Added blood splash
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@@ -24,9 +24,10 @@ var _is_switching_needed := false
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@onready var camera : Camera2D = $Camera2D
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@onready var water_splash : GPUParticles2D = $WaterSplash
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@onready var sprite : AnimatedSprite2D = $PlayerSprite
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@onready var particles : GPUParticles2D = $GPUParticles2D
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@onready var water_splash : GPUParticles2D = $WaterSplash
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@onready var blood_splash : GPUParticles2D = $BloodSplash
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@onready var switch_effect : GPUParticles2D = $SwitchEffect
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@onready var collision_switcher : CollisionSwitcher = $CollisionSwitcher
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@onready var pickups : Node2D = $Pickups
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@@ -95,11 +96,11 @@ func _input(event: InputEvent) -> void:
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func _switch() -> void:
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if center_area.get_overlapping_bodies().size() == 0 and not particles.emitting:
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if center_area.get_overlapping_bodies().size() == 0 and not switch_effect.emitting:
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SoundManager.play_sfx_stream(SoundManager.sfx_stream_switch, global_position)
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collision_switcher.switch_color()
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switch_buffer_timer.stop()
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particles.restart()
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switch_effect.restart()
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_is_switching_needed = false
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@@ -108,6 +109,9 @@ func kill(type := KillingArea.Type.None) -> void:
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KillingArea.Type.Water:
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SoundManager.play_sfx_stream(SoundManager.sfx_stream_splash, global_position)
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water_splash.restart()
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KillingArea.Type.Cultist:
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SoundManager.play_sfx_stream(SoundManager.sfx_stream_blood, global_position)
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blood_splash.restart()
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is_dead = true
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