Added more shot sounds. Minor fixes
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@@ -17,8 +17,9 @@ func _ready() -> void:
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func shoot(ship_velocity: Vector2) -> bool:
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var is_shot := super.shoot(ship_velocity)
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if is_shot:
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sprite.play(SHOT_ANIMATION)
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_can_shoot = false
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SoundManager.play_sfx_stream(SoundManager.sfx_weapon_cannon_shot, global_position)
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sprite.play(SHOT_ANIMATION)
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cooldown_timer.start()
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front_particles.restart()
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left_particles.restart()
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@@ -12,8 +12,9 @@ func _ready() -> void:
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func shoot(ship_velocity: Vector2) -> bool:
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var is_shot := super.shoot(ship_velocity)
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if is_shot:
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sprite.play(SHOT_ANIMATION)
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_can_shoot = false
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SoundManager.play_sfx_stream(SoundManager.sfx_weapon_plasma_shot, global_position)
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sprite.play(SHOT_ANIMATION)
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cooldown_timer.start()
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return is_shot
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@@ -57,8 +57,9 @@ script = ExtResource("2_hxkfe")
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projectile_scene = ExtResource("3_hxkfe")
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[node name="AnimatedSprite2D" parent="." index="0"]
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position = Vector2(7, 0)
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sprite_frames = SubResource("SpriteFrames_hxkfe")
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animation = &"shot"
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animation = &"reloading"
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[node name="Muzzle" parent="." index="2"]
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position = Vector2(1, 2)
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position = Vector2(8, 2)
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@@ -12,8 +12,9 @@ func _ready() -> void:
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func shoot(ship_velocity: Vector2) -> bool:
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var is_shot := super.shoot(ship_velocity)
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if is_shot:
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sprite.play(SHOT_ANIMATION)
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_can_shoot = false
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SoundManager.play_sfx_stream(SoundManager.sfx_weapon_railgun_shot, global_position)
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sprite.play(SHOT_ANIMATION)
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return is_shot
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@@ -15,8 +15,9 @@ func _ready() -> void:
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func shoot(ship_velocity: Vector2) -> bool:
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var is_shot := super.shoot(ship_velocity)
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if is_shot:
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sprite.play(SHOT_ANIMATION)
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_can_shoot = false
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SoundManager.play_sfx_stream(SoundManager.sfx_weapon_sharapnel_shot, global_position)
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sprite.play(SHOT_ANIMATION)
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cooldown_timer.start()
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shot_particles.restart()
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shell_particles.emit_particle(Transform2D(), Vector2(), Color(), Color(), 0)
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