Added a new intro and main menu ambient sounds

This commit is contained in:
Gordon Pedersen 2023-04-27 10:12:13 +10:00
parent ca6d5aa239
commit ed35ac5f87
24 changed files with 62 additions and 22 deletions

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@ -269,6 +269,7 @@ class CubeTubeGame < GameplayScene
Sound.play(@args, :drop) Sound.play(@args, :drop)
if current_piece_colliding if current_piece_colliding
@gameover = true @gameover = true
Sound.play(@args, :train_stop2)
Music.stop(@args) Music.stop(@args)
end end
else else

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@ -5,7 +5,7 @@ class Intro < GameplayScene
def initialize(args, opts = {}) def initialize(args, opts = {})
super super
@train_duration = 200 @train_duration = 190
@train_spline = [ @train_spline = [
[1.0, 0.25, 0, 0] [1.0, 0.25, 0, 0]
] ]
@ -26,26 +26,34 @@ class Intro < GameplayScene
Scene.switch(args, :cube_tube, reset: true) Scene.switch(args, :cube_tube, reset: true)
end end
@start ||= args.state.tick_count now = args.state.tick_count
if @start.zero? || @start.nil?
@start = now
Sound.play(args, :train_stop)
end
case @state case @state
when 0 when 0
if (args.state.tick_count - @start) > 60 if (now - @start) > 60
@train_start = args.state.tick_count @train_start = now
@state += 1 @state += 1
end end
when 1 when 1
@train_pos = 1280 * args.easing.ease_spline(@train_start, args.state.tick_count, @train_duration, @train_spline) @train_pos = 1280 * args.easing.ease_spline(@train_start, now, @train_duration, @train_spline)
if @train_pos <= 0 if @train_pos <= 0
@state += 1 @state += 1
@wait_start = args.state.tick_count @wait_start = now
Sound.play(args, :chime)
end end
when 2 when 2
if (args.state.tick_count - @wait_start) > 60 if (now - @wait_start) > 60
@leave_start = args.state.tick_count @leave_start = now
@state += 1 @state += 1
Sound.play(args, :train_leave)
end end
when 3 when 3
ease = args.easing.ease_spline(@leave_start, args.state.tick_count, @leave_duration, @leave_spline) ease = args.easing.ease_spline(@leave_start, now, @leave_duration, @leave_spline)
@station_pos = @full_station_start_w * ease @station_pos = @full_station_start_w * ease
@screen_on = true if ease > 0.75 @screen_on = true if ease > 0.75
@ -64,7 +72,7 @@ class Intro < GameplayScene
if @screen_on if @screen_on
screen_s = screen_s =
case (args.state.tick_count % 32) case (now % 32)
when 0..7 then :screen_s1 when 0..7 then :screen_s1
when 8..15 then :screen_s2 when 8..15 then :screen_s2
when 16..23 then :screen_s3 when 16..23 then :screen_s3

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@ -30,6 +30,16 @@ class MainMenu < MenuScene
# actual menu logic is handled by the MenuScene super class # actual menu logic is handled by the MenuScene super class
super super
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)
@next_announcement = args.state.tick_count + (next_sec * 60)
sound = :"ambient#{random(1..6)}"
puts sound, Sound.for(sound).input
Sound.play(args, sound)
end
# additionally draw some labels with information about the game # additionally draw some labels with information about the game
labels = [] labels = []
labels << label( labels << label(

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@ -3,9 +3,19 @@
# returns random val between min & max, inclusive # returns random val between min & max, inclusive
# needs integers, use rand if you don't need min/max and don't care much # needs integers, use rand if you don't need min/max and don't care much
def random(min, max) def random(a, b = nil)
min = Integer(min) min = 0
max = Integer(max) max = 1
if a.is_a?(Range)
min = a.begin
max = a.last(1)[0]
elsif a.is_a?(Numeric) && b.is_a?(Numeric)
min = Integer(a)
max = Integer(b)
else
min = 0
max = a
end
rand((max + 1) - min) + min rand((max + 1) - min) + min
end end

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@ -2,7 +2,8 @@
module Music module Music
MUSIC = { MUSIC = {
music1: SoundInstance.new({ path: 'music/music1.ogg', looping: true }), music1: SoundInstance.new({ path: 'music/music1.ogg', looping: true }),
music2: SoundInstance.new({ path: 'music/music2.ogg', looping: true }) music2: SoundInstance.new({ path: 'music/music2.ogg', looping: true }),
ambience: SoundInstance.new({ path: 'music/ambience1.ogg', looping: true })
} }
end end

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@ -2,12 +2,22 @@
module Sound module Sound
SOUNDS = { SOUNDS = {
menu: SoundInstance.new({ path: 'sounds/menu.wav' }), menu: SoundInstance.new({ path: 'sounds/menu.wav' }),
select: SoundInstance.new({ path: 'sounds/select.wav' }), select: SoundInstance.new({ path: 'sounds/select.wav' }),
clear: SoundInstance.new({ path: 'sounds/clear.wav' }), clear: SoundInstance.new({ path: 'sounds/clear.wav' }),
drop: SoundInstance.new({ path: 'sounds/drop.wav' }), drop: SoundInstance.new({ path: 'sounds/drop.wav' }),
move: SoundInstance.new({ path: 'sounds/move.wav' }), move: SoundInstance.new({ path: 'sounds/move.wav' }),
move_deny: SoundInstance.new({ path: 'sounds/move_deny.wav' }), move_deny: SoundInstance.new({ path: 'sounds/move_deny.wav' }),
rotate: SoundInstance.new({ path: 'sounds/rotate.wav' }) rotate: SoundInstance.new({ path: 'sounds/rotate.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' }),
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 }),
ambient3: SoundInstance.new({ path: 'sounds/announcement3.ogg', loop: false }),
ambient4: SoundInstance.new({ path: 'sounds/announcements.ogg', loop: false }),
ambient5: SoundInstance.new({ path: 'sounds/train_pass.ogg', loop: false }),
ambient6: SoundInstance.new({ path: 'sounds/train_pass2.ogg', loop: false })
} }
end end

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