Add ambiance and packing buzzers
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parent
14480dbdb1
commit
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assets/audio/env/buzzer_correct.wav
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assets/audio/env/buzzer_correct.wav
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assets/audio/env/buzzer_correct.wav.import
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assets/audio/env/buzzer_correct.wav.import
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[remap]
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importer="wav"
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type="AudioStreamWAV"
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uid="uid://dd8yivlir4hat"
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path="res://.godot/imported/buzzer_correct.wav-a792e451afd4d65aa55ada1736ad630b.sample"
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[deps]
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source_file="res://assets/audio/env/buzzer_correct.wav"
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dest_files=["res://.godot/imported/buzzer_correct.wav-a792e451afd4d65aa55ada1736ad630b.sample"]
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[params]
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force/8_bit=false
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force/mono=false
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force/max_rate=false
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force/max_rate_hz=44100
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edit/trim=false
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edit/normalize=false
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edit/loop_mode=0
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edit/loop_begin=0
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edit/loop_end=-1
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compress/mode=0
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assets/audio/env/buzzer_wrong.wav
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assets/audio/env/buzzer_wrong.wav
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assets/audio/env/buzzer_wrong.wav.import
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assets/audio/env/buzzer_wrong.wav.import
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[remap]
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importer="wav"
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type="AudioStreamWAV"
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uid="uid://cch7qvsk0gngt"
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path="res://.godot/imported/buzzer_wrong.wav-14db855656c8913c7c25effa9684a485.sample"
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[deps]
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source_file="res://assets/audio/env/buzzer_wrong.wav"
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dest_files=["res://.godot/imported/buzzer_wrong.wav-14db855656c8913c7c25effa9684a485.sample"]
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[params]
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force/8_bit=false
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force/mono=false
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force/max_rate=false
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force/max_rate_hz=44100
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edit/trim=false
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edit/normalize=false
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edit/loop_mode=0
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edit/loop_begin=0
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edit/loop_end=-1
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compress/mode=0
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assets/audio/env/warehouse_ambiance.wav
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assets/audio/env/warehouse_ambiance.wav
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assets/audio/env/warehouse_ambiance.wav.import
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assets/audio/env/warehouse_ambiance.wav.import
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[remap]
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importer="wav"
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type="AudioStreamWAV"
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uid="uid://b3xmfa1tt1u0k"
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path="res://.godot/imported/warehouse_ambiance.wav-41f3daa803086dbfed1a991f6a994c51.sample"
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[deps]
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source_file="res://assets/audio/env/warehouse_ambiance.wav"
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dest_files=["res://.godot/imported/warehouse_ambiance.wav-41f3daa803086dbfed1a991f6a994c51.sample"]
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[params]
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force/8_bit=false
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force/mono=false
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force/max_rate=false
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force/max_rate_hz=44100
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edit/trim=false
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edit/normalize=false
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edit/loop_mode=2
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edit/loop_begin=0
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edit/loop_end=-1
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compress/mode=0
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assets/audio/env/warehouse_quiet.wav
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assets/audio/env/warehouse_quiet.wav
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assets/audio/env/warehouse_quiet.wav.import
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assets/audio/env/warehouse_quiet.wav.import
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[remap]
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importer="wav"
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type="AudioStreamWAV"
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uid="uid://bfgk3wmo0gm38"
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path="res://.godot/imported/warehouse_quiet.wav-b576f9d2d1e7c6d350db4a4b4b58a5b2.sample"
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[deps]
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source_file="res://assets/audio/env/warehouse_quiet.wav"
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dest_files=["res://.godot/imported/warehouse_quiet.wav-b576f9d2d1e7c6d350db4a4b4b58a5b2.sample"]
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[params]
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force/8_bit=false
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force/mono=false
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force/max_rate=false
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force/max_rate_hz=44100
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edit/trim=false
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edit/normalize=false
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edit/loop_mode=2
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edit/loop_begin=0
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edit/loop_end=-1
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compress/mode=0
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@ -1,4 +1,4 @@
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[gd_resource type="AudioBusLayout" load_steps=4 format=3 uid="uid://y8ex3sirvm5l"]
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[gd_resource type="AudioBusLayout" load_steps=5 format=3 uid="uid://y8ex3sirvm5l"]
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[sub_resource type="AudioEffectReverb" id="AudioEffectReverb_ev1xl"]
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[sub_resource type="AudioEffectReverb" id="AudioEffectReverb_ev1xl"]
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resource_name = "Reverb"
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resource_name = "Reverb"
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@ -18,6 +18,12 @@ band_db/16000_hz = -5.6
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[sub_resource type="AudioEffectReverb" id="AudioEffectReverb_fa1qn"]
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[sub_resource type="AudioEffectReverb" id="AudioEffectReverb_fa1qn"]
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resource_name = "Reverb"
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resource_name = "Reverb"
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[sub_resource type="AudioEffectCompressor" id="AudioEffectCompressor_vg38f"]
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resource_name = "Compressor"
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threshold = -7.0
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ratio = 18.1
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gain = 9.2
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[resource]
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[resource]
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bus/1/name = &"Explosion"
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bus/1/name = &"Explosion"
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bus/1/solo = false
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bus/1/solo = false
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@ -43,3 +49,5 @@ bus/3/mute = false
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bus/3/bypass_fx = false
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bus/3/bypass_fx = false
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bus/3/volume_db = 0.0
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bus/3/volume_db = 0.0
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bus/3/send = &"Master"
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bus/3/send = &"Master"
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bus/3/effect/0/effect = SubResource("AudioEffectCompressor_vg38f")
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bus/3/effect/0/enabled = true
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@ -38,7 +38,7 @@ application/icon_interpolation=4
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application/file_version=""
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application/file_version=""
