Add sound effects to lever activation and enhance enemy movement detection

This commit is contained in:
2025-05-01 15:09:56 +02:00
parent 29d8a93ece
commit 1a6e3dea78
143 changed files with 686 additions and 2244 deletions

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@@ -51,7 +51,7 @@ hurt_fx = NodePath("../sfx_hurt")
script = ExtResource("4_4eajk") script = ExtResource("4_4eajk")
area2d = NodePath("../Hitbox") area2d = NodePath("../Hitbox")
[node name="SideToSideMovement" type="Node" parent="." node_paths=PackedStringArray("root", "sprite2d", "left_ray", "right_ray")] [node name="SideToSideMovement" type="Node" parent="." node_paths=PackedStringArray("root", "sprite2d", "left_ray", "right_ray", "left_wall_ray", "right_wall_ray")]
script = ExtResource("4_gbsq8") script = ExtResource("4_gbsq8")
root = NodePath("..") root = NodePath("..")
sprite2d = NodePath("../Sprite2D") sprite2d = NodePath("../Sprite2D")
@@ -59,6 +59,8 @@ speed = 60.0
wait_time = 0.5 wait_time = 0.5
left_ray = NodePath("../Left Ray") left_ray = NodePath("../Left Ray")
right_ray = NodePath("../Right Ray") right_ray = NodePath("../Right Ray")
left_wall_ray = NodePath("../Left Wall Ray")
right_wall_ray = NodePath("../Right Wall Ray")
[node name="PeriodicShootingComponent" type="Node" parent="." node_paths=PackedStringArray("side_to_side_movement", "root", "bullet_spawn_right", "bullet_spawn_left")] [node name="PeriodicShootingComponent" type="Node" parent="." node_paths=PackedStringArray("side_to_side_movement", "root", "bullet_spawn_right", "bullet_spawn_left")]
script = ExtResource("5_m03v0") script = ExtResource("5_m03v0")
@@ -87,10 +89,18 @@ debug_color = Color(0.913521, 0.265052, 0.323172, 0.42)
position = Vector2(-16, 13) position = Vector2(-16, 13)
target_position = Vector2(0, 8) target_position = Vector2(0, 8)
[node name="Left Wall Ray" type="RayCast2D" parent="."]
position = Vector2(-16, 0)
target_position = Vector2(-8, 0)
[node name="Right Ray" type="RayCast2D" parent="."] [node name="Right Ray" type="RayCast2D" parent="."]
position = Vector2(16, 13) position = Vector2(16, 13)
target_position = Vector2(0, 8) target_position = Vector2(0, 8)
[node name="Right Wall Ray" type="RayCast2D" parent="."]
position = Vector2(16, 0)
target_position = Vector2(8, 0)
[node name="FlashingComponent" type="Node" parent="." node_paths=PackedStringArray("sprite", "health_component")] [node name="FlashingComponent" type="Node" parent="." node_paths=PackedStringArray("sprite", "health_component")]
process_mode = 3 process_mode = 3
script = ExtResource("7_xsaiy") script = ExtResource("7_xsaiy")

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@@ -1,7 +1,8 @@
[gd_scene load_steps=4 format=3 uid="uid://bd51frym6mm7v"] [gd_scene load_steps=5 format=3 uid="uid://bd51frym6mm7v"]
[ext_resource type="Texture2D" uid="uid://djifxc5x0dyrw" path="res://sprites/ppc_tileset.png" id="1_psg62"] [ext_resource type="Texture2D" uid="uid://djifxc5x0dyrw" path="res://sprites/ppc_tileset.png" id="1_psg62"]
[ext_resource type="Script" path="res://scripts/components/lever_component.gd" id="2_0p0wb"] [ext_resource type="Script" path="res://scripts/components/lever_component.gd" id="2_0p0wb"]
[ext_resource type="AudioStream" uid="uid://beq14we7v3iw4" path="res://sfx/activate_lever.wav" id="3_gipby"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_ke5tv"] [sub_resource type="RectangleShape2D" id="RectangleShape2D_ke5tv"]
size = Vector2(12, 13) size = Vector2(12, 13)
@@ -20,8 +21,12 @@ hframes = 12
vframes = 12 vframes = 12
frame = 75 frame = 75
[node name="LeverComponent" type="Node" parent="." node_paths=PackedStringArray("area2d", "sprite2d")] [node name="LeverComponent" type="Node" parent="." node_paths=PackedStringArray("area2d", "sprite2d", "sfx")]
script = ExtResource("2_0p0wb") script = ExtResource("2_0p0wb")
area2d = NodePath("..") area2d = NodePath("..")
