bad sounds

This commit is contained in:
Robin Hübner 2017-08-13 01:32:41 +02:00
parent a8fd5022fc
commit 53abec8107
13 changed files with 160 additions and 3 deletions

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@ -2,6 +2,7 @@ extends KinematicBody2D
onready var area = get_node("Area2D")
onready var gun = get_node("Ship/Gun")
onready var launcher = get_node("Ship/MissileLauncher")
var ExplosionEffect = load("res://ExplosionEffect.tscn")
@ -65,6 +66,9 @@ func _fixed_process(delta):
s_arrive.get_steering(steering)
cur_kinematic.update(steering, delta)
# pass on velocity
launcher.set_velocity(cur_kinematic.velocity)
if player_in_cone:
gun.fire(delta, cur_kinematic.velocity * delta, cur_kinematic.get_orientation())
@ -73,4 +77,3 @@ func _fixed_process(delta):
func _process(delta):
pass
# rotate(grunt_rot_speed * delta)

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@ -1,9 +1,10 @@
[gd_scene load_steps=7 format=1]
[gd_scene load_steps=8 format=1]
[ext_resource path="res://EnemyGrunt.gd" type="Script" id=1]
[ext_resource path="res://raw/enemy_grunt.png" type="Texture" id=2]
[ext_resource path="res://raw/exhaust.png" type="Texture" id=3]
[ext_resource path="res://Gun.gd" type="Script" id=4]
[ext_resource path="res://MissileLauncher.gd" type="Script" id=5]
[sub_resource type="RectangleShape2D" id=1]
@ -69,6 +70,11 @@ params/anim_initial_pos = 0.0
transform/pos = Vector2( 0, 12.2383 )
script/script = ExtResource( 4 )
[node name="MissileLauncher" type="Node2D" parent="Ship"]
transform/pos = Vector2( 1.3176, 15.4159 )
script/script = ExtResource( 5 )
[node name="Area2D" type="Area2D" parent="."]
input/pickable = true

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@ -40,9 +40,15 @@ func _ready():
s_seek.set_target(player)
s_arrive.set_target(player)
player.on_enemy_missile_lock(self)
connect("exit_tree", player, "on_enemy_missile_lock_lost", [self])
# base death timer on lifetime
death_time = ps.get_lifetime()
func set_velocity(vel):
cur_kinematic.velocity = vel
func on_impact(e, is_bullet):
# create bullet impact

23
MissileLauncher.gd Normal file
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@ -0,0 +1,23 @@
extends Node2D
var Missile = load("res://Missile.tscn")
var launch_timer = 0
var launch_delay = 5 # 5 seconds
var velocity = Vector2(0, 0)
func _ready():
set_process(true)
func set_velocity(vel):
velocity = vel
func _process(delta):
launch_timer += delta
if launch_timer >= launch_delay:
var new_missile = Missile.instance()
var missile_pos = get_global_pos()
new_missile.set_global_pos(missile_pos)
get_tree().get_root().add_child(new_missile)
new_missile.set_velocity(velocity)
launch_timer = 0

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@ -7,6 +7,7 @@ onready var right_particles = get_node("Sprite/RightThruster")
onready var engine_particles = get_node("Sprite/Engine")
onready var left_gun = get_node("Sprite/LeftGun")
onready var right_gun = get_node("Sprite/RightGun")
onready var audio = get_node("SamplePlayer")
var mov_speed = 64 # pixels per second
var ship_vel = Vector2(0, 0)
@ -17,6 +18,12 @@ var ship_dir = Vector2(1, 0)
var ship_mass = 61
var is_moving = false
var missiles_locked_on = 0
var is_engine_playing = false
var enemy_missiles = Array()
var bleep_timer = 0
var bleep_delay = 0.5
func _ready():
set_fixed_process(true)
@ -32,6 +39,16 @@ func do_damage(v):
func get_kinematic_position():
return get_global_pos() + ship_vel
func on_enemy_missile_lock(m):
enemy_missiles.append(m)
missiles_locked_on += 1
func on_enemy_missile_lock_lost(m):
enemy_missiles.erase(m)
missiles_locked_on -= 1
if missiles_locked_on <= 0:
audio.stop_all()
func turn_towards(delta, pos):
var target_dir = (pos - get_global_pos()).normalized()
@ -55,6 +72,14 @@ func turn_towards(delta, pos):
ship_dir = ship_dir.rotated(-ca)
func get_closest_missile_distance():
var min_dist = 1000
for m in enemy_missiles:
var mis_dist = get_global_pos().distance_to(m.get_global_pos())
if mis_dist < min_dist:
min_dist = mis_dist
return min_dist
func _fixed_process(delta):
var mov_delta = Vector2(0, 0)
@ -79,6 +104,27 @@ func _fixed_process(delta):
elif Input.is_action_pressed("player_switch_down"):
pass
# get closest enemy missile, calc distance
var closest_missile_dist = get_closest_missile_distance()
if closest_missile_dist == 1000:
bleep_delay = 0.5
else:
bleep_delay = closest_missile_dist / 1000
bleep_timer += delta
if missiles_locked_on > 0 and bleep_timer > bleep_delay:
if closest_missile_dist > 10:
audio.play("friendly_blip")
bleep_timer = 0
if is_moving and not is_engine_playing:
is_engine_playing = true
# audio.play("engine")
elif not is_moving:
is_engine_playing = false
# audio.stop(0)
set_rot(ship_dir.angle())
var new_vel = (ship_vel + (mov_delta * (delta * ship_accel))).clamped(ship_max_vel)

