forked from team-sg/hero-mark-2
All audio stuff moved to audio autoload and removed game.tscn in favor of just game.gd
This commit is contained in:
parent
30cfad6e7e
commit
e1a30188a6
21 changed files with 134 additions and 97 deletions
38
autoloads/audio.gd
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38
autoloads/audio.gd
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@ -0,0 +1,38 @@
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extends Node
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#Audio Channels
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onready var ac_jump = $JumpSound
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onready var ac_collectible = $CollecitbleSound
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onready var ac_climb = $ClimbSound
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onready var ac_die = $DieSound
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onready var ac_music = $Music
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onready var ac_cheat = $CodeEntrySound
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onready var ac_boss = $BossSound
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#Sounds
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const a_gold = preload("res://audio/sounds/gold.wav")
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const a_arrow = preload("res://audio/sounds/a_egg_collect.ogg")
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const a_jump = preload("res://audio/sounds/jump.ogg")
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const a_star = preload("res://audio/sounds/a_jinjo.ogg")
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const a_shard = preload("res://audio/sounds/shard.wav")
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const a_climb_up = preload("res://audio/sounds/a_climb.ogg")
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const a_climb_down = preload("res://audio/sounds/a_bmilc.ogg")
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const a_sword = preload("res://audio/sounds/sword.ogg")
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const a_doublejump = preload("res://audio/sounds/a_bree.wav")
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const a_shoot = preload("res://audio/sounds/a_egg_shoot.ogg")
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const a_die = preload("res://audio/sounds/die.wav")
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const a_die_skeleton = preload("res://audio/sounds/die_skeleton.wav")
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const a_scrump_die = preload("res://audio/sounds/scrump_die.wav")
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const a_die_robot = preload("res://audio/sounds/die_robot.wav")
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const a_gover = preload("res://audio/sounds/gover.wav")
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const a_boss_hurt = preload("res://audio/sounds/boss_hurt.wav")
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#Plays a sound
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func play_sound(snd,player):
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player.set_stream(snd)
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player._set_playing(true)
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#Play music, if same track is already playing do nothing
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func play_music(song):
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if Audio.ac_music.stream != song or Audio.ac_music.playing == false:
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play_sound(song,ac_music)
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@ -1,9 +1,8 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://autoloads/game.gd" type="Script" id=1]
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[ext_resource path="res://autoloads/audio.gd" type="Script" id=1]
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[node name="Game" type="Node"]
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pause_mode = 2
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[node name="Audio" type="Node"]
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script = ExtResource( 1 )
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[node name="Music" type="AudioStreamPlayer" parent="."]
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@ -98,7 +98,7 @@ func _input(event):
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_on_entry()
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func _on_entry():
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Game.play_sound(Game.a_star, Game.ac_cheat)
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Audio.play_sound(Audio.a_star, Audio.ac_cheat)
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Game.can_pause = false
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func _enter_code():
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@ -17,31 +17,6 @@ var high_score = 0
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var lives = 2
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var deaths = 0
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var time = 0.0
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#Audio Channels
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onready var ac_jump = $JumpSound
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onready var ac_collectible = $CollecitbleSound
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onready var ac_climb = $ClimbSound
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onready var ac_die = $DieSound
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onready var ac_music = $Music
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onready var ac_cheat = $CodeEntrySound
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onready var ac_boss = $BossSound
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#Sounds
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const a_gold = preload("res://audio/sounds/gold.wav")
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const a_arrow = preload("res://audio/sounds/a_egg_collect.ogg")
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const a_jump = preload("res://audio/sounds/jump.ogg")
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const a_star = preload("res://audio/sounds/a_jinjo.ogg")
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const a_shard = preload("res://audio/sounds/shard.wav")
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const a_climb_up = preload("res://audio/sounds/a_climb.ogg")
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const a_climb_down = preload("res://audio/sounds/a_bmilc.ogg")
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const a_sword = preload("res://audio/sounds/sword.ogg")
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const a_doublejump = preload("res://audio/sounds/a_bree.wav")
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const a_shoot = preload("res://audio/sounds/a_egg_shoot.ogg")
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const a_die = preload("res://audio/sounds/die.wav")
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const a_die_skeleton = preload("res://audio/sounds/die_skeleton.wav")
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const a_scrump_die = preload("res://audio/sounds/scrump_die.wav")
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const a_die_robot = preload("res://audio/sounds/die_robot.wav")
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const a_gover = preload("res://audio/sounds/gover.wav")
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const a_boss_hurt = preload("res://audio/sounds/boss_hurt.wav")
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#Objects
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const block_text = preload("res://objects/hud/blocktext.tscn")
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const pause_screen = preload("res://objects/hud/pause_screen.tscn")
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@ -64,11 +39,6 @@ func instance_node(node:PackedScene,x:float,y:float,parent):
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Instance.global_position = Vector2(x,y)
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parent.add_child(Instance)
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#Plays a sound
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func play_sound(snd,player):
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player.set_stream(snd)
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player._set_playing(true)
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#Get position in sectors
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func get_sector(pos):
