Permalink
Browse files

started adding some basic sound effects

  • Loading branch information...
1 parent f0f6dde commit 161ac3f0e781833145a99b5fc0dd15559495aee5 @t3dw committed Nov 26, 2017
View
@@ -1,2 +1,3 @@
art_project_files/
textures/
+audio/
View
@@ -1,4 +1,4 @@
-[gd_scene load_steps=5 format=1]
+[gd_scene load_steps=6 format=1]
[ext_resource path="res://scripts/enemy.gd" type="Script" id=1]
[ext_resource path="res://textures/enemy_a.png" type="Texture" id=2]
@@ -13,6 +13,9 @@ radius = 10.0
custom_solver_bias = 0.0
radius = 31.3796
+[sub_resource type="SampleLibrary" id=3]
+
+
[node name="enemy" type="Node2D"]
script/script = ExtResource( 1 )
@@ -21,8 +24,8 @@ max_horizontal_speed = 200
max_vertical_speed = 450
[node name="body" type="RigidBody2D" parent="." groups=[
-"enemies",
"enemy_direction_switchers",
+"enemies",
]]
input/pickable = false
@@ -77,4 +80,21 @@ shape = SubResource( 2 )
trigger = true
_update_shape_index = 0
+[node name="sample_player" type="SamplePlayer" parent="."]
+
+config/polyphony = 1
+config/samples = SubResource( 3 )
+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
+
View
@@ -1,8 +1,10 @@
-[gd_scene load_steps=6 format=1]
+[gd_scene load_steps=9 format=1]
[ext_resource path="res://scripts/player.gd" type="Script" id=1]
[ext_resource path="res://textures/player.png" type="Texture" id=2]
[ext_resource path="res://textures/laser_blue.png" type="Texture" id=3]
+[ext_resource path="res://audio/sounds/8_bit_sound_library/wav/Jump_00.wav" type="Sample" id=4]
+[ext_resource path="res://audio/sounds/laser1.wav" type="Sample" id=5]
[sub_resource type="CircleShape2D" id=1]
@@ -26,6 +28,21 @@ tracks/0/keys = {
"values": [ 0.0, 1.0, 0.0 ]
}
+[sub_resource type="SampleLibrary" id=3]
+
+samples/Jump_00 = {
+"db": -3.03,
+"pitch": 1.0,
+"priority": 0,
+"sample": ExtResource( 4 )
+}
+samples/laser1 = {
+"db": 0.0,
+"pitch": 1.0,
+"priority": 0,
+"sample": ExtResource( 5 )
+}
+
[node name="player" type="Node2D"]
script/script = ExtResource( 1 )
@@ -90,4 +107,21 @@ playback/speed = 5.0
blend_times = [ ]
autoplay = ""
+[node name="sample_player" type="SamplePlayer" parent="."]
+
+config/polyphony = 2
+config/samples = SubResource( 3 )
+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
+
View
@@ -1,8 +1,9 @@
-[gd_scene load_steps=10 format=1]
+[gd_scene load_steps=12 format=1]
[ext_resource path="res://scripts/see_saw.gd" type="Script" id=1]
[ext_resource path="res://textures/see_saw.png" type="Texture" id=2]
[ext_resource path="res://textures/level_button_v1.png" type="Texture" id=3]
+[ext_resource path="res://audio/sounds/swosh.wav" type="Sample" id=4]
[sub_resource type="CapsuleShape2D" id=1]
@@ -203,6 +204,15 @@ tracks/3/keys = {
custom_solver_bias = 0.0
extents = Vector2( 3.57456, 7.98631 )
+[sub_resource type="SampleLibrary" id=7]
+
+samples/swosh = {
+"db": 0.0,
+"pitch": 1.0,
+"priority": 0,
+"sample": ExtResource( 4 )
+}
+
[node name="see_saw" type="Node2D"]
script/script = ExtResource( 1 )
@@ -214,8 +224,8 @@ script/script = ExtResource( 1 )
transform/pos = Vector2( 79.7184, 0 )
[node name="body" type="KinematicBody2D" parent="left_hinge/right_hinge" groups=[
-"platforms",
"jump_surfaces",
+"platforms",
]]
transform/pos = Vector2( -39.8424, 0 )
@@ -347,4 +357,21 @@ shape = SubResource( 6 )
trigger = false
_update_shape_index = 0
+[node name="sample_player" type="SamplePlayer" parent="."]
+
+config/polyphony = 1
+config/samples = SubResource( 7 )
+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
+
View
@@ -1,10 +1,14 @@
extends Node
+const SOUND_SCORE_POINT = "Collect_Point_00"
+const SOUND_HIT_BY_ENEMY = "Hit_02"
+
#game
var ammo_per_pickup = 10
var max_number_of_enemies = 1
var time_between_enemy_spawns = 1.0
