FUCK?
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97a97192de
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9 changed files with 126 additions and 6 deletions
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@ -16,6 +16,7 @@ onready var ac_voice = $Voice
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onready var ac_small_explosion = $SmallExplosion
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onready var ac_mech_hurt = $MechHurt
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onready var ac_mech_shoot = $MechShoot
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onready var ac_msx_ending = $Ending
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#Sounds
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const a_key = preload("res://audio/sounds/key.ogg")
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const a_arrow = preload("res://audio/sounds/arrow_collect.ogg")
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@ -1,8 +1,9 @@
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[gd_scene load_steps=4 format=2]
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[gd_scene load_steps=5 format=2]
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[ext_resource path="res://autoloads/audio.gd" type="Script" id=1]
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[ext_resource path="res://audio/sounds/shard.ogg" type="AudioStream" id=2]
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[ext_resource path="res://audio/music/pause.ogg" type="AudioStream" id=3]
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[ext_resource path="res://audio/sounds/msx_ending.ogg" type="AudioStream" id=4]
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[node name="Audio" type="Node"]
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pause_mode = 2
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@ -62,4 +63,7 @@ volume_db = -10.0
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[node name="MechShoot" type="AudioStreamPlayer" parent="."]
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volume_db = -20.0
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[node name="Ending" type="AudioStreamPlayer" parent="."]
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stream = ExtResource( 4 )
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[connection signal="finished" from="ShardSound" to="." method="_on_ShardSound_finished"]
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@ -1,14 +1,14 @@
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[gd_scene load_steps=7 format=2]
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[ext_resource path="res://graphics/fade_patterns/diamonds2.png" type="Texture" id=1]
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[ext_resource path="res://graphics/fade_patterns/squarescascade.png" type="Texture" id=1]
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[ext_resource path="res://autoloads/fade.gd" type="Script" id=2]
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[ext_resource path="res://shaders/fade.gdshader" type="Shader" id=3]
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[sub_resource type="ShaderMaterial" id=6]
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shader = ExtResource( 3 )
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shader_param/color = Color( 0, 0, 0, 1 )
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shader_param/color = Color( 1, 1, 1, 1 )
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shader_param/smooth_mode = false
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shader_param/reverse = false
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shader_param/reverse = true
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shader_param/opacity = 0.0
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[sub_resource type="Animation" id=7]
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@ -153,10 +153,10 @@ func tally_scores() -> void:
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#Go to new map
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func change_map(map: PackedScene) -> void:
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func change_map(map: PackedScene,fade:float = Options.transition_speed_secs) -> void:
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get_tree().paused = true
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can_pause = false
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Fade.fade_out(Options.transition_speed_secs)
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Fade.fade_out(fade)
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yield(Fade, "fade_finished")
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can_pause = true
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# save deaths
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