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)
This commit is contained in:
2026-07-05 22:53:27 -04:00
parent 695e4db5cd
commit 91b878f347
155 changed files with 20335 additions and 972 deletions
+3 -3
View File
@@ -28,7 +28,7 @@ func _process(delta):
# Take damage from player
func damage(amount):
Audio.play("sounds/enemy_hurt.ogg")
Audio.play("assets/kenney-fps/sounds/enemy_hurt.ogg")
health -= amount
@@ -38,7 +38,7 @@ func damage(amount):
# Destroy the enemy when out of health
func destroy():
Audio.play("sounds/enemy_destroy.ogg")
Audio.play("assets/kenney-fps/sounds/enemy_destroy.ogg")
destroyed = true
queue_free()
@@ -63,6 +63,6 @@ func _on_timer_timeout():
muzzle_b.play("default")
muzzle_b.rotation_degrees.z = randf_range(-45, 45)
Audio.play("sounds/enemy_attack.ogg")
Audio.play("assets/kenney-fps/sounds/enemy_attack.ogg")
collider.damage(5) # Apply damage to player