added some sound triggers and holes in the map

This commit is contained in:
2023-12-17 02:02:16 +11:00
parent 046c4f5afb
commit e1a867d2a9
99 changed files with 1375 additions and 239 deletions

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extends Resource
class_name PlayerAudioSettings
const SAVE_PATH := "user://audio_settings.tres"
@export var master := 100.0
@export var music := 100.0
@export var sfx := 100.0
func apply_audio_settings():
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), linear_to_db(master / 100.0))
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Music"), linear_to_db(music / 100.0))
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("SFX"), linear_to_db(sfx / 100.0))
func save_profile_to_disk():
ResourceSaver.save(self, SAVE_PATH)
static func load_profile_from_disk() -> PlayerAudioSettings:
if ResourceLoader.exists(SAVE_PATH):
return ResourceLoader.load(SAVE_PATH)
return PlayerAudioSettings.new()

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extends Resource
class_name SaveStats
const SAVE_PATH := "user://save_stats.tres"
@export var wins: int
@export var losses: int
@export var twenty_game_history: Array[bool]
func add_game_outcome(outcome: bool) -> void:
if outcome:
wins += 1
else:
losses += 1
twenty_game_history.push_back(outcome)
if twenty_game_history.size() > 20:
twenty_game_history.pop_front()
func save_profile_to_disk():
ResourceSaver.save(self, SAVE_PATH)
static func load_profile_from_disk() -> SaveStats:
if ResourceLoader.exists(SAVE_PATH):
return ResourceLoader.load(SAVE_PATH)
return SaveStats.new()