Audio manager implementation

This commit is contained in:
2026-03-11 10:07:47 -04:00
parent e11eddf1b4
commit ed4359686c
23 changed files with 61 additions and 7 deletions
+2
View File
@@ -94,6 +94,7 @@ func _handle_shooting(delta: float) -> void:
_shoot_timer = 1.0 / stats.fire_rate
func _fire(direction: Vector2) -> void:
AudioManager.play("player_shoot")
# Overclock: every 3rd shot deals 0 damage
var is_zeroed_shot := false
if stats.overclock:
@@ -201,6 +202,7 @@ func take_damage(amount: float) -> void:
stats.current_health -= actual
_iframe_timer = IFRAME_DURATION
AudioManager.play("player_hit")
EventBus.player_health_changed.emit(stats.current_health, stats.max_health)
# Reactive effects on taking damage