var points_per_goal = 1
+var starting_lives = 1000
# get references to children
onready var hud = get_node("hud")
@@ -14,6 +18,7 @@ onready var enemy_spawner = get_node("enemy_spawner")
onready var menu_settings = get_node("menu_settings")
onready var menu_game_over = get_node("menu_game_over")
onready var ammo_pickup_spawner = get_node("ammo_pickup_spawner")
+onready var sample_player = get_node("sample_player")
## defaults
var start_time = OS.get_unix_time()
@@ -32,6 +37,7 @@ func _ready():
player.connect("entered_goal", self, "_player_entered_goal")
player.connect("fired_shot", self, "_player_fired_shot")
player.ammo = ammo_per_pickup
+ player.lives = starting_lives
menu_game_over.connect("btn_menu_main_pressed", self, "_menu_game_over_btn_menu_main_pressed")
# hide menus
@@ -108,6 +114,8 @@ func _orb_entered_goal(orb, goal):
# if it's the right goal for this orb
if orb.target_goal == goal.get_name():
+
+ sample_player.play(SOUND_SCORE_POINT)
# increase score
current_score += points_per_goal
# calculate current level based on score
@@ -164,6 +172,7 @@ func deduct_life():
hud.set_lives(player.lives)
func enemy_hit_player(enemy_body):
+ sample_player.play(SOUND_HIT_BY_ENEMY)
enemy_body.get_parent().explode()
deduct_life()
View
@@ -1,21 +1,24 @@
extends Node2D
+const SOUND_LASER = "laser1"
+const SOUND_JUMP = "Jump_00"
+
export var jump_force = Vector2(0,-450)
export var move_force = Vector2(150, 0)
export var max_horizontal_velocity = 200
export var max_vertical_velocity = 450
-export var lives = 3
+export var lives = 0
export var feet_distance = 20
export var ammo = 0
var should_shoot = false
var jump_button_pressed = false
const LASER_MAX_LENGTH = 700
-
-onready var body = get_node("body")
-onready var laser_sprite = get_node("sprite_laser")
-onready var anim = get_node("anim")
+onready var body = get_node("body")
+onready var laser_sprite = get_node("sprite_laser")
+onready var anim = get_node("anim")
+onready var sample_player = get_node("sample_player")
signal entered_goal
signal fired_shot
@@ -57,6 +60,7 @@ func shoot():
ammo -= 1
# TODO, calculate end pos if hit was empty
draw_laser(body.get_global_pos(), laser_end_point)
+ sample_player.play(SOUND_LASER)
emit_signal("fired_shot")
func _fixed_process(delta):
@@ -90,6 +94,7 @@ func attempt_jump():
func jump():
body.set_linear_velocity(body.get_linear_velocity() + Vector2(0,-max_vertical_velocity))
+ sample_player.play(SOUND_JUMP)
func _body_enter(other_body):
if other_body.is_in_group("ammo_pickups"):
View
@@ -1,8 +1,14 @@
extends Node2D
+const SOUND_SWING_DOWN = "swosh"
+const SOUND_SWING_UP = "swosh"
+
var anim_index = 0
var anim_names = ["level_to_leftdown", "leftdown_to_level", "level_to_rightdown", "rightdown_to_level"]
-onready var anim = get_node("anim_player")
+
+
+onready var anim = get_node("anim_player")
+onready var sample_player = get_node("sample_player")
const STATE_LEVEL = 0
const STATE_LEFTDOWN = 1
@@ -29,15 +35,18 @@ func _btn_right_pressed():
func change_state(new_state):
var prev_state = state
- state = new_state
- if state == STATE_LEVEL:
+ if new_state == STATE_LEVEL:
if prev_state == STATE_LEFTDOWN:
+ sample_player.play(SOUND_SWING_UP)
anim.play("leftdown_to_level")
elif prev_state == STATE_RIGHTDOWN:
+ sample_player.play(SOUND_SWING_UP)
anim.play("rightdown_to_level")
- elif state == STATE_LEFTDOWN:
+ elif new_state == STATE_LEFTDOWN:
if prev_state == STATE_LEVEL:
+ sample_player.play(SOUND_SWING_DOWN)
anim.play("level_to_leftdown")
- elif state == STATE_RIGHTDOWN:
+ elif new_state == STATE_RIGHTDOWN:
if prev_state == STATE_LEVEL:
+ sample_player.play(SOUND_SWING_DOWN)
anim.play("level_to_rightdown")
Oops, something went wrong.

0 comments on commit 161ac3f

Please sign in to comment.