Quaternius weapons, input fixes, sound & path fixes
- Added 6 Quaternius weapon models (Pistol, Revolver, Rifle, Shotgun, P90, SniperRifle) - Created weapon resource files with balanced stats - Wired Pistol + Rifle into player.tscn replacing Kenney blasters - Fixed WASD input (matched input map action names) - Fixed Escape key toggles mouse capture - Added Audio autoload singleton - Fixed broken sound asset paths across all scripts - Fixed all scene ext_resource text paths (nested under assets/kenney-fps/) - Fixed all .import source_file paths - Deleted stale .import files (will be regenerated by editor on open)
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@@ -28,7 +28,7 @@ func _process(delta):
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# Take damage from player
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func damage(amount):
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Audio.play("sounds/enemy_hurt.ogg")
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Audio.play("assets/kenney-fps/sounds/enemy_hurt.ogg")
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health -= amount
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@@ -38,7 +38,7 @@ func damage(amount):
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# Destroy the enemy when out of health
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func destroy():
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Audio.play("sounds/enemy_destroy.ogg")
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Audio.play("assets/kenney-fps/sounds/enemy_destroy.ogg")
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destroyed = true
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queue_free()
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@@ -63,6 +63,6 @@ func _on_timer_timeout():
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muzzle_b.play("default")
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muzzle_b.rotation_degrees.z = randf_range(-45, 45)
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Audio.play("sounds/enemy_attack.ogg")
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Audio.play("assets/kenney-fps/sounds/enemy_attack.ogg")
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collider.damage(5) # Apply damage to player
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