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return (pos / resolution).floor()
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@ -92,14 +62,14 @@ func change_map(map):
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#Clear data
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func clear_collectibles():
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Game.score = 0
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Game.golds = 0
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Game.stars = [false,false,false,false,false]
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Game.shards = 0
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Game.shards_collected = [false,false,false,false,false,false,false,false,false,false]
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Game.arrows = 0
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Game.lives = 2
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Game.deaths = 0
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score = 0
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golds = 0
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stars = [false,false,false,false,false]
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shards = 0
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shards_collected = [false,false,false,false,false,false,false,false,false,false]
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arrows = 0
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lives = 2
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deaths = 0
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#Save
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func save():
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@ -134,20 +104,20 @@ func timeify(input):
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#Restart level
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func restart_level():
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if Game.score > Game.high_score: Game.high_score = Game.score
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Game.score = 0
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Game.golds = 0
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Game.stars = [false,false,false,false,false]
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Game.shards = 0
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Game.arrows = 0
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Game.lives = 2
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Game.ac_climb.stop()
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Game.ac_die.stop()
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if score > high_score: high_score = score
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score = 0
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golds = 0
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stars = [false,false,false,false,false]
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shards = 0
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arrows = 0
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lives = 2
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Audio.ac_climb.stop()
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Audio.ac_die.stop()
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Engine.time_scale = 1.0
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for tween in get_tree().get_processed_tweens():
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tween.kill()
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Game.change_map(load(Game.get_map().filename))
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ac_music.stream_paused = false
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change_map(load(get_map().filename))
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Audio.ac_music.stream_paused = false
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#Freeze frame
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func freeze_frame(time):
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#Check if 100%ed
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func has_collection_bonus():
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return Game.shards == 5 && Game.golds == 50
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#Play music, if same track is already playing do nothing
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func play_music(song):
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if Game.ac_music.stream != song or Game.ac_music.playing == false:
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play_sound(song,ac_music)
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return shards == 5 && golds == 50
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func _physics_process(delta):
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if Debug.entry == false:
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BIN
graphics/enemy/big_saw.png
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BIN
graphics/enemy/big_saw.png
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Binary file not shown.
After Width: | Height: | Size: 262 B |
35
graphics/enemy/big_saw.png.import
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35
graphics/enemy/big_saw.png.import
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[remap]
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importer="texture"
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type="StreamTexture"
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path="res://.import/big_saw.png-a44e3977b56835f580fa101393440339.stex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://graphics/enemy/big_saw.png"
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dest_files=[ "res://.import/big_saw.png-a44e3977b56835f580fa101393440339.stex" ]
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/bptc_ldr=0
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compress/normal_map=0
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flags/repeat=0
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flags/filter=false
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flags/mipmaps=false
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flags/anisotropic=false
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flags/srgb=2
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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process/invert_color=false
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process/normal_map_invert_y=false
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stream=false
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size_limit=0
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detect_3d=true
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svg/scale=1.0
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@ -33,7 +33,7 @@ export var target_time_any = 0
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func _ready():
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Game.fade.fade_in(0.000000000000001)
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change_current_level(Game.current_level)
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Game.ac_music.stop()
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Audio.ac_music.stop()
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func _physics_process(delta):
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if Input.is_action_just_pressed("ui_up"): change_current_level(-1)
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@ -14,7 +14,7 @@ func _ready():
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Game.fade.fade_in(0.4)
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Game.fade.connect("fade_finished", get_tree(), "set_pause", [false], CONNECT_ONESHOT)
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Game.fade.connect("fade_finished", Game, "set", ["can_pause", true], CONNECT_ONESHOT)
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Game.play_music(music)
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Audio.play_music(music)
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func _physics_process(delta):
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if Game.golds == 50 && Game.shards == 5:
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@ -169,7 +169,6 @@ material = SubResource( 4 )
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position = Vector2( 120, 168 )
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z_index = -3
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frames = SubResource( 5 )
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frame = 1
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playing = true
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[node name="SawTest4" type="AnimatedSprite" parent="."]
