UI Improvements and gameover train slowdown

This commit is contained in:
Gordon Pedersen 2023-04-18 17:07:33 +10:00
parent 2f18e6790c
commit ca6d5aa239
4 changed files with 44 additions and 4 deletions

View file

@ -62,7 +62,13 @@ class CubeTubeGame < GameplayScene
0, 0, 0
]
@bg_x += (@level + 2) * 2 unless @gameover
if @gameover
@gameover_tick = @args.state.tick_count if @gameover_tick == 0
ease = 1.0 - @args.easing.ease(@gameover_tick, @args.state.tick_count, 60, :quad)
@bg_x += (@level + 5) * ease
else
@bg_x += @level + 5 unless @gameover
end
@bg_x %= @bg_w if @bg_x >= @bg_w
Sprite.for(:tunnel_loop).render(@args, { x: @bg_x, y: 0, w: @bg_w, h: 720 })
@ -128,7 +134,15 @@ class CubeTubeGame < GameplayScene
render_piece next_piece, @next_piece_box[0] + centerx, @next_piece_box[1] + centery
@args.outputs.labels << [screen_x + 33, screen_y + screen_h - 8, 'Next piece', 8, 255, 255, 255, 255 ]
@args.outputs.labels << label(
'Next piece',
x: screen_x + (screen_w / 2),
y: screen_y + screen_h - 10,
align: ALIGN_CENTER,
size: 8,
font: FONT_DOTMATRIX,
color: YELLOW
)
screen_s =
case (@args.state.tick_count % 32)
@ -142,8 +156,24 @@ class CubeTubeGame < GameplayScene
end
def render_score
@args.outputs.labels << [200, 600, "Lines: #{@lines}", 10, 255, 255, 255, 255]
@args.outputs.labels << [400, 600, "Level: #{@level}", 10, 255, 255, 255, 255]
@args.outputs.labels << label(
"Lines: #{@lines}",
x: 65,
y: @grid_x + 215,
size: 10,
color: YELLOW,
font: FONT_DOTMATRIX
)
@args.outputs.labels << label(
"Level: #{@level}",
x: 60,
y: @grid_x + 165,
size: 10,
color: YELLOW,
font: FONT_DOTMATRIX
)
# [200, 600, "Lines: #{@lines}", 10, 255, 255, 255, 255]
# @args.outputs.labels << [400, 600, "Level: #{@level}", 10, 255, 255, 255, 255]
end
def render_gameover
@ -358,6 +388,11 @@ class CubeTubeGame < GameplayScene
@next_move -= @current_speed / 3 if Input.pressed_or_held?(@args, :left)
rotate_current_piece_left if Input.pressed?(@args, :rotate_left)
rotate_current_piece_right if Input.pressed?(@args, :rotate_right)
if @args.inputs.keyboard.key_down.equal_sign
@level += 1
@lines += 10
end
end
# train bounce effect
@ -420,6 +455,7 @@ class CubeTubeGame < GameplayScene
@next_move = @current_speed
@gameover = false
@showgameover = false
@gameover_tick = 0
@current_piece_x = 4
@current_piece_y = -1

View file

@ -22,6 +22,10 @@ class Intro < GameplayScene
# called every tick of the game loop
def tick(args)
if Input.pressed?(args, :primary)
Scene.switch(args, :cube_tube, reset: true)
end
@start ||= args.state.tick_count
case @state
when 0

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