A bunch of polish

- lock delay
- wall kick tests
- an entirely new music track that changes per level
- Changes to how the music class works (especially when not passing a specific channel)
- New sound effects for getting a tetris, changing levels and game over
- Change piece colours to match the commonly accepted ones
I really should commit more often...
This commit is contained in:
Gordon Pedersen 2023-05-08 09:35:52 +10:00
parent 6e967fb2e5
commit b05fb1e0db
54 changed files with 318 additions and 71 deletions

View file

@ -115,7 +115,7 @@ class SoundInstance
end
def play_music(args, opts = { channel: 0 })
@looping = true
# @looping = true
@key = "MUSIC_CHANNEL_#{opts[:channel]}"
play(args, opts)
end

View file

@ -21,13 +21,13 @@ class CubeTubeGame < GameplayScene
@sprite_index = [
Sprite.for(:black),
Sprite.for(:red),
Sprite.for(:green),
Sprite.for(:cyan),
Sprite.for(:blue),
Sprite.for(:yellow),
Sprite.for(:indigo),
Sprite.for(:violet),
Sprite.for(:orange),
Sprite.for(:yellow),
Sprite.for(:green),
Sprite.for(:violet),
Sprite.for(:red),
Sprite.for(:gray)
]
@ -43,11 +43,63 @@ class CubeTubeGame < GameplayScene
@current_piece_x = 0
@current_piece_y = 0
@current_piece = nil
@current_piece_rotation = 0
@next_piece = nil
@lines_to_clear = []
@line_clear_timer = 0
@lock_delay = 30
@lock_timer = 0
@current_music = :music1
@current_song = 0
@current_song_progress = 0
@cursor_down = nil
@cursor_down_tick = nil
@cursor_piece_x_origin = nil
@cursor_piece_y_origin = nil
# wall kick tests taken from https://tetris.fandom.com/wiki/SRS#Wall_Kicks
@wall_kick_tests = {
[0, 1] => [[-1, 0], [-1, 1], [0, -2], [-1, -2]],
[1, 0] => [[1, 0], [1, -1], [0, 2], [1, 2]],
[1, 2] => [[1, 0], [1, -1], [0, 2], [1, 2]],
[2, 1] => [[-1, 0], [-1, 1], [0, -2], [-1, -2]],
[2, 3] => [[1, 0], [1, 1], [0, -2], [1, -2]],
[3, 2] => [[-1, 0], [-1, -1], [0, 2], [-1, 2]],
[3, 0] => [[-1, 0], [-1, -1], [0, 2], [-1, 2]],
[0, 3] => [[1, 0], [1, 1], [0, -2], [1, -2]],
}
@wall_kick_tests_i = {
[0, 1] => [[-2, 0], [1, 0], [-2, -1], [1, 2]],
[1, 0] => [[2, 0], [-1, 0], [2, 1], [-1, -2]],
[1, 2] => [[-1, 0], [2, 0], [-1, 2], [2, -1]],
[2, 1] => [[1, 0], [-2, 0], [1, -2], [-2, 1]],
[2, 3] => [[2, 0], [-1, 0], [2, 1], [-1, -2]],
[3, 2] => [[-2, 0], [1, 0], [-2, -1], [1, 2]],
[3, 0] => [[1, 0], [-2, 0], [1, -2], [-2, 1]],
[0, 3] => [[-1, 0], [2, 0], [-1, 2], [2, -1]],
}
@song = [
[
[:underscore_b, :underscore2_a, :underscore2_b, :underscore_bridge1, :underscore_bridge2_a, :underscore_b, :underscore_a],
[:silent_bar, :silent_bar, :silent_bar, :silent_bar, :silent_bar, :silent_bar, :silent_bar, :silent_bar, :silent_bar, :silent_bar],
],[
[:lead_beats, :lead_beats, :lead_beats, :lead_beats, :silent_bar, :silent_bar, :silent_bar, :silent_bar, :lead_beats, :lead_beats],
[:underscore_a, :underscore_b, :underscore2_a, :underscore2_b, :underscore_bridge1, nil, :underscore_bridge2_a, nil, nil, :underscore_b]
],[
[:fill1, :fill1, :silent_bar, :silent_bar, :silent_bar, :silent_bar, :silent_bar, :silent_bar, :silent_bar, :silent_bar],
[nil, nil, :lead1, nil, nil, nil, :lead2, nil, nil, nil]
],[
[:silent_bar, :silent_bar, :silent_bar, :silent_bar, :silent_bar, :silent_bar, :silent_bar, :silent_bar, :silent_bar, :silent_bar, :silent_bar, :silent_bar],
[:post_lead, nil, :post_lead2, nil, :loop1_a, :loop1_b, :loop1_a, :loop1_b, :loop2_a, :loop2_b, :loop2_a, :loop2_b],