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@ -177,6 +176,7 @@ material = SubResource( 4 )
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position = Vector2( 160, 168 )
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z_index = -3
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frames = SubResource( 5 )
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frame = 1
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playing = true
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[node name="SawTest5" type="AnimatedSprite" parent="."]
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@ -184,6 +184,7 @@ material = SubResource( 4 )
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position = Vector2( 56, 176 )
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z_index = -3
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frames = SubResource( 5 )
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frame = 1
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playing = true
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[node name="RollingFiend" parent="." instance=ExtResource( 22 )]
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@ -191,14 +192,12 @@ position = Vector2( 48, 120 )
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[node name="AnimatedSprite" parent="RollingFiend" index="0"]
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visible = false
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frame = 0
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[node name="SawTest2" type="AnimatedSprite" parent="RollingFiend"]
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material = SubResource( 4 )
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position = Vector2( 4, 4 )
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z_index = -3
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frames = SubResource( 5 )
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frame = 1
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playing = true
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[editable path="RollingFiend"]
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@ -7,5 +7,5 @@ func _on_Area2D_area_entered(area):
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if area.is_in_group("player"):
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Game.arrows += value
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Game.score += 25
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Game.play_sound(Game.a_arrow,Game.ac_collectible)
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Audio.play_sound(Audio.a_arrow,Audio.ac_collectible)
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queue_free()
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@ -11,5 +11,5 @@ func _on_Area2D_area_entered(area):
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if area.is_in_group("player"):
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Game.golds += value
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Game.score += 5
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Game.play_sound(Game.a_gold,Game.ac_collectible)
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Audio.play_sound(Audio.a_gold,Audio.ac_collectible)
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queue_free()
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@ -9,9 +9,9 @@ func _ready():
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func _on_Area2D_area_entered(area):
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#Collect
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if area.is_in_group("player"):
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Game.ac_music.stream_paused = true
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Game.play_sound(Game.a_shard,Game.ac_collectible)
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Game.ac_collectible.connect("finished", Game.ac_music, "set_stream_paused", [false])
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Audio.ac_music.stream_paused = true
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Audio.play_sound(Audio.a_shard,Audio.ac_collectible)
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Audio.ac_collectible.connect("finished", Audio.ac_music, "set_stream_paused", [false])
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Game.score += 500
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Game.shards += value
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Game.shards_collected[number] = true
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@ -23,12 +23,12 @@ func _ready():
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func _on_Area2D_area_entered(area):
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#Collect
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if area.is_in_group("player"):
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Game.play_sound(Game.a_star,Game.ac_collectible)
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Audio.play_sound(Audio.a_star,Audio.ac_collectible)
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Game.score += 100
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Game.stars[color] = true
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#5 Star reward
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if Game.stars[0] && Game.stars[1] && Game.stars[2] && Game.stars[3] && Game.stars[4]:
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Game.play_sound(Game.a_shard,Game.ac_collectible)
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Audio.play_sound(Audio.a_shard,Audio.ac_collectible)
