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synced 2024-11-22 08:39:03 -06:00
Add new sound effects to the game
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@ -14,6 +14,11 @@ sounds = {
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cursor_lr = love.audio.newSource("res/se/cursor_lr.wav", "static"),
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cursor_lr = love.audio.newSource("res/se/cursor_lr.wav", "static"),
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main_decide = love.audio.newSource("res/se/main_decide.wav", "static"),
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main_decide = love.audio.newSource("res/se/main_decide.wav", "static"),
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mode_decide = love.audio.newSource("res/se/mode_decide.wav", "static"),
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mode_decide = love.audio.newSource("res/se/mode_decide.wav", "static"),
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lock = love.audio.newSource("res/se/lock.wav", "static"),
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erase = love.audio.newSource("res/se/erase.wav", "static"),
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fall = love.audio.newSource("res/se/fall.wav", "static"),
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ready = love.audio.newSource("res/se/ready.wav", "static"),
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go = love.audio.newSource("res/se/go.wav", "static"),
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}
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}
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function playSE(sound, subsound)
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function playSE(sound, subsound)
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@ -31,3 +36,19 @@ function playSE(sound, subsound)
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sounds[sound][subsound]:play()
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sounds[sound][subsound]:play()
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end
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end
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end
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end
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function playSEOnce(sound, subsound)
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if subsound == nil then
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sounds[sound]:setVolume(0.1)
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if sounds[sound]:isPlaying() then
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return
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end
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sounds[sound]:play()
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else
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sounds[sound][subsound]:setVolume(0.1)
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if sounds[sound][subsound]:isPlaying() then
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return
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end
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sounds[sound][subsound]:play()
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end
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end
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BIN
res/se/erase.wav
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BIN
res/se/erase.wav
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res/se/fall.wav
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res/se/fall.wav
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BIN
res/se/go.wav
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res/se/go.wav
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BIN
res/se/lock.wav
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res/se/lock.wav
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BIN
res/se/ready.wav
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res/se/ready.wav
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@ -51,8 +51,10 @@ function GameScene:render()
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-- ready/go graphics
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-- ready/go graphics
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if self.game.ready_frames <= 100 and self.game.ready_frames > 52 then
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if self.game.ready_frames <= 100 and self.game.ready_frames > 52 then
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love.graphics.draw(misc_graphics["ready"], 144 - 50, 240 - 14)
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love.graphics.draw(misc_graphics["ready"], 144 - 50, 240 - 14)
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playSEOnce("ready")
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elseif self.game.ready_frames <= 50 and self.game.ready_frames > 2 then
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elseif self.game.ready_frames <= 50 and self.game.ready_frames > 2 then
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love.graphics.draw(misc_graphics["go"], 144 - 27, 240 - 14)
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love.graphics.draw(misc_graphics["go"], 144 - 27, 240 - 14)
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playSEOnce("go")
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end
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end
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self.game:drawCustom()
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self.game:drawCustom()
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@ -161,6 +161,7 @@ function GameMode:update(inputs, ruleset)
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end
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end
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if cleared_row_count > 0 then
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if cleared_row_count > 0 then
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playSE("erase")
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self.lcd = self:getLineClearDelay()
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self.lcd = self:getLineClearDelay()
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self.are = self:getLineARE()
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self.are = self:getLineARE()
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if self.lcd == 0 then
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if self.lcd == 0 then
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@ -194,8 +195,12 @@ end
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-- event functions
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-- event functions
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function GameMode:whilePieceActive() end
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function GameMode:whilePieceActive() end
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function GameMode:onPieceLock(piece, cleared_row_count) end
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function GameMode:onPieceLock(piece, cleared_row_count)
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playSE("lock")
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end
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function GameMode:onLineClear(cleared_row_count) end
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function GameMode:onLineClear(cleared_row_count) end
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function GameMode:onPieceEnter() end
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function GameMode:onPieceEnter() end
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function GameMode:onHold() end
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function GameMode:onHold() end
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@ -248,6 +253,7 @@ function GameMode:processDelays(inputs, ruleset, drop_speed)
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self.lcd = self.lcd - 1
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self.lcd = self.lcd - 1
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if self.lcd == 0 then
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if self.lcd == 0 then
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self.grid:clearClearedRows()
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self.grid:clearClearedRows()
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playSE("fall")
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if self.are == 0 then
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if self.are == 0 then
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self:initializeOrHold(inputs, ruleset)
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self:initializeOrHold(inputs, ruleset)
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end
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end
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