feat: implement global SFXManager singleton and integrate into main scene initialization
This commit is contained in:
+7
-3
@@ -720,8 +720,12 @@ func _auto_start_from_lobby():
|
||||
|
||||
func _start_game():
|
||||
if multiplayer.is_server():
|
||||
# Delay spawn assignment to allow clients to finish instantiating Player nodes
|
||||
# via MultiplayerSpawner. If called too early, the RPC is dropped and clients
|
||||
# are left misplaced at the default starting position.
|
||||
await get_tree().create_timer(1.0).timeout
|
||||
|
||||
# NOW assign spawn positions for EVERYONE (Host, Client, Bots)
|
||||
# We do this BEFORE the stabilization delay so players are moved away from (0,0) immediately.
|
||||
_assign_random_spawn_positions()
|
||||
|
||||
# Wait for Nakama websocket to actually be open, up to 5 seconds
|
||||
@@ -735,9 +739,9 @@ func _start_game():
|
||||
wait_time += 0.2
|
||||
|
||||
# Stabilization delay to allow clients to finish loading and spawning
|
||||
# We wait 1.5s to ensure the 1.2s loading screen buffer has finished
|
||||
# We wait 0.5s to ensure the remainder of the 1.2s loading screen buffer has finished
|
||||
# before the countdown starts.
|
||||
await get_tree().create_timer(1.5).timeout
|
||||
await get_tree().create_timer(0.5).timeout
|
||||
|
||||
# PRE-GAME COUNTDOWN (3s)
|
||||
# Spawn static obstacles before countdown starts (Stop n Go only)
|
||||
|
||||
+19
-1
@@ -76,6 +76,8 @@ var is_attack_mode: bool = false:
|
||||
return # Prevent infinite recursion / redundant updates
|
||||
|
||||
is_attack_mode = value
|
||||
if is_attack_mode:
|
||||
attack_mode_timer = MAX_ATTACK_MODE_TIME
|
||||
_refresh_player_visuals()
|
||||
|
||||
# Sync to others if we are the authority
|
||||
@@ -836,6 +838,8 @@ var slow_timer: float = 0.0
|
||||
var tekton_carry_timer: float = 0.0
|
||||
const MAX_TEKTON_CARRY_TIME: float = 3.0
|
||||
|
||||
var attack_mode_timer: float = 0.0
|
||||
const MAX_ATTACK_MODE_TIME: float = 5.0
|
||||
|
||||
@rpc("any_peer", "call_local")
|
||||
func apply_stagger(duration: float = 1.5):
|
||||
@@ -1184,12 +1188,24 @@ func _process(delta):
|
||||
if movement_manager:
|
||||
movement_manager._process(delta)
|
||||
|
||||
# Attack/Knock Mode Expiration Timer
|
||||
if is_multiplayer_authority() and (is_attack_mode or is_knock_mode):
|
||||
if attack_mode_timer > 0:
|
||||
attack_mode_timer -= delta
|
||||
if attack_mode_timer <= 0:
|
||||
attack_mode_timer = 0.0
|
||||
is_attack_mode = false
|
||||
is_knock_mode = false
|
||||
NotificationManager.send_message(self, "Knock Mode Expired!", NotificationManager.MessageType.WARNING)
|
||||
if powerup_manager:
|
||||
powerup_manager.reset_boost()
|
||||
|
||||
# Immunity Timer Logic
|
||||
if immunity_timer > 0:
|
||||
immunity_timer -= delta
|
||||
if immunity_timer <= 0:
|
||||
immunity_timer = 0
|
||||
_apply_tint_recursive(self , Color.WHITE) # Remove immunity tint
|
||||
_apply_tint_recursive(self, Color.WHITE) # Remove immunity tint
|
||||
|
||||
# Slow Timer Logic
|
||||
if slow_timer > 0:
|
||||
@@ -2445,6 +2461,8 @@ var is_knock_mode: bool = false:
|
||||
set(value):
|
||||
if is_knock_mode == value: return
|
||||
is_knock_mode = value
|
||||
if is_knock_mode:
|
||||
attack_mode_timer = MAX_ATTACK_MODE_TIME
|
||||
_refresh_player_visuals()
|
||||
|
||||
func enter_attack_mode():
|
||||
|
||||
@@ -15,10 +15,16 @@ func _load_sounds():
|
||||
dir.list_dir_begin()
|
||||
var file_name = dir.get_next()
|
||||
while file_name != "":
|
||||
if not dir.current_is_dir() and (file_name.ends_with(".mp3") or file_name.ends_with(".wav") or file_name.ends_with(".ogg")):
|
||||
var base_name = file_name.get_basename()
|
||||
sounds[base_name] = load(sfx_path + file_name)
|
||||
# print("[SfxManager] Loaded: ", base_name)
|
||||
if not dir.current_is_dir():
|
||||
# Remove .import extension if it exists (Godot adds this to imported resources in exported builds)
|
||||
var clean_name = file_name.replace(".import", "")
|
||||
|
||||
if clean_name.ends_with(".mp3") or clean_name.ends_with(".wav") or clean_name.ends_with(".ogg"):
|
||||
var base_name = clean_name.get_basename() # Ex: "jump.wav" -> "jump"
|
||||
# Only load the original extension, Godot's resource loader handles the .import remapping automatically.
|
||||
if not sounds.has(base_name):
|
||||
sounds[base_name] = load(sfx_path + clean_name)
|
||||
|
||||
file_name = dir.get_next()
|
||||
dir.list_dir_end()
|
||||
else:
|
||||
|
||||
Reference in New Issue
Block a user