Add sound effects for player actions and collectables
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@@ -12,10 +12,8 @@ func _ready() -> void:
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await get_tree().process_frame
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if not lever:
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var levers_nodes := get_tree().get_nodes_in_group("levers")
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print("Found levers: ", levers_nodes)
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for lever_node in levers_nodes:
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var lever_component: LeverComponent = lever_node.get_node_or_null("LeverComponent")
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print("Lever component: ", lever_component)
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if lever_component:
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lever_component.activated.connect(on_lever_activated)
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else:
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@@ -27,7 +25,6 @@ func _ready() -> void:
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func on_lever_activated() -> void:
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print("Lever activated, moving cage.")
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var tween: Tween = create_tween()
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var end_position: Vector2 = root.position + move_value
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tween.tween_property(root, "position", end_position, tween_duration)
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@@ -6,6 +6,7 @@ var has_fade_away: bool = false
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@export var area2d: Area2D
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@export var collectable_data: CollectableResource
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@export var sfx: AudioStreamPlayer2D
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signal collected(amount: int)
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@@ -24,5 +25,8 @@ func _ready() -> void:
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func _on_area2d_body_entered(body: Node2D) -> void:
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if body.has_node("CanPickUpComponent"):
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collected.emit(collectable_data.amount)
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if sfx:
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sfx.play()
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if not has_fade_away:
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await sfx.finished
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root.queue_free()
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@@ -3,51 +3,70 @@ extends Node
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@export var health: float = 1.0
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@export var max_health: float = 1.0
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@export var hurt_fx: AudioStreamPlayer2D
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@export var heal_fx: AudioStreamPlayer2D
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signal on_health_change(delta: float, total_health: float)
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signal on_death
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func _get_delta(value: float) -> float:
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var old_value = health
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return value - old_value
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func set_health(new_value: float):
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var delta = _get_delta(new_value)
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if sign(delta) > 0:
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if heal_fx:
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heal_fx.play()
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elif sign(delta) < 0:
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if hurt_fx:
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hurt_fx.play()
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await hurt_fx.finished
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if new_value >= max_health:
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health = max_health
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on_health_change.emit(delta, health)
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return
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health = new_value
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if health <= 0:
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on_death.emit()
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return
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on_health_change.emit(delta, health)
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func decrease_health(value: float):
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var delta = _get_delta(value)
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health -= value
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if hurt_fx:
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hurt_fx.play()
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await hurt_fx.finished
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if health <= 0:
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on_death.emit()
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return
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on_health_change.emit(delta, health)
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func increase_health(value: float):
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var delta = _get_delta(value)
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health += value
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if health >= max_health:
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health = max_health
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on_health_change.emit(delta, health)
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return
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health += value
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if heal_fx:
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heal_fx.play()
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on_health_change.emit(delta, health)
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@@ -28,6 +28,8 @@ func _on_body_entered(body: Node2D) -> void:
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if body is PlayerController:
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handle_launchpad_animation()
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body.velocity.y = -jump_force
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if body.jump_sfx:
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body.jump_sfx.play()
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func handle_launchpad_animation() -> void:
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@@ -29,7 +29,6 @@ func _on_body_entered(body: Node2D) -> void:
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func activate() -> void:
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print("Lever activated.")
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activated.emit()
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sprite2d.frame = start_animation_index + 1
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var timer := get_tree().create_timer(animation_duration)
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@@ -3,8 +3,8 @@ extends CharacterBody2D
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@export var speed: float = 300.0
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var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
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var last_direction: Vector2 = Vector2.RIGHT
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var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
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var last_direction: Vector2 = Vector2.RIGHT
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var previous_velocity: Vector2 = Vector2.ZERO
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@onready var root = $Root
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@@ -13,19 +13,21 @@ var previous_velocity: Vector2 = Vector2.ZERO
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@export var jump_height: float = 100
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@export var jump_time_to_peak: float = 0.5
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@export var jump_time_to_descent: float = 0.4
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@export var coyote_frames: int = 6
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@export var coyote_mode: bool = false
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@export var was_last_floor: bool = false
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@export var jump_sfx: AudioStreamPlayer2D
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@onready var jump_velocity: float = ((2.0 * jump_height) / jump_time_to_peak) * -1.0
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@onready var jump_gravity: float = ((-2.0 * jump_height) / (jump_time_to_peak * jump_time_to_peak)) * -1.0
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@onready var fall_gravity: float = ((-2.0 * jump_height) / (jump_time_to_descent * jump_time_to_descent)) * -1.0
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func _ready() -> void:
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coyote_timer.timeout.connect(on_coyote_timer_timeout)
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coyote_timer.wait_time = coyote_frames / 60.0
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func _process(_delta):
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if velocity.x > 0.0:
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root.rotation = deg_to_rad(-10)
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@@ -33,50 +35,56 @@ func _process(_delta):
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root.rotation = deg_to_rad(10)
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else:
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root.rotation = 0
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func _physics_process(delta):
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if is_on_floor():
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was_last_floor = true
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coyote_mode = false # Reset coyote mode when back on the floor
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coyote_timer.stop() # Stop timer when grounded
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else:
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if was_last_floor: # Start coyote timer only once
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if was_last_floor: # Start coyote timer only once
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coyote_mode = true
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coyote_timer.start()
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was_last_floor = false
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if not is_on_floor():
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velocity.y += calculate_gravity() * delta
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if Input.is_action_pressed("jump") and (is_on_floor() or coyote_mode):
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jump()
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if Input.is_action_just_pressed("down"):
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position.y += 1
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var direction := Input.get_axis("left", "right")
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if direction != 0:
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last_direction = handle_direction(direction)
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if direction:
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velocity.x = direction * speed
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else:
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velocity.x = move_toward(velocity.x, 0, speed)
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previous_velocity = velocity
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move_and_slide()
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func jump():
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velocity.y = jump_velocity
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coyote_mode = false
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if jump_sfx:
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jump_sfx.play()
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func calculate_gravity() -> float:
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return jump_gravity if velocity.y < 0.0 else fall_gravity
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func on_coyote_timer_timeout():
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coyote_mode = false
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func handle_direction(input_dir: float) -> Vector2:
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if input_dir > 0:
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return Vector2.RIGHT
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