sprite2d = NodePath("../Sprite2D") sprite2d = NodePath("../Sprite2D")
start_animation_index = 75 start_animation_index = 75
sfx = NodePath("../sfx")
[node name="sfx" type="AudioStreamPlayer2D" parent="."]
stream = ExtResource("3_gipby")

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@@ -5,6 +5,7 @@ extends Node
@export var sprite2d: Sprite2D @export var sprite2d: Sprite2D
@export var start_animation_index: int = 0 @export var start_animation_index: int = 0
@export var animation_duration: float = 0.5 @export var animation_duration: float = 0.5
@export var sfx: AudioStreamPlayer2D
signal activated signal activated
@@ -30,6 +31,8 @@ func _on_body_entered(body: Node2D) -> void:
func activate() -> void: func activate() -> void:
activated.emit() activated.emit()
if sfx:
sfx.play()
sprite2d.frame = start_animation_index + 1 sprite2d.frame = start_animation_index + 1
var timer := get_tree().create_timer(animation_duration) var timer := get_tree().create_timer(animation_duration)
await timer.timeout await timer.timeout

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@@ -1,4 +1,4 @@
class_name SideToSideMovement class_name SideToSideMovement
extends Node extends Node
@export var root: Node2D @export var root: Node2D
@@ -7,17 +7,19 @@ extends Node
@export var wait_time: float = 1.0 @export var wait_time: float = 1.0
@export var left_ray: RayCast2D @export var left_ray: RayCast2D
@export var right_ray: RayCast2D @export var right_ray: RayCast2D
@export var left_wall_ray: RayCast2D
@export var right_wall_ray: RayCast2D
var direction: Vector2 = Vector2.LEFT var direction: Vector2 = Vector2.LEFT
var new_direction: Vector2 = Vector2.LEFT var new_direction: Vector2 = Vector2.LEFT
var timer: Timer var timer: Timer
var triggered_direction_change: bool = false var triggered_direction_change: bool = false
signal direction_changed() signal direction_changed()
func _ready() -> void: func _ready() -> void:
root = get_parent() root = get_parent()
if not sprite2d: if not sprite2d:
printerr("SideToSideMovement node missing Sprite2D child.") printerr("SideToSideMovement node missing Sprite2D child.")
return return
@@ -28,19 +30,32 @@ func _ready() -> void:
setup_timer() setup_timer()
direction_changed.connect(on_direction_changed) direction_changed.connect(on_direction_changed)
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
handle_direction() handle_direction()
handle_sprite_flip() handle_sprite_flip()
handle_movement(delta) handle_movement(delta)
func handle_direction() -> void: func handle_direction() -> void:
# check if we are colliding with the left wall
if left_wall_ray.is_colliding():
new_direction = Vector2.RIGHT
direction_changed.emit()
return
# check if we are colliding with the right wall
if right_wall_ray.is_colliding():
new_direction = Vector2.LEFT
direction_changed.emit()
return
# we are not colliding with anything, which means we don't have ground to walk on. Stop moving. # we are not colliding with anything, which means we don't have ground to walk on. Stop moving.
if not left_ray.is_colliding() and not right_ray.is_colliding(): if not left_ray.is_colliding() and not right_ray.is_colliding():
new_direction = Vector2.ZERO new_direction = Vector2.ZERO
return return
# If the left ray is not colliding and the right ray is colliding, that means we have ground to the right and we should change direction to the right. # If the left ray is not colliding and the right ray is colliding, that means we have ground to the right and we should change direction to the right.
