feat: add finish line visual and kid fall voice lines

- Add checkered finish line entity with rippling flag pole (purely visual)
- Add three kid fall voice clips with random playback on kid ejection
- Add load tolerance for optional voice assets matching voiceLine.js pattern
- Preload kid fall sounds in PreloadScene and wire into KidManager
This commit is contained in:
Brian Fertig 2026-08-20 11:00:31 -06:00
parent 5eea8872dc
commit 0c80e4774e
11 changed files with 190 additions and 0 deletions

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assets/fx/kid-count.mp3 Normal file

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src/entities/FinishLine.js Normal file
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@ -0,0 +1,159 @@
import { WORLD_SCALE } from '../config.js';
// A racing-style finish marker at the level's goal: a black/white checker
// pattern painted across the road surface (straddling goal.x, the same x
// the win sensor is centered on - see PlayScene._buildGoal), plus a
// pennant on a pole just past it that ripples like cloth. Purely visual -
// the actual win condition is still PlayScene's goal sensor body.
const CHECKER_HALF_WIDTH = 45 * WORLD_SCALE;
const CHECKER_COLUMNS = 9;
// Matches Terrain's own ROAD_DEPTH so the checker pattern reads as paint on
// the dirt band rather than floating above or sinking below it.
const CHECKER_ROAD_DEPTH = 22 * WORLD_SCALE;
const CHECKER_LIGHT = 0xf4ede0;
const CHECKER_DARK = 0x1c2029;
const POLE_GAP = 20 * WORLD_SCALE;
const POLE_HEIGHT = 132 * WORLD_SCALE;
const POLE_WIDTH = 5 * WORLD_SCALE;
const POLE_COLOR = 0x4a4a4a;
const POLE_CAP_COLOR = 0xd8d8d8;
const FLAG_WIDTH = 46 * WORLD_SCALE;
const FLAG_HEIGHT = 30 * WORLD_SCALE;
const FLAG_COLS = 4;
const FLAG_ROWS = 2;
// How far (vertically) the flag's free edge ripples from its rest position,
// and how fast that ripple animates - purely a feel/tuning knob.
const FLAG_RIPPLE_AMPLITUDE = 6 * WORLD_SCALE;
const FLAG_RIPPLE_SPEED = 0.0032;
// Ground height at world x, linearly interpolated between whichever two
// terrain points bracket it. Falls back to the nearest single point if x
// somehow lands outside every segment (e.g. mid-gap) - a slightly
// mispositioned checker/pole beats a crash, and goals are always placed on
// solid ground in practice.
function groundYAt(levelData, x) {
for (const segment of levelData.terrain) {
const points = segment.points;
for (let i = 0; i < points.length - 1; i++) {
const a = points[i];
const b = points[i + 1];
if (x >= a.x && x <= b.x) {
const t = (x - a.x) / (b.x - a.x || 1);
return a.y + (b.y - a.y) * t;
}
}
}
const allPoints = levelData.terrain.flatMap((s) => s.points);
let nearest = allPoints[0];
for (const p of allPoints) {
if (Math.abs(p.x - x) < Math.abs(nearest.x - x)) nearest = p;
}
return nearest ? nearest.y : 0;
}
export default class FinishLine {
constructor(scene, levelData) {
this.levelData = levelData;
this.goalX = levelData.goal.x;
// Just past the checkered ground, in the direction of travel, so the
// pole doesn't stand in the middle of the driving line - the bus
// crosses the checkered pavement, then passes the flag.
this.poleX = this.goalX + CHECKER_HALF_WIDTH + POLE_GAP;
this.poleGroundY = groundYAt(levelData, this.poleX);
this.poleTopY = this.poleGroundY - POLE_HEIGHT;
// Static ground checker + pole on one Graphics object (drawn once);
// the flag gets its own since it's redrawn every frame to ripple.
this.groundGraphics = scene.add.graphics().setDepth(0.5);
this._drawCheckeredGround();
this._drawPole();
this.flagGraphics = scene.add.graphics().setDepth(0.5);
this._drawFlag(0);
}
update(time) {
this._drawFlag(time);
}
_drawCheckeredGround() {
const g = this.groundGraphics;
const startX = this.goalX - CHECKER_HALF_WIDTH;
const colWidth = (CHECKER_HALF_WIDTH * 2) / CHECKER_COLUMNS;
const rowDepth = CHECKER_ROAD_DEPTH / 2;
for (let col = 0; col < CHECKER_COLUMNS; col++) {
const x0 = startX + col * colWidth;
const x1 = x0 + colWidth;
const y0 = groundYAt(this.levelData, x0);
const y1 = groundYAt(this.levelData, x1);
for (let row = 0; row < 2; row++) {
const isDark = (col + row) % 2 === 0;
const d0 = rowDepth * row;
const d1 = rowDepth * (row + 1);
g.fillStyle(isDark ? CHECKER_DARK : CHECKER_LIGHT, 1);
g.beginPath();
g.moveTo(x0, y0 + d0);
g.lineTo(x1, y1 + d0);
g.lineTo(x1, y1 + d1);
g.lineTo(x0, y0 + d1);
g.closePath();
g.fillPath();
}
}
}
_drawPole() {
const g = this.groundGraphics;
g.fillStyle(POLE_COLOR, 1);
g.fillRect(this.poleX - POLE_WIDTH / 2, this.poleTopY, POLE_WIDTH, this.poleGroundY - this.poleTopY);
g.fillStyle(POLE_CAP_COLOR, 1);
g.fillCircle(this.poleX, this.poleTopY, POLE_WIDTH * 0.9);
}
// Redraws the flag as a grid of checker quads whose free (right-hand)
// edge is offset by a per-column sine wave - phase staggered by column so
// it reads as a ripple traveling along the cloth, amplitude fading to
// zero at the pole-mounted edge (col 0) since that side is pinned.
_drawFlag(time) {
const g = this.flagGraphics;
g.clear();
const colWidth = FLAG_WIDTH / FLAG_COLS;
const rowHeight = FLAG_HEIGHT / FLAG_ROWS;
const topY = this.poleTopY + 4 * WORLD_SCALE;
const columnOffset = (col) => {
const reach = col / FLAG_COLS;
return Math.sin(time * FLAG_RIPPLE_SPEED - col * 0.9) * FLAG_RIPPLE_AMPLITUDE * reach;
};
for (let col = 0; col < FLAG_COLS; col++) {
const x0 = this.poleX + col * colWidth;
const x1 = this.poleX + (col + 1) * colWidth;
const off0 = columnOffset(col);
const off1 = columnOffset(col + 1);
for (let row = 0; row < FLAG_ROWS; row++) {
const isDark = (col + row) % 2 === 0;
const y0 = topY + row * rowHeight;
const y1 = topY + (row + 1) * rowHeight;
g.fillStyle(isDark ? CHECKER_DARK : CHECKER_LIGHT, 1);
g.beginPath();
g.moveTo(x0, y0 + off0);
g.lineTo(x1, y0 + off1);
g.lineTo(x1, y1 + off1);
g.lineTo(x0, y1 + off0);
g.closePath();
g.fillPath();
}
}
}
}

