Added tesla shot sound
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@@ -10,6 +10,7 @@ extends AbstractDirectHitProjectile
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var _collided_foes : Array[AbstractShip] = []
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var _current_line: Line2D
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var _audio_player: AudioStreamPlayer2D
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@onready var jink_timer : Timer = $JinkTimer
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@@ -29,6 +30,9 @@ func _ready() -> void:
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_prepare_line(line_thin)
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_prepare_line(line_thick)
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var stream : AudioStream = SoundManager.sfx_weapon_tesla_shot
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_audio_player = SoundManager.play_sfx_stream(stream, global_position)
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func _prepare_line(line: Line2D) -> void:
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@@ -131,6 +135,15 @@ func _start_fading() -> void:
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_current_line = line_thin
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life_timer.start()
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if _audio_player.playing:
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var old_volume := _audio_player.volume_linear
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var tween := create_tween()
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tween.tween_property(_audio_player, "volume_linear", 0, life_timer.wait_time)
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tween.finished.connect(func() -> void:
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_audio_player.stop();
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_audio_player.volume_linear = old_volume
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)
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func _on_life_timer_timeout() -> void:
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@@ -160,7 +160,10 @@ func _on_passage_completion() -> void:
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_current_passage_scene.queue_free()
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var projectiles := get_tree().get_nodes_in_group("projectiles")
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for projectile in projectiles:
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projectile.queue_free()
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if projectile is AbstractProjectile:
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projectile.delete()
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else:
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projectile.queue_free()
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current_sector = current_passage.next_sector
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if current_sector.next_passages.size() == 0:
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