if not left_ray.is_colliding() and right_ray.is_colliding(): if not left_ray.is_colliding() and right_ray.is_colliding():
new_direction = Vector2.RIGHT new_direction = Vector2.RIGHT
@@ -50,16 +65,19 @@ func handle_direction() -> void:
new_direction = Vector2.LEFT new_direction = Vector2.LEFT
direction_changed.emit() direction_changed.emit()
return return
func handle_sprite_flip() -> void: func handle_sprite_flip() -> void:
if direction == Vector2.LEFT: if direction == Vector2.LEFT:
sprite2d.flip_h = true sprite2d.flip_h = true
else: else:
sprite2d.flip_h = false sprite2d.flip_h = false
func handle_movement(delta: float) -> void: func handle_movement(delta: float) -> void:
root.position += direction * speed * delta root.position += direction * speed * delta
func on_direction_changed() -> void: func on_direction_changed() -> void:
if direction == new_direction or triggered_direction_change: if direction == new_direction or triggered_direction_change:
return return
@@ -67,16 +85,17 @@ func on_direction_changed() -> void:
direction = Vector2.ZERO direction = Vector2.ZERO
timer.start() timer.start()
func on_timer_timeout() -> void: func on_timer_timeout() -> void:
timer.stop() timer.stop()
direction = new_direction direction = new_direction
triggered_direction_change = false triggered_direction_change = false
func setup_timer() -> void: func setup_timer() -> void:
timer = Timer.new() timer = Timer.new()
add_child(timer) add_child(timer)
timer.wait_time = wait_time timer.wait_time = wait_time
timer.one_shot = true timer.one_shot = true
timer.timeout.connect(on_timer_timeout) timer.timeout.connect(on_timer_timeout)

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9:0/0/terrains_peering_bit/top_side = 0 9:0/0/terrains_peering_bit/top_side = 0
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3:0/0/terrains_peering_bit/left_side = 1
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8:0/0 = 0
8:0/0/terrain_set = 0
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8:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
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9:0/0/terrain_set = 0
9:0/0/terrain = 1
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9:0/0/terrains_peering_bit/left_side = 1
10:0/0 = 0
10:0/0/terrain_set = 0
10:0/0/terrain = 1
10:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
10:0/0/terrains_peering_bit/left_side = 1
12:0/0 = 0
13:0/0 = 0
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15:0/0 = 0
0:1/0 = 0
0:1/0/terrain_set = 0
0:1/0/terrain = 1
0:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
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0:1/0/terrains_peering_bit/bottom_right_corner = 1
0:1/0/terrains_peering_bit/bottom_side = 1
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1:1/0/terrain_set = 0
1:1/0/terrain = 1
1:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
1:1/0/terrains_peering_bit/right_side = 1
1:1/0/terrains_peering_bit/bottom_right_corner = 1
1:1/0/terrains_peering_bit/bottom_side = 1
1:1/0/terrains_peering_bit/bottom_left_corner = 1
1:1/0/terrains_peering_bit/left_side = 1
1:1/0/terrains_peering_bit/top_side = 1
1:1/0/terrains_peering_bit/top_right_corner = 1
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2:1/0/terrain_set = 0
2:1/0/terrain = 1
2:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
2:1/0/terrains_peering_bit/right_side = 1
2:1/0/terrains_peering_bit/bottom_right_corner = 1
2:1/0/terrains_peering_bit/bottom_side = 1
2:1/0/terrains_peering_bit/bottom_left_corner = 1
2:1/0/terrains_peering_bit/left_side = 1
2:1/0/terrains_peering_bit/top_left_corner = 1
2:1/0/terrains_peering_bit/top_side = 1
2:1/0/terrains_peering_bit/top_right_corner = 1
3:1/0 = 0
3:1/0/terrain_set = 0
3:1/0/terrain = 1
3:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
3:1/0/terrains_peering_bit/right_side = 1
3:1/0/terrains_peering_bit/bottom_right_corner = 1
3:1/0/terrains_peering_bit/bottom_side = 1
3:1/0/terrains_peering_bit/bottom_left_corner = 1
3:1/0/terrains_peering_bit/left_side = 1
3:1/0/terrains_peering_bit/top_left_corner = 1
3:1/0/terrains_peering_bit/top_side = 1
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4:1/0/terrain = 1
4:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
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4:1/0/terrains_peering_bit/bottom_left_corner = 1
4:1/0/terrains_peering_bit/left_side = 1
6:1/0 = 0
6:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, -4, -8, -4)