],[
[:fill1, :fill1, :silent_bar, :silent_bar, :silent_bar, :silent_bar, :silent_bar, :silent_bar, :silent_bar, :silent_bar, :silent_bar, :silent_bar, :silent_bar, :silent_bar, :silent_bar, :silent_bar, :silent_bar, :silent_bar, :silent_bar, :silent_bar, :silent_bar, :silent_bar],
[nil, nil, :lead1, nil, nil, nil, :lead2, nil, nil, nil, :post_lead, nil, :post_lead2, nil, :loop1_a, :loop1_b, :loop1_a, :loop1_b, :loop2_a, :loop2_b, :loop2_a, :loop2_b]
]
]
reset(args)
end
@ -107,7 +159,7 @@ class CubeTubeGame < GameplayScene
(y - @current_piece_y).between?(0, @current_piece[x - @current_piece_x].length - 1) &&
!@current_piece[x - @current_piece_x][y - @current_piece_y].zero?
# render the current piece
render_block(x, y, @current_piece[x - @current_piece_x][y - @current_piece_y])
render_block(x, y, @current_piece[x - @current_piece_x][y - @current_piece_y]) if @lines_to_clear.empty?
end
end
end
@ -191,12 +243,14 @@ class CubeTubeGame < GameplayScene
render_gameover if @showgameover
end
def current_piece_colliding
(0..@current_piece.length - 1).each do |x|
(0..@current_piece[x].length - 1).each do |y|
next if @current_piece[x][y].zero?
if (@current_piece_y + y >= @grid_h) ||
((@current_piece_y + y) >= 0 && @grid[@current_piece_x + x][@current_piece_y + y] != 0)
def piece_colliding(piece, piece_x, piece_y)
return true if (piece_x + piece.length) > @grid_w || piece_x < 0
(0..piece.length - 1).each do |x|
(0..piece[x].length - 1).each do |y|
next if piece[x][y].zero?
if (piece_y + y >= @grid_h) ||
((piece_y + y) >= 0 && @grid[piece_x + x][piece_y + y] != 0)
return true
end
end
@ -204,6 +258,20 @@ class CubeTubeGame < GameplayScene
false
end
def current_piece_colliding
piece_colliding(@current_piece, @current_piece_x, @current_piece_y)
# (0..@current_piece.length - 1).each do |x|
# (0..@current_piece[x].length - 1).each do |y|
# next if @current_piece[x][y].zero?
# if (@current_piece_y + y >= @grid_h) ||
# ((@current_piece_y + y) >= 0 && @grid[@current_piece_x + x][@current_piece_y + y] != 0)
# return true
# end
# end
# end
# false
end
def get_speed
case @level
when 0 then 53
@ -228,8 +296,19 @@ class CubeTubeGame < GameplayScene
end
def change_music
@current_music = @current_music == :music1 ? :music2 : :music1
Music.queue_up(@current_music)
@current_song = (@current_song + 1) % @song.length
@current_song_progress = 0
case @level
when 5
Music.queue_up(:bridge)
when 10
Music.queue_up(:bridge)
when 15
Music.queue_up(:bridge)
when 20
Music.queue_up(:bridge)
end
end
def line_full?(row)
@ -240,6 +319,13 @@ class CubeTubeGame < GameplayScene
end
def plant_current_piece
@lock_timer -= 1
return unless @lock_timer <= 0
@cursor_down = nil
@cursor_piece_x_origin = nil
@cursor_piece_y_origin = nil
(0..@current_piece.length - 1).each do |x|
(0..@current_piece[x].length - 1).each do |y|
next if @current_piece[x][y].zero?
@ -260,7 +346,8 @@ class CubeTubeGame < GameplayScene
@line_clear_timer = 70
if (@lines % 10).floor.zero?
@level += 1
change_music
change_music()
Sound.play(@args, :horn)
end
end
@ -274,6 +361,7 @@ class CubeTubeGame < GameplayScene
end
else
Sound.play(@args, :clear)
Sound.play(@args, :fourlines) if @lines_to_clear.length == 4
@current_speed = get_speed
end
@ -285,32 +373,70 @@ class CubeTubeGame < GameplayScene
@current_piece_x = 4
@current_piece_y = -1
@current_piece_rotation = 0
