This commit is contained in:
pennyrigate 2025-07-17 23:20:13 -04:00
parent 97a97192de
commit 268b392a3b
9 changed files with 126 additions and 6 deletions

View file

@ -16,6 +16,7 @@ onready var ac_voice = $Voice
onready var ac_small_explosion = $SmallExplosion
onready var ac_mech_hurt = $MechHurt
onready var ac_mech_shoot = $MechShoot
onready var ac_msx_ending = $Ending
#Sounds
const a_key = preload("res://audio/sounds/key.ogg")
const a_arrow = preload("res://audio/sounds/arrow_collect.ogg")

View file

@ -1,8 +1,9 @@
[gd_scene load_steps=4 format=2]
[gd_scene load_steps=5 format=2]
[ext_resource path="res://autoloads/audio.gd" type="Script" id=1]
[ext_resource path="res://audio/sounds/shard.ogg" type="AudioStream" id=2]
[ext_resource path="res://audio/music/pause.ogg" type="AudioStream" id=3]
[ext_resource path="res://audio/sounds/msx_ending.ogg" type="AudioStream" id=4]
[node name="Audio" type="Node"]
pause_mode = 2
@ -62,4 +63,7 @@ volume_db = -10.0
[node name="MechShoot" type="AudioStreamPlayer" parent="."]
volume_db = -20.0
[node name="Ending" type="AudioStreamPlayer" parent="."]
stream = ExtResource( 4 )
[connection signal="finished" from="ShardSound" to="." method="_on_ShardSound_finished"]

View file

@ -1,14 +1,14 @@
[gd_scene load_steps=7 format=2]
[ext_resource path="res://graphics/fade_patterns/diamonds2.png" type="Texture" id=1]
[ext_resource path="res://graphics/fade_patterns/squarescascade.png" type="Texture" id=1]
[ext_resource path="res://autoloads/fade.gd" type="Script" id=2]
[ext_resource path="res://shaders/fade.gdshader" type="Shader" id=3]
[sub_resource type="ShaderMaterial" id=6]
shader = ExtResource( 3 )
shader_param/color = Color( 0, 0, 0, 1 )
shader_param/color = Color( 1, 1, 1, 1 )
shader_param/smooth_mode = false
shader_param/reverse = false
shader_param/reverse = true
shader_param/opacity = 0.0
[sub_resource type="Animation" id=7]

View file

@ -153,10 +153,10 @@ func tally_scores() -> void:
#Go to new map
func change_map(map: PackedScene) -> void:
func change_map(map: PackedScene,fade:float = Options.transition_speed_secs) -> void:
get_tree().paused = true
can_pause = false
Fade.fade_out(Options.transition_speed_secs)
Fade.fade_out(fade)
yield(Fade, "fade_finished")
can_pause = true
# save deaths