feat: added explosion sounds
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@@ -5,6 +5,7 @@ var explosion_radius: float = 2.5
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var explosion_knockback: float = 20.0
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var can_self_damage: bool = false
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var falloff_curve: float = 1.0 # 1.0 is linear, 2.0 is quadratic (steep drop)
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var explosion_pitch: float = 1.0 # Audio pitch for explosion
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var flight_sound: AudioStreamPlayer3D
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var smoke_sys: GPUParticles3D
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var jet_sys: GPUParticles3D
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@@ -221,3 +222,14 @@ func _explode(pos: Vector3) -> void:
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tween.tween_property(mat, "albedo_color:a", 0.0, 0.3)
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tween.parallel().tween_property(visual, "scale", Vector3(1.1, 1.1, 1.1), 0.3)
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tween.tween_callback(visual.queue_free)
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# Audio Effect
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var audio = AudioStreamPlayer3D.new()
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audio.stream = load("res://assets/sounds/shotgun_fire.wav") # using shotgun fire for a crash explosion
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audio.bus = "SFX"
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audio.pitch_scale = explosion_pitch
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audio.max_distance = 150.0
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get_tree().current_scene.add_child(audio)
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audio.global_position = pos
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audio.play()
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audio.finished.connect(audio.queue_free)
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