@lock_timer = @lock_delay
r = (rand 7) + 1
@next_piece =
case r
when 1 then [[r, 0], [r, r], [0, r]]
when 2 then [[0, r], [r, r], [r, 0]]
when 3 then [[r, r, r], [r, 0, 0]]
when 4 then [[r, r], [r, r] ]
when 5 then [[r], [r], [r], [r]]
when 6 then [[r, 0], [r, r], [r, 0]]
when 7 then [[r, 0, 0], [r, r, r]]
when 1 then [[r], [r], [r], [r]] # I
when 2 then [[0, r], [0, r], [r, r]] # J
when 3 then [[r, r], [0, r], [0, r]] # L
when 4 then [[r, r], [r, r]] # O
when 5 then [[r, 0], [r, r], [0, r]] # S
when 6 then [[0, r], [r, r], [0, r]] # T
when 7 then [[0, r], [r, r], [r, 0]] # Z
end
select_next_piece if @current_piece.nil?
end
def rotate_current_piece_left
def wall_kick(new_piece, old_rotation, new_rotation)
is_i = new_piece.length == 1 || (new_piece.length == 4 && new_piece[0].length == 1)
kick_test_set = is_i ? @wall_kick_tests_i : @wall_kick_tests
kick_test = kick_test_set[[old_rotation, new_rotation]]
kick_test.each do |t|
collide = piece_colliding(new_piece, @current_piece_x + t[0], @current_piece_y + t[1])
next if collide
@current_piece_x += t[0]
@current_piece_y += t[1]
return true
end
false
end
def rotate_current_piece(new_piece, new_rotation)
should_rotate = false
if piece_colliding(new_piece, @current_piece_x, @current_piece_y)
should_rotate = wall_kick(new_piece, @current_piece_rotation, new_rotation)
else
should_rotate = true
end
if should_rotate
@lock_timer = @lock_delay
@current_piece_rotation = new_rotation
@current_piece = new_piece
Sound.play(@args, :rotate)
@current_piece = @current_piece.transpose.map(&:reverse)
@current_piece_x = @grid_w - @current_piece.length if (@current_piece_x + @current_piece.length) >= @grid_w
else
# wall kick failed. Don't do the rotation
Sound.play(@args, :move_deny)
end
end
def rotate_current_piece_left
new_piece = @current_piece.transpose.map(&:reverse)
new_rotation = (@current_piece_rotation - 1) % 4
rotate_current_piece(new_piece, new_rotation)
end
def rotate_current_piece_right
Sound.play(@args, :rotate)
@current_piece = @current_piece.transpose.map(&:reverse)
@current_piece = @current_piece.transpose.map(&:reverse)
@current_piece = @current_piece.transpose.map(&:reverse)
new_rotation = (@current_piece_rotation + 1) % 4
rotate_current_piece(new_piece, new_rotation)
end
def fill_grid
@ -339,6 +465,7 @@ class CubeTubeGame < GameplayScene
@current_piece_x -= 1
else
Sound.play(@args, :move)
@lock_timer = @lock_delay
end
else
Sound.play(@args, :move_deny)
@ -353,6 +480,7 @@ class CubeTubeGame < GameplayScene
@current_piece_x += 1
else
Sound.play(@args, :move)
@lock_timer = @lock_delay
end
else
Sound.play(@args, :move_deny)
@ -376,6 +504,7 @@ class CubeTubeGame < GameplayScene
end
end
Sound.play(@args, :drop)
@lock_timer = @lock_delay
@lines_to_clear = []
false
end
@ -384,15 +513,70 @@ class CubeTubeGame < GameplayScene
restart_game if Input.pressed?(@args, :primary) && @gameover && @showgameover
return if @gameover
if @lines_to_clear.empty?
move_current_piece_down if Input.pressed?(@args, :down)
move_current_piece_up if Input.pressed?(@args, :up)
@next_move -= @current_speed / 3 if Input.pressed_or_held?(@args, :left)
if Input.pressed_or_held?(@args, :left)
@next_move -= @current_speed / 3
@lock_timer -= @current_speed / 3 if @lock_timer > 0
end
rotate_current_piece_left if Input.pressed?(@args, :rotate_left)
