No description
Adds an AudioManager autoload with three buses (Master, Music routed to Master, SFX routed to Master), a small catalog of looping music + one-shot SFX, and a single persistent AudioStreamPlayer for the music director. Music * Day and night loops swap on Clock.phase_changed (night during the night phase, day everywhere else). Tracks pulled from Retro Farming Music 1 (day) and Cozy Melodies Pack 1 (night), both loopable OGG. SFX * Tree.fell, Rock.mined, BigRock.mined → tree_fell / mine_tick. * EventBus.pawn_took_damage → combat_hit (Sword Pack 1). * EventBus.storyteller_event_fired → ui_confirm sting. * EventBus.alert_added → ui_click. * play_sfx is rate-limited per key (80ms cooldown) so fast-sim doesn't saturate the mixer. Settings + suspend * SettingsMenu master/music/sfx sliders now live-bind to the bus dB via Audio.set_*_linear (linear → dB internally, 0 → -80dB silence). The ambient slider is intentionally unwired; no ambient bus this pass. * NOTIFICATION_APPLICATION_PAUSED + FOCUS_OUT mute the Master bus to match the existing "no background sim" rule. Resume + focus restore it. Bundle housekeeping * Two zipped packs in the ElvGames bundle (Cozy Melodies Pack 1, Retro Farming Music 1) extracted in place to keep pack identity intact for the license/credits string. 8 OGG files curated into audio/ at ~5.3MB. Verified end-to-end via MCP runtime: buses online, day_loop plays at boot, manual phase swap day→night→day round-trips, slider linear→dB mapping correct (0.5 → -6.02dB, 0.0 → -80dB), tree_fell SFX triggers. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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|---|---|---|
| .claude | ||
| art | ||
| audio | ||
| autoload | ||
| data | ||
| docs | ||
| scenes | ||
| tests | ||
| tools | ||
| .gitignore | ||
| .mcp.json | ||
| CLAUDE.md | ||
| icon.svg | ||
| icon.svg.import | ||
| memory.md | ||
| project.godot | ||
| README.md | ||
rimlike
A 2D, tile-based cute-farming-RPG-meets-colony-sim for mobile and handheld. Rimworld DNA, Going Medieval × Stardew lodestars. Built on Godot 4.
Working title rimlike — rename TBD.
Working in this repo
- Project rules:
CLAUDE.md - Decisions index + open questions:
memory.md - Phased build plan (the checklist):
docs/implementation.md - Game design:
docs/design.md - Tech / engine layout:
docs/architecture.md - Touch UX:
docs/ui.md - Art / tilesets / license:
docs/art.md
On a fresh clone
The proprietary Godot MCP Pro addon is gitignored. Re-copy from the local install before opening the project:
cp -r /mnt/d/godot/mcp/addons/godot_mcp ./addons/
Then open project.godot in Godot 4.6+. Project → Project Settings → Plugins → enable Godot MCP Pro. Look for the green dot in the "MCP Pro" bottom panel.
Engine
Godot 4.6.2 stable, GDScript only, GL Compatibility renderer (max mobile reach), 16×16 pixel art (texture filter = nearest, pixel snap on).