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Game.shards += 1
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Game.shards_collected[4] = true
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Game.score += 500
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@ -29,7 +29,7 @@ func _on_ShootTimer_timeout():
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func die():
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hp -= 1
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Game.play_sound(Game.a_boss_hurt,Game.ac_boss)
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Audio.play_sound(Audio.a_boss_hurt,Audio.ac_boss)
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match hp:
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2:
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emit_signal("entered_phase", 2)
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shoot_time = Vector2(0.3,0.5)
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0:
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Game.instance_node(Gore,position.x,position.y,map)
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Game.play_sound(Game.a_scrump_die,Game.ac_boss)
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Audio.play_sound(Audio.a_scrump_die,Audio.ac_boss)
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emit_signal("entered_phase",4)
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queue_free()
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@ -21,7 +21,7 @@ signal died()
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export var score_for_killing = 0
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export var blood = true
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var death_sound = Game.a_die
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var death_sound = Audio.a_die
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var death_blood_offset = Vector2.ZERO
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func _on_Hitbox_area_entered(area):
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death_particles.emitting = true
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get_parent().add_child(death_particles)
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Game.play_sound(death_sound, Game.ac_die)
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Audio.play_sound(death_sound, Audio.ac_die)
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Game.score += score_for_killing
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emit_signal("died")
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queue_free()
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@ -12,7 +12,7 @@ export(int, "Left To Right", "Right To Left") var move_direction
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onready var startpos = position
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func _ready():
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death_sound = Game.a_die_robot
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death_sound = Audio.a_die_robot
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up_boundary *= 8
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down_boundary *= 8
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#Move in direction selected
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@ -2,7 +2,7 @@ extends "res://objects/enemy/enemy.gd"
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func _ready():
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$AnimatedSprite.play("explode")
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Game.play_sound(Game.a_die_robot,Game.ac_die)
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Audio.play_sound(Audio.a_die_robot,Audio.ac_die)
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func _on_animation_finished():
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queue_free()
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@ -17,7 +17,7 @@ onready var arrow_spawn_l = $ArrowSpawnL
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onready var arrow_spawn_r = $ArrowSpawnR
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func _ready():
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death_sound = Game.a_die_skeleton
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death_sound = Audio.a_die_skeleton
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timer.start(shoot_time)
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func _on_Timer_timeout():
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@ -35,4 +35,4 @@ func _physics_process(delta):
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bullet.direction = bullet.direction.rotated(rand_range(-bullet_spread, bullet_spread))
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bullet.speed = bullet_speed
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get_parent().call_deferred("add_child", bullet)
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Game.play_sound(Game.a_arrow, Game.ac_climb)
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Audio.play_sound(Audio.a_arrow, Audio.ac_climb)
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@ -125,7 +125,7 @@ func _process_idle_walk():
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check_jump()
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#Goto Sword
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if Debug.allow_sword && Input.is_action_just_pressed("sword"):
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Game.play_sound(Game.a_sword,Game.ac_jump)
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Audio.play_sound(Audio.a_sword,Audio.ac_jump)
