Add sound effects for player actions and collectables

This commit is contained in:
2025-04-26 02:15:23 +02:00
parent 8959fd4b9f
commit f01645c094
46 changed files with 897 additions and 1058 deletions

View File

@@ -12,10 +12,8 @@ func _ready() -> void:
await get_tree().process_frame
if not lever:
var levers_nodes := get_tree().get_nodes_in_group("levers")
print("Found levers: ", levers_nodes)
for lever_node in levers_nodes:
var lever_component: LeverComponent = lever_node.get_node_or_null("LeverComponent")
print("Lever component: ", lever_component)
if lever_component:
lever_component.activated.connect(on_lever_activated)
else:
@@ -27,7 +25,6 @@ func _ready() -> void:
func on_lever_activated() -> void:
print("Lever activated, moving cage.")
var tween: Tween = create_tween()
var end_position: Vector2 = root.position + move_value
tween.tween_property(root, "position", end_position, tween_duration)

View File

@@ -6,6 +6,7 @@ var has_fade_away: bool = false
@export var area2d: Area2D
@export var collectable_data: CollectableResource
@export var sfx: AudioStreamPlayer2D
signal collected(amount: int)
@@ -24,5 +25,8 @@ func _ready() -> void:
func _on_area2d_body_entered(body: Node2D) -> void:
if body.has_node("CanPickUpComponent"):
collected.emit(collectable_data.amount)
if sfx:
sfx.play()
if not has_fade_away:
await sfx.finished
root.queue_free()

View File

@@ -3,51 +3,70 @@ extends Node
@export var health: float = 1.0
@export var max_health: float = 1.0
@export var hurt_fx: AudioStreamPlayer2D
@export var heal_fx: AudioStreamPlayer2D
signal on_health_change(delta: float, total_health: float)
signal on_death
func _get_delta(value: float) -> float:
var old_value = health
return value - old_value
func set_health(new_value: float):
var delta = _get_delta(new_value)
if sign(delta) > 0:
if heal_fx:
heal_fx.play()
elif sign(delta) < 0:
if hurt_fx:
hurt_fx.play()
await hurt_fx.finished
if new_value >= max_health:
health = max_health
on_health_change.emit(delta, health)
return
health = new_value
if health <= 0:
on_death.emit()
return
on_health_change.emit(delta, health)
func decrease_health(value: float):
var delta = _get_delta(value)
health -= value
if hurt_fx:
hurt_fx.play()
await hurt_fx.finished
if health <= 0:
on_death.emit()
return
on_health_change.emit(delta, health)
func increase_health(value: float):
var delta = _get_delta(value)
health += value
if health >= max_health:
health = max_health
on_health_change.emit(delta, health)
return
health += value
if heal_fx:
heal_fx.play()
on_health_change.emit(delta, health)

View File

@@ -28,6 +28,8 @@ func _on_body_entered(body: Node2D) -> void:
if body is PlayerController:
handle_launchpad_animation()
body.velocity.y = -jump_force
if body.jump_sfx:
body.jump_sfx.play()
func handle_launchpad_animation() -> void:

View File

@@ -29,7 +29,6 @@ func _on_body_entered(body: Node2D) -> void:
func activate() -> void:
print("Lever activated.")
activated.emit()
sprite2d.frame = start_animation_index + 1
var timer := get_tree().create_timer(animation_duration)