skeleton proper death sound, better bone particles

This commit is contained in:
Haze Weathers 2023-01-21 00:32:28 -05:00
parent 30d7e84a46
commit b1beffd97b
10 changed files with 46 additions and 10 deletions

View file

@ -5,9 +5,8 @@
[sub_resource type="PhysicsMaterial" id=2]
bounce = 0.75
[sub_resource type="SegmentShape2D" id=1]
a = Vector2( 0, -2 )
b = Vector2( 0, 2 )
[sub_resource type="RectangleShape2D" id=3]
extents = Vector2( 0.5, 1.5 )
[node name="BoneParticle" type="RigidBody2D"]
collision_layer = 16
@ -17,4 +16,8 @@ physics_material_override = SubResource( 2 )
texture = ExtResource( 1 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource( 1 )
position = Vector2( -0.5, 0.5 )
shape = SubResource( 3 )
__meta__ = {
"_edit_group_": true
}

View file

@ -17,6 +17,9 @@ const DeathParticles = preload("res://objects/enemy/death_particles.tscn")
#export var can_be_squashed = true
export var score_for_killing = 0
export var blood = true
var death_sound = Game.a_die
func _on_Hitbox_area_entered(area):
#Kill player
@ -24,11 +27,12 @@ func _on_Hitbox_area_entered(area):
area.get_parent().die()
func die():
var death_particles = DeathParticles.instance()
death_particles.global_position = global_position
death_particles.emitting = true
get_parent().add_child(death_particles)
if blood:
var death_particles = DeathParticles.instance()
death_particles.global_position = global_position
death_particles.emitting = true
get_parent().add_child(death_particles)
Game.play_sound(Game.a_die, Game.ac_die)
Game.play_sound(death_sound, Game.ac_die)
Game.score += score_for_killing
queue_free()

View file

@ -15,6 +15,7 @@ onready var anims = $AnimationPlayer
onready var sprite = $Sprite
func _ready():
death_sound = Game.a_bone
timer.start(shoot_time)
func _on_Timer_timeout():

View file

@ -143,6 +143,7 @@ tracks/3/keys = {
[node name="Skelarcher" type="Node2D" groups=["enemy"]]
script = ExtResource( 4 )
blood = false
shoot_time = 3.0
[node name="Sprite" type="Sprite" parent="."]