Merge pull request #4 from Rexxt/master

Small updates to visuals and sound
This commit is contained in:
Joe Zeng 2020-11-07 14:31:17 -05:00 committed by GitHub
commit 49e52c6a39
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GPG Key ID: 4AEE18F83AFDEB23
11 changed files with 49 additions and 3 deletions

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@ -14,11 +14,17 @@ sounds = {
cursor_lr = love.audio.newSource("res/se/cursor_lr.wav", "static"),
main_decide = love.audio.newSource("res/se/main_decide.wav", "static"),
mode_decide = love.audio.newSource("res/se/mode_decide.wav", "static"),
lock = love.audio.newSource("res/se/lock.wav", "static"),
hold = love.audio.newSource("res/se/hold.wav", "static"),
erase = love.audio.newSource("res/se/erase.wav", "static"),
fall = love.audio.newSource("res/se/fall.wav", "static"),
ready = love.audio.newSource("res/se/ready.wav", "static"),
go = love.audio.newSource("res/se/go.wav", "static"),
}
function playSE(sound, subsound)
if subsound == nil then
sounds[sound]:setVolume(0.1)
sounds[sound]:setVolume(0.5)
if sounds[sound]:isPlaying() then
sounds[sound]:stop()
end
@ -31,3 +37,19 @@ function playSE(sound, subsound)
sounds[sound][subsound]:play()
end
end
function playSEOnce(sound, subsound)
if subsound == nil then
sounds[sound]:setVolume(0.5)
if sounds[sound]:isPlaying() then
return
end
sounds[sound]:play()
else
sounds[sound][subsound]:setVolume(0.5)
if sounds[sound][subsound]:isPlaying() then
return
end
sounds[sound][subsound]:play()
end
end

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@ -49,6 +49,7 @@ function GameScene:render()
self.game:drawScoringInfo()
-- ready/go graphics
if self.game.ready_frames <= 100 and self.game.ready_frames > 52 then
love.graphics.draw(misc_graphics["ready"], 144 - 50, 240 - 14)
elseif self.game.ready_frames <= 50 and self.game.ready_frames > 2 then

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@ -1,6 +1,9 @@
local Object = require 'libs.classic'
require 'funcs'
local playedReadySE = false
local playedGoSE = false
local Grid = require 'tetris.components.grid'
local Randomizer = require 'tetris.randomizers.randomizer'
@ -161,6 +164,7 @@ function GameMode:update(inputs, ruleset)
end
if cleared_row_count > 0 then
playSE("erase")
self.lcd = self:getLineClearDelay()
self.are = self:getLineARE()
if self.lcd == 0 then
@ -194,10 +198,16 @@ end
-- event functions
function GameMode:whilePieceActive() end
function GameMode:onPieceLock(piece, cleared_row_count) end
function GameMode:onPieceLock(piece, cleared_row_count)
playSE("lock")
end
function GameMode:onLineClear(cleared_row_count) end
function GameMode:onPieceEnter() end
function GameMode:onHold() end
function GameMode:onHold()
playSE("hold")
end
function GameMode:onSoftDrop(dropped_row_count)
self.drop_bonus = self.drop_bonus + 1 * dropped_row_count
@ -239,8 +249,20 @@ function GameMode:chargeDAS(inputs)
end
function GameMode:processDelays(inputs, ruleset, drop_speed)
if self.ready_frames == 100 then
playedReadySE = false
playedGoSE = false
end
if self.ready_frames > 0 then
if not playedReadySE then
playedReadySE = true
playSEOnce("ready")
end
self.ready_frames = self.ready_frames - 1
if self.ready_frames == 50 and not playedGoSE then
playedGoSE = true
playSEOnce("go")
end
if self.ready_frames == 0 then
self:initializeOrHold(inputs, ruleset)
end
@ -248,6 +270,7 @@ function GameMode:processDelays(inputs, ruleset, drop_speed)
self.lcd = self.lcd - 1
if self.lcd == 0 then
self.grid:clearClearedRows()
playSE("fall")
if self.are == 0 then
self:initializeOrHold(inputs, ruleset)
end