rotate_current_piece_right if Input.pressed?(@args, :rotate_right)
if @args.inputs.mouse.button_left || @args.inputs.finger_one
if @cursor_down.nil?
@cursor_down = @args.inputs.mouse.button_left ? @args.inputs.mouse.point : @args.inputs.finger_one
@cursor_down_tick = @args.state.tick_count
@cursor_piece_x_origin = @current_piece_x
@cursor_piece_y_origin = @current_piece_y
end
cursor = @args.inputs.mouse.button_left ? @args.inputs.mouse.point : @args.inputs.finger_one
delta_x = cursor.x - @cursor_down.x
if delta_x.negative? && delta_x.abs > (@blocksize * 2) && @cursor_piece_x_origin == @current_piece_x
@next_move -= @current_speed / 3
@lock_timer -= @current_speed / 3 if @lock_timer.positive?
return
end
delta_y = cursor.y - @cursor_down.y
delta_block = (delta_y / @blocksize).floor
max_delta = 0
if delta_block.negative?
@cursor_piece_x_origin.downto((@cursor_piece_x_origin + delta_block)) do |i|
break if piece_colliding(@current_piece, i, @current_piece_y)
max_delta = i
end
else
@cursor_piece_x_origin.upto((@cursor_piece_x_origin + delta_block)) do |i|
break if piece_colliding(@current_piece, i, @current_piece_y)
max_delta = i
end
end
@current_piece_x = max_delta
else
if !@cursor_down.nil? && (@cursor_down_tick + 30) >= @args.state.tick_count && @cursor_piece_x_origin == @current_piece_x
rotate_current_piece_left
end
@cursor_down = nil
@cursor_down_tick = nil
@cursor_piece_x_origin = nil
@cursor_piece_y_origin = nil
end
if @args.inputs.mouse.click
rotate_current_piece_left if @cursor_piece_x_origin.nil?
end
end
if @args.inputs.keyboard.key_down.equal_sign
@level += 1
@lines += 10
change_music()
Sound.play(@args, :horn)
end
end
@ -411,13 +595,29 @@ class CubeTubeGame < GameplayScene
@next_move -= 1
return unless @next_move <= 0
@next_move = @current_speed
@current_piece_y += 1
return unless current_piece_colliding
if current_piece_colliding
@current_piece_y -= 1
plant_current_piece
else
@lock_timer = @lock_delay
@next_move = @current_speed
end
end
def iterate_music
Music.resume(@args) if !Music.stopped?(@args) && Music.paused?(@args)
return unless Music.stopped?(@args, 0) && (!Music.queue[0] || Music.queue[0].empty?)
song_length = @song[@current_song][0].length
@current_song_progress = @current_song_progress % song_length # just in case we changed to a shorter song
@song[@current_song].each_with_index do |track, i|
if @current_song_progress < track.length && !track[@current_song_progress].nil?
Music.play(@args, track[@current_song_progress], { channel: i })
end
end
@current_song_progress = (@current_song_progress + 1) % song_length
end
def iterate
@ -428,8 +628,7 @@ class CubeTubeGame < GameplayScene
# skip the rest if it's game over
return if @gameover
# resume music if it's paused
Music.resume(@args) if !Music.stopped(@args) && Music.paused(@args)
iterate_music
iterate_train_bounce
@ -461,6 +660,7 @@ class CubeTubeGame < GameplayScene
@current_piece_x = 4
@current_piece_y = -1
@current_piece = nil
@current_piece_rotation = 0
@next_piece = nil
select_next_piece
@lines_to_clear = []
@ -475,8 +675,10 @@ class CubeTubeGame < GameplayScene
end
end
@current_music = :music1
Music.play(args, @current_music)
Music.set_volume(args, args.state.setting.music ? 0.8 : 0.0)
@current_song = 0
@current_song_progress = 0
Music.stop(args)
Music.set_volume(args, args.state.setting.music ? 0.6 : 0.0)
Music.play(args, :underscore_a)
end
end

