Made N_POINTCASTS_TO_PLAYER an exported variable
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1 changed files with 5 additions and 4 deletions
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@ -3,6 +3,8 @@ extends AudioStreamPlayer2D
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# EXPORTED VARS
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@export_category("dampening effect")
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@export var n_pointcasts_to_player: int = 25
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@export var lowpass_cutoff_mult: float = 1000
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@export var lowpass_cutoff_min: float = 100
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@export var dampening_distance_divisor_mult: float = 500
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@ -86,7 +88,6 @@ func determine_reverb_params() -> Array[float]:
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# DETERMINE DAMPENING (LOWPASS) EFFECT PARAMETERS
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const N_POINTCASTS_TO_PLAYER: int = 25
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const POINTCAST_TO_PLAYER_COLL_MASK: int = 0b00000000_00000000_00000000_00000001
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const LOWPASS_CUTOFF_MAX: float = 20000
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@ -100,16 +101,16 @@ func determine_distance_amount_blocked() -> float:
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var n_coll: int = 0
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# cast points towards player
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var space_state = get_world_2d().direct_space_state
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for i in range(N_POINTCASTS_TO_PLAYER):
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for i in range(n_pointcasts_to_player):
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# linear interpolate between own position and player position
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var point_pos = lerp(self.global_position, position_player, i/float(N_POINTCASTS_TO_PLAYER))
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var point_pos = lerp(self.global_position, position_player, i/float(n_pointcasts_to_player))
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var query_params = PhysicsPointQueryParameters2D.new()
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query_params.collision_mask = POINTCAST_TO_PLAYER_COLL_MASK
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query_params.position = point_pos
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var result = space_state.intersect_point(query_params)
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if len(result) > 0:
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n_coll += 1
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return (n_coll*distance_to_player) / (float(N_POINTCASTS_TO_PLAYER)*dampening_distance_divisor_mult)
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return (n_coll*distance_to_player) / (float(n_pointcasts_to_player)*dampening_distance_divisor_mult)
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# AUDIO EFFECTS
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