"
func play_sfx(sound_name: String):
if sfx_dict.has(sound_name):
var asp : AudioStreamPlayer = sfx_pool[current_pool_index]
asp.stream = sfx_dict[sound_name]
asp.play()
current_pool_index = (current_pool_index + 1) % pool_size
func play_music(music_name: String, fade_duration: float = 1.0):
if not music_dict.has(music_name): return
var next_track = music_dict[music_name]
func play_sfx(sound_resource: Resource):
var asp : AudioStreamPlayer = sfx_pool[current_pool_index]
asp.stream = sound_resource
asp.pitch_scale = randf() + 0.5
asp.play()
current_pool_index = (current_pool_index + 1) % pool_size
func play_music(music_res: Resource, fade_duration: float = 1.0):
var next_track = music_res
var active = music_player_1 if music_player_1.playing else music_player_2
var idle = music_player_2 if music_player_1.playing else music_player_1