View file

@ -30,7 +30,7 @@ class MainMenu < MenuScene
# actual menu logic is handled by the MenuScene super class
super
Music.play(args, :ambience) if args.state.setting.music && Music.stopped(args)
Music.play(args, :ambience) if args.state.setting.music && Music.stopped?(args)
@next_announcement ||= 0
if @next_announcement <= args.state.tick_count
next_sec = random(20..50)

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@ -32,6 +32,6 @@ class PauseMenu < MenuScene
# called every tick of the game loop
def tick(args)
super
Music.pause(args) unless Music.stopped(args) || Music.paused(args)
Music.pause(args) unless Music.stopped?(args) || Music.paused?(args)
end
end

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@ -9,6 +9,9 @@ end
# Code that runs every game tick (mainly just calling other ticks)
def tick(args)
init(args) if args.state.tick_count.zero?
Music.tick(args)
# this looks good on non 16:9 resolutions; game background is different
args.outputs.background_color = TRUE_BLACK.values
@ -22,8 +25,6 @@ def tick(args)
scene.tick(args) if scene.tick_in_background || scene == args.state.scene_stack.last
end
Music.tick(args)
debug_tick(args)
rescue FinishTick
end

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@ -21,40 +21,64 @@ module Music
MUSIC.fetch(key).play_music(args, opts)
end
def stopped(args, channel = 0)
!args.audio.key?("MUSIC_CHANNEL_#{channel}")
def stopped?(args, channel = nil)
channel_names(args, channel).none? do |c|
args.audio.key?(c)
end
end
def paused(args, channel = 0)
args.audio["MUSIC_CHANNEL_#{channel}"].paused unless stopped(args, channel)
def paused?(args, channel = nil)
channel_names(args, channel).all? do |c|
args.audio.key?(c) && args.audio[c].paused
end
end
def stop(args, channel = 0)
args.audio.delete("MUSIC_CHANNEL_#{channel}")
def stop(args, channel = nil)
channel_names(args, channel).each do |c|
args.audio.delete(c)
end
end
def pause(args, channel = 0)
args.audio["MUSIC_CHANNEL_#{channel}"].paused = true unless stopped(args, channel)
def pause(args, channel = nil)
channel_names(args, channel).each do |c|
args.audio[c].paused = true unless stopped?(args, c)
end
end
def resume(args, channel = 0)
args.audio["MUSIC_CHANNEL_#{channel}"].paused = false unless stopped(args, channel)
def resume(args, channel = nil)
channel_names(args, channel).each do |c|
args.audio[c].paused = false unless stopped?(args, c)
end
end
def set_volume(args, volume, channel = 0)
args.audio["MUSIC_CHANNEL_#{channel}"].gain = volume unless stopped(args, channel)
def set_volume(args, volume, channel = nil)
channel_names(args, channel).each do |c|
args.audio[c].gain = volume
end
end
def channel_names(args, channel = nil)
if channel.nil?
args.audio.keys.select do |key|
key.start_with? 'MUSIC_CHANNEL_'
end
elsif channel.is_a?(String)
[channel]
elsif channel.is_a?(Numeric)
["MUSIC_CHANNEL_#{channel}"]
else
channel
end
end
def tick(args)
queue.each do |channel, value|
unless value.empty?
next if value.empty?
if args.audio["MUSIC_CHANNEL_#{channel}"]
if args.audio["MUSIC_CHANNEL_#{channel}"].looping
args.audio["MUSIC_CHANNEL_#{channel}"].looping = false
end
args.audio["MUSIC_CHANNEL_#{channel}"].looping = false if args.audio["MUSIC_CHANNEL_#{channel}"].looping
else
value.shift.play_music(args, { channel: channel, gain: args.state.setting.music ? 0.8 : 0.0 })
end
value.shift.play_music(args, { channel: channel, gain: args.state.setting.music ? 0.8 : 0.0, paused: false })
end
end
end

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@ -16,14 +16,14 @@ icon=metadata/icon.png
# compile_ruby=false
# Uncomment the entry below to specify the package name for your APK
# packageid=org.dev.gamename
packageid=au.death.cubetube
# Setting this property to true will enable High DPI rendering (try in combination with scale_quality to see what looks best)
# highdpi=false
# === Portrait Mode ===
# The orientation can be set to either landscape (1280x720) or portrait (720x1280)
# orientation=landscape
orientation=landscape
# === HD Mode ===

