feat: sound integration
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This commit is contained in:
2025-08-03 12:41:19 +02:00
parent 130334d315
commit 49ede4a46b
12 changed files with 218 additions and 9 deletions

View File

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