6:1/0/physics_layer_0/polygon_0/one_way = true
7:1/0 = 0
7:1/0/terrain_set = 0
7:1/0/terrain = 2
7:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, -4, -8, -4)
7:1/0/physics_layer_0/polygon_0/one_way = true
7:1/0/terrains_peering_bit/right_side = 2
8:1/0 = 0
8:1/0/terrain_set = 0
8:1/0/terrain = 2
8:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, -4, -8, -4)
8:1/0/physics_layer_0/polygon_0/one_way = true
8:1/0/terrains_peering_bit/right_side = 2
8:1/0/terrains_peering_bit/left_side = 2
9:1/0 = 0
9:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, -4, -8, -4)
9:1/0/physics_layer_0/polygon_0/one_way = true
10:1/0 = 0
11:1/0 = 0
12:1/0 = 0
13:1/0 = 0
14:1/0 = 0
15:1/0 = 0
0:2/0 = 0
0:2/0/terrain_set = 0
0:2/0/terrain = 1
0:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
0:2/0/terrains_peering_bit/right_side = 1
0:2/0/terrains_peering_bit/bottom_right_corner = 1
0:2/0/terrains_peering_bit/bottom_side = 1
0:2/0/terrains_peering_bit/top_side = 1
0:2/0/terrains_peering_bit/top_right_corner = 1
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1:2/0/terrain = 1
1:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
1:2/0/terrains_peering_bit/right_side = 1
1:2/0/terrains_peering_bit/bottom_right_corner = 1
1:2/0/terrains_peering_bit/bottom_side = 1
1:2/0/terrains_peering_bit/bottom_left_corner = 1
1:2/0/terrains_peering_bit/left_side = 1
1:2/0/terrains_peering_bit/top_left_corner = 1
1:2/0/terrains_peering_bit/top_side = 1
1:2/0/terrains_peering_bit/top_right_corner = 1
2:2/0 = 0
2:2/0/terrain_set = 0
2:2/0/terrain = 1
2:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
2:2/0/terrains_peering_bit/right_side = 1
2:2/0/terrains_peering_bit/bottom_right_corner = 1
2:2/0/terrains_peering_bit/bottom_side = 1
2:2/0/terrains_peering_bit/bottom_left_corner = 1
2:2/0/terrains_peering_bit/left_side = 1
2:2/0/terrains_peering_bit/top_left_corner = 1
2:2/0/terrains_peering_bit/top_side = 1
2:2/0/terrains_peering_bit/top_right_corner = 1
3:2/0 = 0
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3:2/0/terrain = 1
3:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
3:2/0/terrains_peering_bit/right_side = 1
3:2/0/terrains_peering_bit/bottom_right_corner = 1
3:2/0/terrains_peering_bit/bottom_side = 1
3:2/0/terrains_peering_bit/bottom_left_corner = 1
3:2/0/terrains_peering_bit/left_side = 1
3:2/0/terrains_peering_bit/top_left_corner = 1
3:2/0/terrains_peering_bit/top_side = 1
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4:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
4:2/0/terrains_peering_bit/bottom_side = 1
4:2/0/terrains_peering_bit/bottom_left_corner = 1
4:2/0/terrains_peering_bit/left_side = 1
4:2/0/terrains_peering_bit/top_left_corner = 1
4:2/0/terrains_peering_bit/top_side = 1
6:2/0 = 0
6:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, -4, -8, -4)
6:2/0/physics_layer_0/polygon_0/one_way = true
7:2/0 = 0
7:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, -4, -8, -4)
7:2/0/physics_layer_0/polygon_0/one_way = true
8:2/0 = 0
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8:2/0/terrain = 2
8:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, -4, -8, -4)
8:2/0/physics_layer_0/polygon_0/one_way = true
8:2/0/terrains_peering_bit/left_side = 2
9:2/0 = 0
9:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, -4, -8, -4)
9:2/0/physics_layer_0/polygon_0/one_way = true
10:2/0 = 0
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0:3/0/terrain = 1
0:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
0:3/0/terrains_peering_bit/right_side = 1
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0:3/0/terrains_peering_bit/top_right_corner = 1
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1:3/0/terrains_peering_bit/right_side = 1
1:3/0/terrains_peering_bit/bottom_right_corner = 1
1:3/0/terrains_peering_bit/bottom_side = 1
1:3/0/terrains_peering_bit/left_side = 1
1:3/0/terrains_peering_bit/top_left_corner = 1
1:3/0/terrains_peering_bit/top_side = 1
1:3/0/terrains_peering_bit/top_right_corner = 1
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2:3/0/terrain = 1
2:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
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2:3/0/terrains_peering_bit/left_side = 1
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2:3/0/terrains_peering_bit/top_side = 1
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3:3/0/terrains_peering_bit/right_side = 1
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