Add SFX
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@@ -262,6 +262,7 @@ func _execute_faster_speed():
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if player.movement_manager:
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player.movement_manager.set_speed_multiplier(1.5) # 50% faster
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active_buffs[SpecialEffect.FASTER_SPEED] = FASTER_DURATION
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SfxManager.rpc("play_rpc", "speed")
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NotificationManager.send_message(player, "Speed Boost! (5s)", NotificationManager.MessageType.POWERUP)
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func _execute_area_freeze(target_pos: Vector2i = Vector2i.ZERO):
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@@ -317,6 +318,8 @@ func _execute_area_freeze(target_pos: Vector2i = Vector2i.ZERO):
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NotificationManager.send_message(p, "Caught in Freeze Zone!", NotificationManager.MessageType.WARNING)
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if p != player: # Don't score for freezing self (unless desired?) - Assuming enemies
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hit_count += 1
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SfxManager.rpc("play_rpc", "freeze")
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if hit_count > 0 and player.is_multiplayer_authority():
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var is_sng = LobbyManager.is_game_mode(GameMode.Mode.STOP_N_GO)
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@@ -418,6 +421,7 @@ func _execute_block_floor(target_pos: Vector2i = Vector2i.ZERO):
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main.rpc("sync_grid_items_batch", batch_data)
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# Notify
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SfxManager.rpc("play_rpc", "wall")
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NotificationManager.send_message(player, "Defensive Wall Deployed!", NotificationManager.MessageType.POWERUP)
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func _execute_invisible_mode(target: Node3D):
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@@ -428,6 +432,7 @@ func _execute_invisible_mode(target: Node3D):
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if target.has_method("sync_modulate"):
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target.rpc("sync_modulate", Color(1.0, 1.0, 1.0, 0.4)) # 40% Opacity
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SfxManager.rpc("play_rpc", "ghost")
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NotificationManager.send_message(target, "Invisible Mode!", NotificationManager.MessageType.POWERUP)
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@@ -438,6 +443,7 @@ func _execute_invisible_mode(target: Node3D):
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func spawn_powerups_around(center: Vector2i, force_powerups: bool = true, only_common: bool = false, full_density: bool = false):
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# "spawn / replace your nearby tiles into power up ( special tiles )"
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# New PowerUp Tiles are 11, 12, 13, 14
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SfxManager.rpc("play_rpc", "generate_tile")
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var radius = 2
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for x in range(-radius, radius + 1):
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for y in range(-radius, radius + 1):
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