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@ -1,10 +1,14 @@
[gd_scene load_steps=11 format=1]
[gd_scene load_steps=16 format=1]
[ext_resource path="res://Player.gd" type="Script" id=1]
[ext_resource path="res://img/player_ship.tex" type="Texture" id=2]
[ext_resource path="res://Gun.gd" type="Script" id=3]
[ext_resource path="res://raw/exhaust.png" type="Texture" id=4]
[ext_resource path="res://ThrusterScript.gd" type="Script" id=5]
[ext_resource path="res://sounds/engine.wav" type="Sample" id=6]
[ext_resource path="res://sounds/friendly_blip.wav" type="Sample" id=7]
[ext_resource path="res://sounds/select_blip.wav" type="Sample" id=8]
[ext_resource path="res://sounds/warning_beep.wav" type="Sample" id=9]
[sub_resource type="ConvexPolygonShape2D" id=1]
@ -31,6 +35,39 @@ points = Vector2Array( 3.76748, 13.2396, -2.6136, -3.10647, 1.0577, -3.01906 )
custom_solver_bias = 0.0
points = Vector2Array( 13.645, 9.30603, 3.76748, 13.2396, 5.42831, -1.44565, 13.7324, 0.302593 )
[sub_resource type="SampleLibrary" id=6]
samples/engine = {
"db": 0.0,
"pitch": 1.0,
"priority": 0,
"sample": ExtResource( 6 )
}
samples/friendly_blip = {
"db": 0.0,
"pitch": 1.0,
"priority": 0,
"sample": ExtResource( 7 )
}
samples/select_blip = {
"db": 0.0,
"pitch": 1.0,
"priority": 0,
"sample": ExtResource( 8 )
}
samples/warning_beep = {
"db": 0.0,
"pitch": 1.0,
"priority": 0,
"sample": ExtResource( 9 )
}
samples/warning_beep2 = {
"db": 0.0,
"pitch": 1.0,
"priority": 0,
"sample": ExtResource( 9 )
}
[node name="Player" type="KinematicBody2D"]
transform/scale = Vector2( 2, 2 )
@ -224,4 +261,21 @@ polygon = Vector2Array( -7.7709, -11.5854, -7.94572, -1.096, -16.075, 0.215181,
shape_range = Vector2( 0, 4 )
trigger = false
[node name="SamplePlayer" type="SamplePlayer" parent="."]
config/polyphony = 2
config/samples = SubResource( 6 )
default/volume_db = 0.0
default/pitch_scale = 1.0
default/pan = 0.0
default/depth = 0.0
default/height = 0.0
default/filter/type = 0
default/filter/cutoff = 5000.0
default/filter/resonance = 1.0
default/filter/gain = 1.0
default/reverb_room = 2
default/reverb_send = 0.0
default/chorus_send = 0.0

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@ -4,6 +4,10 @@ name="ld-39"
main_scene="res://Game.tscn"
icon="res://icon.png"
[audio]
stream_buffering_ms=100
[input]
player_attack_secondary=[mbutton(0, 2)]

3
select_blip.wav Normal file
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@ -0,0 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:6a2b9870a06f63aeea7016ea621baf7d7896aa974a61a640ef94322f2492c305
size 16346

BIN
sounds/blip.aiff Normal file

Binary file not shown.

3
sounds/engine.wav Normal file
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@ -0,0 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:09b3e4def7edd2f3ae3384c96f34bc458313062f20fb90cd656449bd81ebc7e5
size 599234

3
sounds/friendly_blip.wav Normal file
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@ -0,0 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:88e33c3af46722266533f8677d412265fc01692ccbf2b6130e74c2e68fdf374b
size 15602

3
sounds/select_blip.wav Normal file
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@ -0,0 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:6a2b9870a06f63aeea7016ea621baf7d7896aa974a61a640ef94322f2492c305
size 16346

3
sounds/warning_beep.wav Normal file
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@ -0,0 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:b3fb0714ad978aa82afdd4c4a04f6fb76a2197193aec0879be0ae415c4050530
size 452582