Removed some logging and commented out code
Also added a couple of comments related to the scene logic
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9a82b55505
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5 changed files with 13 additions and 50 deletions
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@ -8,10 +8,8 @@ class SettingsMenu < MenuScene
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key: :sfx,
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kind: :toggle,
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on_select: ->(args) do
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puts 'toggle sfx'
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GameSetting.save_after(args) do |args|
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args.state.setting.sfx = !args.state.setting.sfx
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puts "sfx = #{args.state.setting.sfx}"
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end
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end
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},
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@ -18,7 +18,6 @@ def tick(args)
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Input.track_swipe(args) if mobile?
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# Scene.send("tick_#{args.state.scene}", args)
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args.state.scene_stack.each do |scene|
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scene.tick(args) if scene.tick_in_background || scene == args.state.scene_stack.last
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end
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@ -49,15 +49,11 @@ module Music
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queue.each do |channel, value|
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unless value.empty?
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if args.audio["MUSIC_CHANNEL_#{channel}"]
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puts "THERE'S MUSIC CURRENTLY PLAYING #{args.audio["MUSIC_CHANNEL_#{channel}"]}"
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if args.audio["MUSIC_CHANNEL_#{channel}"].looping
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puts "CANCEL THE LOOP ON CURRENT MUSIC"
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args.audio["MUSIC_CHANNEL_#{channel}"].looping = false
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end
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else
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puts "PLAY THAT FUNKY MUSIC! #{value}"
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value.shift.play_music(args, { channel: channel, gain: args.state.setting.music ? 0.8 : 0.0 })
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puts "Now, the queue is #{value}"
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end
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end
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end
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@ -7,8 +7,8 @@
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# SceneInstance
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#
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# The main `#tick` of the game handles delegating to the current scene based on
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# the `args.state.scene` value, which is a symbol of the current scene, ex:
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# `:gameplay`
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# the `args.state.scene_stack` value, which contains the current scene, as well
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# as scenes that can be "popped" back to.
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module Scene
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class << self
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# Change the current scene, and optionally reset the scene that's begin
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@ -19,15 +19,21 @@ module Scene
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args.state.scene_stack ||= []
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# if we're here /not/ from push or pop, clear the scene stack
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args.state.scene_stack.clear unless push_or_pop
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args.state.scene_stack.push(scene) if args.state.scene_stack.empty?
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# if `scene` is not a `SceneInstance`, it's probably a symbol representing
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# the scene we're switching to, so go get it.
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the_scene = scene.is_a?(SceneInstance) ? scene : SCENES[scene].new(args)
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scene.reset(args) if reset
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# if the stack is empty (e.g. we just cleared it), then push this scene
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args.state.scene_stack.push(the_scene) if args.state.scene_stack.empty?
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# if we asked to reset the scene, then do so.
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the_scene.reset(args) if reset
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args.state.scene = scene
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raise FinishTick, 'finish tick early'
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end
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# Change the current scene and push the previous scene onto the stack
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# Change the current scene by pushing it onto the scene stack
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def push(args, scene, reset: false)
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args.state.scene_stack ||= []
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the_scene = scene.is_a?(SceneInstance) ? scene : SCENES[scene].new(args)
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@ -23,40 +23,4 @@ module Sound
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SOUNDS.fetch(key).resume(args)
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end
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end
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end
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# # play a sound effect. the file in sounds/ must match the key name. ex:
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# # play_sfx(args, :select)
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# def play_sfx(args, key)
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# if args.state.setting.sfx
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# args.outputs.sounds << "sounds/#{key}.wav"
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# end
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# end
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# # play the specified music track, the key must correspond to the
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# # `sounds/#{key}.ogg` file naming scheme.
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# def play_music(args, key)
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# args.audio[:music] = { input: "sounds/#{key}.ogg", looping: true, }
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# set_music_vol(args)
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# end
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# # sets the music vol based on whether or not music is enabled or disabled
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# def set_music_vol(args)
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# vol = args.state.setting.music ? 0.8 : 0.0
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# args.audio[:music]&.gain = vol
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# end
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# # pause the currently playing music track
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# def pause_music(args)
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# args.audio[:music].paused = true
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# end
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# # pause the current music track
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# def resume_music(args)
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# args.audio[:music].paused = false
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# end
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# # stop the currently playing music track
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# def stop_music(args)
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# args.audio.delete(:music)
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# end
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end
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