feat: sound integration
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@ -29,6 +29,14 @@ var has_shield = false
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var has_sword = false
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var has_armor = false
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@onready var steps_player: AudioStreamPlayer = $StepsPlayer
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@onready var gearup_armor: AudioStreamPlayer = $GearupArmor
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@onready var gearup_sword: AudioStreamPlayer = $GearupSword
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@onready var gearup_shield: AudioStreamPlayer = $GearupShield
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@onready var sword_hit: AudioStreamPlayer = $SwordHit
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@onready var got_hit_audio: AudioStreamPlayer = $GotHitAudio
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func play_anim():
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current_sprite.play(current_animation)
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@ -115,6 +123,7 @@ func _physics_process(delta: float) -> void:
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func hit():
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is_hitting = true
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sword_hit.play()
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hitting.start()
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hitbox.monitoring = true
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@ -139,6 +148,7 @@ func _on_npc_shield_dialogue_dialogue_ended() -> void:
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current_sprite.play("idle")
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current_sprite.visible = true
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has_shield = true
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gearup_shield.play()
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func _on_red_hood_sword_dialogue_dialogue_ended() -> void:
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set_in_play()
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@ -147,8 +157,10 @@ func _on_red_hood_sword_dialogue_dialogue_ended() -> void:
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current_sprite.play("idle")
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current_sprite.visible = true
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has_sword = true
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gearup_sword.play()
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func _on_put_on_armor() -> void:
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gearup_armor.play()
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current_sprite.visible = false
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current_sprite = armor
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current_sprite.play("power_up")
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@ -161,3 +173,15 @@ func _on_final_armor_dialogue_ended() -> void:
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func _on_trigger_final_dialogue_body_entered(body: Node2D) -> void:
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set_in_cutscene()
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func _on_step_sound_interval_timeout() -> void:
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if velocity.x == 0:
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return
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if not is_on_floor():
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return
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steps_player.play()
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func _on_damageable_got_hit() -> void:
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got_hit_audio.play()
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