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application/product_version=""
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application/product_version=""
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application/company_name=""
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application/company_name=""
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application/product_name=""
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application/product_name="Armazon"
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application/file_description=""
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application/file_description=""
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application/copyright=""
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application/copyright=""
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application/trademarks=""
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application/trademarks=""
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16
main.gd
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main.gd
@ -54,6 +54,12 @@ func _ready() -> void:
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Scoring.reset_score()
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Scoring.reset_score()
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get_node('%arm_ik').start()
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get_node('%arm_ik').start()
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CameraRumble.grab.connect(anim_grab)
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CameraRumble.grab.connect(anim_grab)
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CameraRumble.nuclear_blast.connect(on_nuclear_blast, CONNECT_ONE_SHOT)
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func on_nuclear_blast():
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print("Nuclear blast")
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$audio/ambiance1.stop()
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$audio/ambiance2.play(randf() * 20.0)
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func anim_grab():
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func anim_grab():
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animtree.set("parameters/shot_grab/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE)
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animtree.set("parameters/shot_grab/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE)
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@ -168,11 +174,17 @@ func _on_box_entered(body_rid: RID, body: Node3D, body_shape_index: int, local_s
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if boxes_in_row >= bonus_count:
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if boxes_in_row >= bonus_count:
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boxes_in_row = 0
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boxes_in_row = 0
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do_bonus()
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do_bonus()
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do_success()
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for item in body.items:
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for item in body.items:
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item.queue_free()
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item.queue_free()
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body.queue_free()
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body.queue_free()
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func do_success():
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$world/box_scoring/light_correct.visible = true
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$world/box_scoring/light_correct/Timer.start(0.2)
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$world/box_scoring/buzzer_correct.play()
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func do_bonus():
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func do_bonus():
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wage += wage_bonus
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wage += wage_bonus
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emit_signal("bonus")
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emit_signal("bonus")
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@ -184,6 +196,10 @@ func do_penalty():
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get_tree().call_deferred("change_scene_to_file", "res://score_screen.tscn")
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get_tree().call_deferred("change_scene_to_file", "res://score_screen.tscn")
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return
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return
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emit_signal("penalty")
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emit_signal("penalty")
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$world/box_scoring/light_incorrect.visible = true
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$world/box_scoring/light_incorrect/Timer.start(0.2)
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$world/box_scoring/buzzer_incorrect.play()
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func _on_trash(body_rid: RID, body: Node3D, body_shape_index: int, local_shape_index: int) -> void:
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func _on_trash(body_rid: RID, body: Node3D, body_shape_index: int, local_shape_index: int) -> void:
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body.queue_free()
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body.queue_free()
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@ -12,6 +12,7 @@ config_version=5
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config/name="Armazon"
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config/name="Armazon"
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config/description="Pack boxes safely and efficiently to maximize customer satisfaction."
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config/description="Pack boxes safely and efficiently to maximize customer satisfaction."
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config/version="1.0.0"
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run/main_scene="res://main.tscn"
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run/main_scene="res://main.tscn"
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config/features=PackedStringArray("4.2", "Forward Plus")
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config/features=PackedStringArray("4.2", "Forward Plus")
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boot_splash/bg_color=Color(0.384314, 0.133333, 0.121569, 1)
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boot_splash/bg_color=Color(0.384314, 0.133333, 0.121569, 1)
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@ -11,6 +11,7 @@ falloff_exponent = 2.0
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impulse = 5000
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impulse = 5000
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radius = 10.0
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radius = 10.0
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rumble_amount = 25.0
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rumble_amount = 25.0
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nuclear = true
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[node name="GPUParticles3D" type="GPUParticles3D" parent="."]
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[node name="GPUParticles3D" type="GPUParticles3D" parent="."]
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transform = Transform3D(2, 0, 0, 0, 2, 0, 0, 0, 2, 0, 0, 0)
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transform = Transform3D(2, 0, 0, 0, 2, 0, 0, 0, 2, 0, 0, 0)
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@ -1,6 +1,7 @@
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extends Node
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extends Node
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signal grab()
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signal grab()
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signal nuclear_blast()
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@onready var rumble: float = 0
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@onready var rumble: float = 0
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@onready var holding: bool = false
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@onready var holding: bool = false
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@ -20,6 +20,7 @@ class_name Explosion
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@onready var blast_visual: CSGSphere3D = null
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@onready var blast_visual: CSGSphere3D = null
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@export var rumble_amount: float = 10
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@export var rumble_amount: float = 10
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@export var nuclear: bool = false
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func _ready() -> void:
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func _ready() -> void:
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if Engine.is_editor_hint():
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if Engine.is_editor_hint():
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@ -60,6 +61,8 @@ func _ready() -> void:
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var t = $light.create_tween()
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var t = $light.create_tween()
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t.tween_property($light,'light_energy',0,0.6)
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t.tween_property($light,'light_energy',0,0.6)
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CameraRumble.rumble += rumble_amount
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CameraRumble.rumble += rumble_amount
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if nuclear:
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CameraRumble.emit_signal("nuclear_blast")
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func _exit_tree() -> void:
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func _exit_tree() -> void:
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if not Engine.is_editor_hint():
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if not Engine.is_editor_hint():
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