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current_state = State.SWORD
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return
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#Goto Shoot
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@ -164,25 +164,25 @@ func _process_climb():
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position.y += axis.y * 0.65
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#Sound
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if axis.y == -1:
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if Game.ac_climb.get_stream() != Game.a_climb_up: Game.play_sound(Game.a_climb_up,Game.ac_climb)
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if Audio.ac_climb.get_stream() != Audio.a_climb_up: Audio.play_sound(Audio.a_climb_up,Audio.ac_climb)
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if axis.y == 1:
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if Game.ac_climb.get_stream() != Game.a_climb_down: Game.play_sound(Game.a_climb_down,Game.ac_climb)
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if axis.y == 0: Game.ac_climb.set_stream(null)
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if Audio.ac_climb.get_stream() != Audio.a_climb_down: Audio.play_sound(Audio.a_climb_down,Audio.ac_climb)
|
||||
if axis.y == 0: Audio.ac_climb.set_stream(null)
|
||||
#Manual Jump,, only works when holding neutral or away from ladder
|
||||
if axis.x != sprite.scale.x && Input.is_action_just_pressed("jump"):
|
||||
position.x -= sprite.scale.x * 3
|
||||
velocity.y = -jump_force
|
||||
anims.set_speed_scale(1)
|
||||
current_state = State.FALL
|
||||
Game.ac_climb.set_stream(null)
|
||||
Audio.ac_climb.set_stream(null)
|
||||
return
|
||||
if climb_ray.get_collider() == null:
|
||||
if axis.y == -1:
|
||||
#Auto Jump
|
||||
velocity.y = -jump_force
|
||||
Game.play_sound(Game.a_jump,Game.ac_jump)
|
||||
Audio.play_sound(Audio.a_jump,Audio.ac_jump)
|
||||
#Auto dismount
|
||||
Game.ac_climb.set_stream(null)
|
||||
Audio.ac_climb.set_stream(null)
|
||||
current_state = State.FALL
|
||||
return
|
||||
#Side dismount
|
||||
|
@ -190,7 +190,7 @@ func _process_climb():
|
|||
position.x -= sprite.scale.x * 3
|
||||
current_state = State.FALL
|
||||
anims.set_speed_scale(1)
|
||||
Game.ac_climb.set_stream(null)
|
||||
Audio.ac_climb.set_stream(null)
|
||||
return
|
||||
|
||||
|
||||
|
@ -217,7 +217,7 @@ func _process_transport(delta):
|
|||
position += transport_direction * transport_speed * delta
|
||||
|
||||
func spawn_arrow():
|
||||
Game.play_sound(Game.a_shoot,Game.ac_jump)
|
||||
Audio.play_sound(Audio.a_shoot,Audio.ac_jump)
|
||||
var arrow = ArrowProjectile.instance()
|
||||
arrow.global_position = Vector2(
|
||||
global_position.x + arrowpos.x * sprite.scale.x,
|
||||
|
@ -231,7 +231,7 @@ func check_jump():
|
|||
if Input.is_action_just_pressed("jump"):
|
||||
#Detach ladder
|
||||
if current_state == State.CLIMB:
|
||||
Game.ac_climb.set_stream(null) # stop climb sound
|
||||
Audio.ac_climb.set_stream(null) # stop climb sound
|
||||
position.x -= sprite.scale.x * 3
|
||||
else:
|
||||
dust_particles.restart()
|
||||
|
@ -242,7 +242,7 @@ func check_jump():
|
|||
velocity.y = 0
|
||||
jump_pressure = 0
|
||||
current_state = State.JUMP
|
||||
Game.play_sound(Game.a_jump,Game.ac_jump)
|
||||
Audio.play_sound(Audio.a_jump,Audio.ac_jump)
|
||||
anims.play("jump")
|
||||
velocity.y = -jump_force
|
||||
move(walk_speed,0,true)
|
||||
|
@ -251,7 +251,7 @@ func check_double_jump():
|
|||
if is_on_floor():
|
||||
check_jump()
|
||||
if Input.is_action_just_pressed("jump") && can_doublejump:
|
||||
Game.play_sound(Game.a_doublejump,Game.ac_jump)
|
||||
Audio.play_sound(Audio.a_doublejump,Audio.ac_jump)
|
||||
can_doublejump = false
|
||||
velocity.y = -doublejump_force
|
||||
anims.play("doublejump")
|
||||
|
@ -300,7 +300,7 @@ func exit_transport():
|
|||
|
||||
func die():
|
||||
if can_die:
|
||||
Game.ac_climb.set_stream(null) # stop climbing sound\
|
||||
Audio.ac_climb.set_stream(null) # stop climbing sound\
|
||||
#If the player is already dead, don't kill them again
|
||||
if current_state == State.INACTIVE:
|
||||
return
|
||||
|
@ -319,11 +319,11 @@ func die():
|
|||
new_particles.lifetime = 0.45
|
||||
new_particles.speed_scale = 1.5
|
||||
current_state = State.INACTIVE # Set to state where player is not controllable
|
||||
Game.play_sound(Game.a_gover, Game.ac_die)
|
||||
Audio.play_sound(Audio.a_gover, Audio.ac_die)
|
||||
#Slow down time
|
||||
var time_tween = get_tree().create_tween()
|
||||
time_tween.tween_property(Engine, "time_scale", 0.1, 0.3)
|
||||
Game.ac_music.stream_paused = true
|
||||
Audio.ac_music.stream_paused = true
|
||||
yield(time_tween, "finished") #Resume from freeze frame
|
||||
yield(get_tree().create_timer(1.0 * 0.1), "timeout")
|
||||
Game.call_deferred("restart_level")
|
||||
|
@ -331,7 +331,7 @@ func die():
|
|||
#Die
|
||||
Game.lives -= 1
|
||||
Game.deaths += 1
|
||||
Game.play_sound(Game.a_die, Game.ac_die)
|
||||
Audio.play_sound(Audio.a_die, Audio.ac_die)
|
||||
yield(Game.freeze_frame(0.3), "timeout")
|
||||
#Reduce points if playing in infinite lives mode
|
||||
if Game.use_lives == false && Game.lives < 0:
|
||||
|
|
|
@ -26,10 +26,11 @@ config/icon="res://icon.png"
|
|||
|
||||
[autoload]
|
||||
|
||||
Game="*res://autoloads/game.tscn"
|
||||
Debug="*res://autoloads/debug.tscn"
|
||||
Game="*res://autoloads/game.gd"
|
||||
Audio="*res://autoloads/audio.tscn"
|
||||
LevelData="*res://autoloads/level_data.tscn"
|
||||
Save="*res://autoloads/save.gd"
|
||||
Debug="*res://autoloads/debug.tscn"
|
||||
|
||||
[display]
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue