Added some player sounds

This commit is contained in:
2026-06-28 19:06:58 +03:00
parent 89f69192b0
commit 43518b3c9e
15 changed files with 224 additions and 36 deletions
+33 -15
View File
@@ -2,10 +2,10 @@ class_name Player
extends CharacterBody2D
@export_group("Movement", "movement")
@export_range(0.0, 1000.0) var movement_max_speed_normal := 350
@export_range(0.0, 1000.0) var movement_max_speed_after_attack := 250
@export_range(0.0, 1000.0) var movement_acceleration := 1000.0
@export_group("Movement", "move")
@export_range(0.0, 1000.0) var move_max_speed_normal := 350
@export_range(0.0, 1000.0) var move_max_speed_slowed := 250
@export_range(0.0, 1000.0) var move_acceleration := 1000.0
@export_group("Jump", "jump")
@export_range(0.0, 1000.0) var jump_max_fall_speed := 1000
@@ -44,11 +44,18 @@ var _last_wall_normal: = 0.0
@onready var wall_attach_timer : Timer = $WallAttachTimer
@onready var attack_cooldown_timer : Timer = $AttackCooldownTimer
@onready var _max_speed := movement_max_speed_normal
@onready var _max_speed := move_max_speed_normal
func _ready() -> void:
state_machine.init()
for sprite : AnimatedSprite2D in [ attack_left_sprite, attack_right_sprite ]:
var lambda := func() -> void:
sprite.hide()
blade_sprite.show()
sprite.animation_finished.connect(lambda)
sprite.hide()
func _physics_process(delta: float) -> void:
@@ -87,18 +94,20 @@ func _physics_process(delta: float) -> void:
velocity.y = -jump_floor_velocity
jump_buffer_timer.stop()
floor_coyote_time_timer.stop()
SoundManager.play_sfx_stream(SoundManager.sfx_stream_jump, global_position)
elif not wall_coyote_time_timer.is_stopped():
velocity = -jump_wall_velocity
velocity.x *= -_last_wall_normal
jump_buffer_timer.stop()
wall_coyote_time_timer.stop()
SoundManager.play_sfx_stream(SoundManager.sfx_stream_wall_jump, global_position)
if input_direction:
var input_velocity := input_direction * _max_speed
velocity.x = move_toward(velocity.x, input_velocity, movement_acceleration * delta)
velocity.x = move_toward(velocity.x, input_velocity, move_acceleration * delta)
else:
velocity.x = move_toward(velocity.x, 0, movement_acceleration * delta)
velocity.x = move_toward(velocity.x, 0, move_acceleration * delta)
move_and_slide()
state_machine.physics_process(delta)
@@ -107,11 +116,20 @@ func _physics_process(delta: float) -> void:
func _input(event: InputEvent) -> void:
if event.is_action_pressed("attack"):
if not _slow_down_tween or not _slow_down_tween.is_running():
print("Attack")
_slow_down_tween = create_tween()
_slow_down_tween.tween_property(self, "_max_speed", \
movement_max_speed_after_attack, slow_down_attack)
_slow_down_tween.tween_property(self, "_max_speed", \
movement_max_speed_after_attack, slow_down_sustain)
_slow_down_tween.tween_property(self, "_max_speed", \
movement_max_speed_normal, slow_down_release)
if not is_on_floor() or not is_zero_approx(velocity.x):
_attack()
func _attack() -> void:
var sprite := attack_left_sprite if velocity.x <= 0.0 else attack_right_sprite
sprite.show()
blade_sprite.hide()
sprite.play("attack")
SoundManager.play_sfx_stream(SoundManager.sfx_stream_swing, global_position)
_slow_down_tween = create_tween()
_slow_down_tween.tween_property(self, "_max_speed", move_max_speed_slowed, slow_down_attack)
_slow_down_tween.tween_property(self, "_max_speed", move_max_speed_slowed, slow_down_sustain)
_slow_down_tween.tween_property(self, "_max_speed", move_max_speed_normal, slow_down_release)
_slow_down_tween.tween_property(sprite, "visible", false, 0.0)