All audio stuff moved to audio autoload and removed game.tscn in favor of just game.gd

This commit is contained in:
pennyrigate 2023-02-25 23:44:13 -05:00
parent 30cfad6e7e
commit e1a30188a6
21 changed files with 134 additions and 97 deletions

View file

@ -125,7 +125,7 @@ func _process_idle_walk():
check_jump()
#Goto Sword
if Debug.allow_sword && Input.is_action_just_pressed("sword"):
Game.play_sound(Game.a_sword,Game.ac_jump)
Audio.play_sound(Audio.a_sword,Audio.ac_jump)
current_state = State.SWORD
return
#Goto Shoot
@ -164,25 +164,25 @@ func _process_climb():
position.y += axis.y * 0.65
#Sound
if axis.y == -1:
if Game.ac_climb.get_stream() != Game.a_climb_up: Game.play_sound(Game.a_climb_up,Game.ac_climb)
if Audio.ac_climb.get_stream() != Audio.a_climb_up: Audio.play_sound(Audio.a_climb_up,Audio.ac_climb)
if axis.y == 1:
if Game.ac_climb.get_stream() != Game.a_climb_down: Game.play_sound(Game.a_climb_down,Game.ac_climb)
if axis.y == 0: Game.ac_climb.set_stream(null)
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: