Add music/sounds; fix a bug where you could attempt to resume a game when it was won
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@ -4,6 +4,6 @@ It's like Baba is You, but Aggies (and not as good :P)
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Most artwork is from the initial game, as found [here](https://www.spriters-resource.com/pc_computer/babaisyou/sheet/115231/), besides an ugly AF custom "Big Blue" (I am no artist and I spent way too long on it).
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Music is "Hope is Not Lost" by Jim Hall, found on [free music archive](https://freemusicarchive.org/music/jim-hall/synth-kid-elsewhere/hope-is-not-lost) and cut just a little early to loop better.
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Music is "Fluffing a Duck" by Kevin Macleod, found [on YouTube](https://www.youtube.com/watch?v=yQjAF3frudY).
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Background image is stolen [from here](https://i.pinimg.com/originals/b2/2a/a2/b22aa22b2f3f55b6468361158d52e2e7.gif).
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BIN
assets/.DS_Store
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assets/.DS_Store
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assets/sound/music.mp3
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assets/sound/music.mp3
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src/bootstrap.js
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src/bootstrap.js
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@ -53,7 +53,7 @@ game.bootstrap = (() => {
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"wordWin", "wordYou", "water"
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].map((x) => assets[x] = `assets/image/${x}.png`);
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[
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"background-music", "death", "move", "win"
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"music", "death", "move", "win"
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].map((x) => assets[x] = `assets/sound/${x}.mp3`);
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const loadScripts = function(onDone) {
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11
src/game.js
11
src/game.js
@ -29,6 +29,10 @@ game.toggleRunning = () => {
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game.startLoop = () => {
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game.running = true;
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game.lastTimeStamp = performance.now();
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game.assets.music.play();
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if (game.assets.music.paused) {
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alert("Failed to start background music; please allow autoplay in your browser settings.");
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}
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requestAnimationFrame(game.loop);
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};
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@ -47,6 +51,8 @@ game.loadSystems = () => {
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};
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game.loadLevelIndex = (level) => {
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game.win = false;
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game.level = level;
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[game.entities, game.config] = game.loadLevel(game.levels[game.level]);
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@ -56,6 +62,11 @@ game.loadLevelIndex = (level) => {
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};
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game.initialize = () => {
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game.assets.music.addEventListener('ended', function() {
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this.currentTime = 0;
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this.play();
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}, false);
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game.loadLevelIndex(0);
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game.startLoop();
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};
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@ -11,6 +11,7 @@ game.system.Collision = (entitiesGrid) => {
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burnedParticleSpawner.addComponent(game.components.Appearance({width: game.canvas.width / game.config.xDim, height: game.canvas.height / game.config.yDim}));
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game.entities[burnedParticleSpawner.id] = burnedParticleSpawner;
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entity.removeComponent("alive");
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game.assets.death.play();
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break;
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} else if (entity.hasComponent("sinkable") && collided.hasComponent("sink")) {
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const sunkParticleSpawner = game.createBorderParticles({colors: ["#16f7c9", "#0d6e5a", "#2fa18a", "#48cfb4", "#58877d", "#178054", "#2cdb92"]});
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@ -19,6 +20,7 @@ game.system.Collision = (entitiesGrid) => {
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game.entities[sunkParticleSpawner.id] = sunkParticleSpawner;
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entity.removeComponent("alive");
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collided.removeComponent("alive");
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game.assets.death.play();
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break;
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}
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}
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@ -27,6 +29,8 @@ game.system.Collision = (entitiesGrid) => {
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if (entity.hasComponent("controllable") && entity.hasComponent("gridPosition")) {
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for (let collided of entitiesGrid[entity.components.gridPosition.y][entity.components.gridPosition.x].values()) {
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if (collided.hasComponent("win")) {
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game.assets.win.play();
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game.win = true;
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game.systems.menu.bringUpMenu();
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game.systems.menu.setState("levelSelect");
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}
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@ -70,6 +74,7 @@ game.system.Collision = (entitiesGrid) => {
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if (wall) {
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entity.removeComponent("momentum");
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} else {
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game.assets.move.play();
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entitiesToPush.map((e) => {
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const pushedParticleSpawner = game.createBorderParticles({maxSpeed: 0.1, minAmount: 10, maxAmount: 15});
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pushedParticleSpawner.addComponent(game.components.Position(e.components.position));
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@ -1,7 +1,10 @@
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game.system.Logic = (entitiesGrid) => {
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"use strict";
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let currentVerbRules = [];
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let previousControllableIds = new Set();
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let previousVerbState = {
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controllable: new Set(),
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win: new Set(),
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};
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const isWord = (entity) => entity.hasComponent("gridPosition") && (entity.hasComponent("verb") || entity.hasComponent("noun"));
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const getFirstWordEntity = (gridPosition) => {
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@ -50,25 +53,35 @@ game.system.Logic = (entitiesGrid) => {
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if (component) {
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if (direction == "apply") {
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if (verb == "you") {
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if (!previousControllableIds.has(id)) {
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if (!previousVerbState.controllable.has(id)) {
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const newYouParticleSpawner = game.createBorderParticles({colors: ["#ffc0cb", "#ffb6c1", "#ffc1cc", "#ffbcd9", "#ff1493"], minAmount: 80, maxAmount: 150, maxSpeed: 0.5});
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newYouParticleSpawner.addComponent(game.components.Position(entity.components.position));
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newYouParticleSpawner.addComponent(game.components.Appearance({width: game.canvas.width / game.config.xDim, height: game.canvas.height / game.config.yDim}));
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game.entities[newYouParticleSpawner.id] = newYouParticleSpawner;
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}
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}
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if (verb == "win") {
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if (!previousVerbState.win.has(id)) {
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game.assets.win.play();
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}
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}
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entity.addComponent(component);
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} else if (direction == "deapply") {
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if (entity.hasComponent("controllable")) {
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previousControllableIds.add(id);
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previousVerbState.controllable.add(id);
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}
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if (entity.hasComponent("win")) {
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previousVerbState.win.add(id);
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}
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entity.removeComponent(component.name);
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}
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}
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}
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}
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if (direction == "apply" && changedEntityIds.some((id) => previousControllableIds.has(id))) {
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previousControllableIds = new Set();
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if (direction == "apply") {
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if (changedEntityIds.some((id) => previousVerbState.controllable.has(id))) {
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previousVerbState.controllable = new Set();
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}
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}
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}
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if (application.hasComponent("noun")) {
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@ -16,6 +16,7 @@ game.system.Menu = () => {
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const bringUpMenu = () => {
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game.running = false;
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game.assets.music.pause();
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window.addEventListener("keydown", escapeEventListener);
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setState("main");
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};
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@ -82,6 +83,10 @@ game.system.Menu = () => {
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<br>
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Background is from <a href="https://i.pinimg.com/originals/b2/2a/a2/b22aa22b2f3f55b6468361158d52e2e7.gif">PinImg</a>.
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<br>
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Music is <a href="https://www.youtube.com/watch?v=yQjAF3frudY">Fluffing A Duck</a> by Kevin MacLeod.
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<br>
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Other sound effects generated on <a href="https://www.sfxr.me/">SFXR</a>.
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<br>
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Developed by Logan Hunt, Ethan Payne
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</p>
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</div>
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@ -97,7 +102,9 @@ game.system.Menu = () => {
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}
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`;
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}
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if (!game.win) {
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menuElement.innerHTML += "<div class='menu-button' onclick='game.systems.menu.hide()'>Resume Game</div>";
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}
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if (state !== "main") {
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menuElement.innerHTML += "<div class='menu-button' onclick='game.systems.menu.setState(\"main\")'>Back</div>";
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}
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