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Implement a dedicated slider.wav sound effect that triggers only during manual slider adjustments #578
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Implement a dedicated slider.wav sound effect that triggers only during manual slider adjustments #578
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| - [Release Drafter](https://github.com/release-drafter/release-drafter?tab=readme-ov-file#readme) | ||
| - [Close Stale Issues and PRs](https://github.com/actions/stale) | ||
| - [AllContributors GitHub App](https://allcontributors.org/docs/en/bot/installation) | ||
| - [Deepsource](https://github.com/deepsource) | ||
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| 9. [Free Web Browser Game Deployment Platforms](files/docs/Platforms_for_Web_Deployment_Guide.md) | ||
| <!-- markdownlint-enable line-length --> | ||
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| - Observer-based Settings System: Centralized GameSettingsResource that handles | ||
| automatic persistence and UI synchronization through signals. | ||
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| ### Project Structure (`scripts/`) | ||
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| Post-Refactor Phase 4 (PR `#582`), the root `scripts/` directory has been fully | ||
| reorganised into purpose-specific sub-directories: | ||
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| | Directory | Contents | | ||
| |----------------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | ||
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| | `scripts/core/` | Foundational systems: `game_paths.gd` (centralised path registry), `globals.gd`, `main_scene.gd`, `settings.gd` | | ||
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| | `scripts/resources/` | Data containers & configuration: `game_settings_resource.gd`, `audio_constants.gd` | | ||
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| | `scripts/entities/` | Game objects: `player.gd`, `bullet.gd`, `weapon.gd` | | ||
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| | `scripts/system/` | Platform wrappers & integrations: `audio_web_bridge.gd`, `JavaScriptBridgeWrapper.gd`, `OSWrapper.gd` | | ||
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| | `scripts/managers/` | Game-loop managers: `audio_manager.gd`, `parallax_manager.gd`, `resource_preloader.gd` | | ||
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| | `scripts/ui/` | Interface layer: `hud.gd`; sub-dirs `menus/` (main, pause, options, audio, gameplay, key-mapping, advanced), `screens/` (splash, loading), `components/` (volume slider, input remap button) | | ||
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| --- | ||
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| ## 🟢 Current Development Status | ||
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| - Modifier-aware remapping requires explicit key+modifier press for | ||
| unique bindings. | ||
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| ### Milestone 14 | ||
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| **Status:** Stable gameplay loop with synced UI systems and GUT-based | ||
| unit testing. | ||
| **Active Focus:** Gameplay expansion (AI enemies, multiplayer, levels). | ||
| **Version:** v0.9.18 | ||
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| ### Milestone 16 | ||
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| **Status:** Stable gameplay loop with fully refactored scripts architecture, | ||
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| synced UI systems, and GUT-based unit testing. | ||
| **Active Focus:** Gameplay expansion (AI enemies, multiplayer, levels). | ||
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| Track progress via [Milestones](https://github.com/ikostan/SkyLockAssault/milestones). | ||
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| --- | ||
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| [remap] | ||
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| importer="wav" | ||
| type="AudioStreamWAV" | ||
| uid="uid://6asmf6p6ftp5" | ||
| path="res://.godot/imported/slider.wav-562467666e90bfee2364ab6985972073.sample" | ||
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| [deps] | ||
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| source_file="res://files/sounds/sfx/slider.wav" | ||
| dest_files=["res://.godot/imported/slider.wav-562467666e90bfee2364ab6985972073.sample"] | ||
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| [params] | ||
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| force/8_bit=false | ||
| force/mono=false | ||
| force/max_rate=false | ||
| force/max_rate_hz=44100 | ||
| edit/trim=false | ||
| edit/normalize=false | ||
| edit/loop_mode=0 | ||
| edit/loop_begin=0 | ||
| edit/loop_end=-1 | ||
| compress/mode=2 | ||
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