fix(client): address PR #43 review — walk key mismatch + 5 suggestions

Fix SOUND_EVENT_ASSETS walk-speed keys to match actual filename
(sfx_footstep_metal_walk), add play_loop null guard, source indicator
colors from Constants, extract CAMERA_DEFAULT_ZOOM, document
consume-once semantics on close_sound_events.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-19 15:37:20 +01:00
co-authored by Claude Opus 4.6
parent e1a1a9cfc2
commit dfcafee3ee
5 changed files with 18 additions and 11 deletions
+2
View File
@@ -201,6 +201,8 @@ func _process(_delta: float) -> void:
# D-018 #125: Play close-range sound events — fired once per snapshot tick.
# Each event is passed to AudioManager.play_sound_event() for 2D positional playback
# on the WorldSFX bus. Events with no registered asset are silently skipped (D-038).
# Consume-once: events are cleared after processing so they don't replay if
# _process runs again before the next server tick (D-009 multiplayer-safe pattern).
func _play_close_sound_events() -> void:
for evt in GameState.close_sound_events:
if not evt is Dictionary or not evt.has("x") or not evt.has("y"):