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@ -2,8 +2,24 @@
module Music
MUSIC = {
music1: SoundInstance.new({ path: 'music/music1.ogg', looping: true }),
music2: SoundInstance.new({ path: 'music/music2.ogg', looping: true }),
ambience: SoundInstance.new({ path: 'music/ambience1.ogg', looping: true })
ambience: SoundInstance.new({ path: 'music/ambience1.ogg', looping: true }),
underscore_a: SoundInstance.new({ path: 'music/pyramids/underscore1_a.ogg', looping: false }),
underscore_b: SoundInstance.new({ path: 'music/pyramids/underscore1_b.ogg', looping: false }),
underscore2_a: SoundInstance.new({ path: 'music/pyramids/underscore2_a.ogg', looping: false }),
underscore2_b: SoundInstance.new({ path: 'music/pyramids/underscore2_b.ogg', looping: false }),
underscore_bridge1: SoundInstance.new({ path: 'music/pyramids/underscore_bridge1.ogg', looping: false }),
underscore_bridge2_a: SoundInstance.new({ path: 'music/pyramids/underscore_bridge2+a.ogg', looping: false }),
lead_beats: SoundInstance.new({ path: 'music/pyramids/lead_beats.ogg', looping: false }),
fill1: SoundInstance.new({ path: 'music/pyramids/fill1.ogg', looping: false }),
lead1: SoundInstance.new({ path: 'music/pyramids/lead1.ogg', looping: false }),
lead2: SoundInstance.new({ path: 'music/pyramids/lead2.ogg', looping: false }),
loop1_a: SoundInstance.new({ path: 'music/pyramids/loop1_a.ogg', looping: false }),
loop1_b: SoundInstance.new({ path: 'music/pyramids/loop1_b.ogg', looping: false }),
loop2_a: SoundInstance.new({ path: 'music/pyramids/loop1_a.ogg', looping: false }),
loop2_b: SoundInstance.new({ path: 'music/pyramids/loop1_b.ogg', looping: false }),
post_lead: SoundInstance.new({ path: 'music/pyramids/post_lead.ogg', looping: false }),
post_lead2: SoundInstance.new({ path: 'music/pyramids/post_lead2.ogg', looping: false }),
bridge: SoundInstance.new({ path: 'music/pyramids/underscore_bridge2+a.ogg', looping: false }),
silent_bar: SoundInstance.new({ path: 'music/pyramids/silent_bar.ogg', looping: false }),
}
end

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@ -5,13 +5,16 @@ module Sound
menu: SoundInstance.new({ path: 'sounds/menu.wav' }),
select: SoundInstance.new({ path: 'sounds/select.wav' }),
clear: SoundInstance.new({ path: 'sounds/clear.wav' }),
fourlines: SoundInstance.new({ path: 'sounds/fourlines.wav' }),
drop: SoundInstance.new({ path: 'sounds/drop.wav' }),
move: SoundInstance.new({ path: 'sounds/move.wav' }),
move_deny: SoundInstance.new({ path: 'sounds/move_deny.wav' }),
rotate: SoundInstance.new({ path: 'sounds/rotate.wav' }),
gameover: SoundInstance.new({ path: 'sounds/gameover.wav' }),
train_stop: SoundInstance.new({ path: 'sounds/train_stop.wav' }),
train_stop2: SoundInstance.new({ path: 'sounds/train_stop2.wav' }),
train_leave: SoundInstance.new({ path: 'sounds/train_leave.wav' }),
horn: SoundInstance.new({ path: 'sounds/horn.wav' }),
chime: SoundInstance.new({ path: 'sounds/please_stand_clear.wav' }),
ambient1: SoundInstance.new({ path: 'sounds/announcement.ogg', loop: false }),
ambient2: SoundInstance.new({ path: 'sounds/announcement2.ogg', loop: false }),

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@ -15,6 +15,7 @@ module Sprite
red: SpriteInstance.new({ w: 176, h: 148, path: 'sprites/box/red.png' }),
green: SpriteInstance.new({ w: 176, h: 148, path: 'sprites/box/green.png' }),
blue: SpriteInstance.new({ w: 176, h: 148, path: 'sprites/box/blue.png' }),
cyan: SpriteInstance.new({ w: 176, h: 148, path: 'sprites/box/cyan.png' }),
yellow: SpriteInstance.new({ w: 176, h: 148, path: 'sprites/box/yellow.png' }),
indigo: SpriteInstance.new({ w: 176, h: 148, path: 'sprites/box/indigo.png' }),
violet: SpriteInstance.new({ w: 176, h: 148, path: 'sprites/box/violet.png' }),

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