Dzwiek broni

This commit is contained in:
Tomasz Boruc 2026-10-17 18:37:56 +02:00
parent 8b50c5f5b9
commit f4b3fe79ae
9 changed files with 73 additions and 5 deletions

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@ -0,0 +1,46 @@
Godot Engine v4.7.2.stable.official.ed1daf0bf - https://godotengine.org
[ 0% ] first_scan_filesystem | Started Project initialization (5 steps)
[ 0% ] first_scan_filesystem | Scanning file structure...
[ 16% ] first_scan_filesystem | Loading global class names...
[ 33% ] first_scan_filesystem | Verifying GDExtensions...
[ 50% ] first_scan_filesystem | Creating autoload scripts...
[ 66% ] first_scan_filesystem | Initializing plugins...
Godot MCP Toolkit v1.0.3 — by NPGameDev · npgamedev.com
[MCPExtensions] Hot-reload watcher active
[MCPServer] port: scanning 6550-6560 (default)
[MCPServer] session token written to user://addons/godot_mcp_toolkit/project_instance_32cc2271ac67/mcp_token
[MCPServer] listening on 127.0.0.1:6551
[MCPRegistry] registered c:/users/tomek/documents/godot/randoloot on port 6551
[ 83% ] first_scan_filesystem | Starting file scan...
[ DONE ] first_scan_filesystem

[ 0% ] update_scripts_classes | Started Registering global classes... (4 steps)
[ 0% ] update_scripts_classes | WeaponAudio
[ 20% ] update_scripts_classes | 
[ 40% ] update_scripts_classes | 
[ 60% ] update_scripts_classes | 
[ DONE ] update_scripts_classes

[ 0% ] reimport | Started (Re)Importing Assets (1 steps)
[ 0% ] reimport | Preparing files to reimport...
[ 0% ] reimport | Executing pre-reimport operations...
[ 0% ] reimport | radiation.mp3
[ 50% ] reimport | Finalizing Asset Import...
[ DONE ] reimport

[ 0% ] reimport | Started (Re)Importing Assets (1 steps)
[ 0% ] reimport | Executing post-reimport operations...
[ DONE ] reimport

[ 0% ] loading_editor_layout | Started Loading editor (5 steps)
[ 0% ] loading_editor_layout | Loading editor layout...
[ 16% ] loading_editor_layout | Loading docks...
[ 33% ] loading_editor_layout | Reopening scenes...
[ 50% ] loading_editor_layout | Loading central editor layout...
[ 66% ] loading_editor_layout | Loading plugin window layout...
[ 83% ] loading_editor_layout | Editor layout ready.
[ DONE ] loading_editor_layout

[MCPServer] stopped
[MCPRegistry] deregistered c:/users/tomek/documents/godot/randoloot

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@ -0,0 +1,19 @@
[remap]
importer="mp3"
type="AudioStreamMP3"
uid="uid://xvk4gbt3m8jk"
path="res://.godot/imported/radiation.mp3-702854fbc0298ea0549de8d1ea05ab90.mp3str"
[deps]
source_file="res://assets/sounds/effects/radiation.mp3"
dest_files=["res://.godot/imported/radiation.mp3-702854fbc0298ea0549de8d1ea05ab90.mp3str"]
[params]
loop=false
loop_offset=0
bpm=0
beat_count=0
bar_beats=4

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@ -14,7 +14,7 @@ stat_suffix = " DMG"
weapon_kind = 4
fire_interval = 0.8
projectile_speed = 430.0
weapon_range = 400.0
weapon_range = 300.0
damage_lower_roll_min = 10
damage_lower_roll_max = 14
damage_spread_roll_min = 4

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@ -2,7 +2,7 @@ extends RefCounted
class_name WeaponAudio
const SOUND_PATHS := {
ItemDefinition.WeaponKind.GAMMA: "res://assets/sounds/effects/plasma.mp3",
ItemDefinition.WeaponKind.GAMMA: "res://assets/sounds/effects/radiation.mp3",
ItemDefinition.WeaponKind.PLASMA: "res://assets/sounds/effects/plasma.mp3",
ItemDefinition.WeaponKind.MACHINE_GUN: "res://assets/sounds/effects/machine_gun.mp3",
ItemDefinition.WeaponKind.LASER: "res://assets/sounds/effects/laser.mp3",

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@ -1,7 +1,7 @@
extends RefCounted
const MAX_LEVEL := 1000
const COUNT_POINTS := [Vector2(1, 5), Vector2(10, 10), Vector2(50, 18), Vector2(100, 23), Vector2(250, 29), Vector2(500, 34), Vector2(1000, 40)]
const COUNT_POINTS := [Vector2(1, 11), Vector2(10, 11), Vector2(15, 11), Vector2(50, 18), Vector2(100, 23), Vector2(250, 29), Vector2(500, 34), Vector2(1000, 40)]
const ELITES_PER_LEVEL := 2
static func enemy_count(level: int) -> int:

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@ -5,6 +5,10 @@ const GENERATOR := preload("res://scripts/levels/system_generator.gd")
const ENEMY := preload("res://scenes/game/enemy_ship.tscn")
func _ready() -> void:
assert(BALANCE.enemy_tiers(1).count(0) == 8)
assert(preload("res://resources/items/gamma_cannon.tres").weapon_range == 300.0)
for level in range(2, 1001):
assert(BALANCE.enemy_count(level) >= BALANCE.enemy_count(level - 1))
for level in range(1, 1001):
var tiers := BALANCE.enemy_tiers(level)
assert(tiers.count(1) == 2 and tiers.count(2) == 1)

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@ -59,8 +59,7 @@ func _ready() -> void:
assert(absf(position.x) <= 2380 and absf(position.y) <= 1580)
for other_index in range(index + 1, enemies.size()):
assert(position.distance_to(enemies[other_index]["position"]) >= GENERATOR.ENEMY_MIN_SEPARATION)
if level <= 10:
assert(enemies[index]["tier"] == (2 if index == 0 else 0))
assert(enemies[index]["tier"] == BALANCE.enemy_tiers(level)[index])
assert(observed_counts.size() == 5)
assert(observed_ship_types.size() == GENERATOR.ALIEN_SHIPS.TEXTURES.size())
print("SYSTEM_GENERATION_TEST: PASS (420 layouts, deterministic retries, planets, safe spawn and level balance 1–1000)")