Add setting true/false audio background in war level
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@@ -15,7 +15,6 @@ onready var mscene = load("res://db/MScene.gd")
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func _ready():
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_load_translations()
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_play_ambiant_sound()
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_load_meshes()
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func _process(_delta):
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@@ -145,6 +144,3 @@ func _check_collider(space_state):
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var node = result["collider"].get_parent()
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if node != null:
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_start_dissolve(node.name)
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func _play_ambiant_sound():
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$AmbiantSound.play()
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@@ -8,6 +8,7 @@ onready var last_btn = null
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func _ready():
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_display_hud_menu()
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_play_ambiant_sound()
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func _display_hud_menu():
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var counter = 0
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@@ -22,21 +23,20 @@ func _display_hud_menu():
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# Back to main scene
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func _on_TextureButton_pressed():
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print("[levels#_on_TextureButton_pressed] quit to menu")
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Global.goto_scene("res://scenes/main.tscn")
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func _create_button_info(scene, counter, label_id):
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var btn = null
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if counter == 0:
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print("[warCraft#_create_button_info] ["+String(counter)+"] use first")
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btn = object_first.instance()
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#print("[warCraft#_create_button_info] ["+String(counter)+"] use first")
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elif counter == meshes.size() - 1:
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btn = object_last.instance()
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print("[warCraft#_create_button_info] ["+String(counter)+"] use last")
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#print("[warCraft#_create_button_info] ["+String(counter)+"] use last")
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else:
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btn = object_std.instance()
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print("[warCraft#_create_button_info] ["+String(counter)+"] use standar")
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#print("[warCraft#_create_button_info] ["+String(counter)+"] use standar")
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if label_id != null and label_id == scene.label_id():
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last_btn.get_node("Label").set_text(last_btn.get_node("Label").text + " X")
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@@ -45,3 +45,8 @@ func _create_button_info(scene, counter, label_id):
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btn.get_node("Label").set_text(scene.label())
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last_btn = btn
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func _play_ambiant_sound():
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if Global.get_setting_ambiant_sound():
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$AmbiantSound.play()
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$AmbiantSound.stream_paused = false
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@@ -738,7 +738,7 @@ shape = SubResource( 17 )
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[node name="AmbiantSound" type="AudioStreamPlayer" parent="."]
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stream = ExtResource( 46 )
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volume_db = -15.0
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autoplay = true
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stream_paused = true
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[connection signal="pressed" from="Quit/TextureButton" to="." method="_on_TextureButton_pressed"]
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