Adding sound and music
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@@ -5,6 +5,8 @@ signal scanner_selected
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func _on_scanner_select_item_selected(index):
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var scannerType : Scanners.Type
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$ClickSound.play()
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match index:
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0: scannerType = Scanners.Type.NoScanner
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1: scannerType = Scanners.Type.Water
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19
scripts/music.gd
Normal file
19
scripts/music.gd
Normal file
@@ -0,0 +1,19 @@
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extends Node
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@onready var musics = [
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$"Stade Désertique",
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$"Stade Intermédiaire",
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$"Stade Forestier"
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]
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var cursor = 1
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func _ready():
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for player in musics:
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player.connect("finished", end_music)
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musics[0].play()
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func end_music():
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musics[min(len(musics) - 1, cursor)].play()
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cursor += 1
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@@ -42,10 +42,12 @@ func _process(delta: float) -> void:
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$AnimatedSprite2D.flip_h = true
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func go_to(new_target_pos: Vector2):
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$MoveSound.play()
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state = MoveState.MOVING
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target_pos = new_target_pos
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func _on_planting_timeout() -> void:
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$PlantSound.play()
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Planted.emit()
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state = MoveState.IDLE
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@@ -27,31 +27,31 @@ void fragment() {
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float value = pixel_color.x;
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if (dimension == 1) value = pixel_color.y;
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if (dimension == 2) value = pixel_color.z;
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vec4 color = texture(texture_medium, vert/texture_size);
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if (value < texture_low_threshold)
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color =
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color =
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min(
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(texture_low_threshold - value) / smooth_change_range,
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(texture_low_threshold - value) / smooth_change_range,
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1.0
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) * texture(texture_low, vert/texture_size)
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) * texture(texture_low, vert/texture_size)
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+ (1.0 - min(
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(texture_low_threshold - value) / smooth_change_range,
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(texture_low_threshold - value) / smooth_change_range,
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1.0
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)
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) * texture(texture_medium, vert/texture_size);
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if (value > texture_high_threshold)
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color =
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color =
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min(
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(value - texture_high_threshold) / smooth_change_range,
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(value - texture_high_threshold) / smooth_change_range,
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1.0
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) * texture(texture_high, vert/texture_size)
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) * texture(texture_high, vert/texture_size)
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+ (1.0 - min(
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(value - texture_high_threshold) / smooth_change_range,
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(value - texture_high_threshold) / smooth_change_range,
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1.0
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)
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) * texture(texture_medium, vert/texture_size);
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COLOR = color;
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}
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