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@ -3,6 +3,7 @@ import { GAME_WIDTH, GAME_HEIGHT, DEBUG, WORLD_SCALE } from '../config.js';
import { getLevelById } from '../data/levels/index.js'; import { getLevelById } from '../data/levels/index.js';
import Bus from '../entities/Bus.js'; import Bus from '../entities/Bus.js';
import Terrain from '../entities/Terrain.js'; import Terrain from '../entities/Terrain.js';
import FinishLine from '../entities/FinishLine.js';
import InputController from '../systems/InputController.js'; import InputController from '../systems/InputController.js';
import GForceMonitor from '../systems/GForceMonitor.js'; import GForceMonitor from '../systems/GForceMonitor.js';
import KidManager from '../systems/KidManager.js'; import KidManager from '../systems/KidManager.js';
@ -30,6 +31,7 @@ export default class PlayScene extends Phaser.Scene {
this._buildParallax(); this._buildParallax();
this.terrain = new Terrain(this, this.level); this.terrain = new Terrain(this, this.level);
this.finishLine = new FinishLine(this, this.level);
this.bus = new Bus(this, this.level.startPosition.x, this.level.startPosition.y, this.level.startAngle || 0); this.bus = new Bus(this, this.level.startPosition.x, this.level.startPosition.y, this.level.startAngle || 0);
@ -62,6 +64,7 @@ export default class PlayScene extends Phaser.Scene {
const intent = this.inputController.getIntent(); const intent = this.inputController.getIntent();
this.bus.applyIntent(intent); this.bus.applyIntent(intent);
this.engineSound.update(); this.engineSound.update();
this.finishLine.update(time);
this.cameraRig.update(); this.cameraRig.update();
this._updateParallax(); this._updateParallax();
this._checkBusFell(); this._checkBusFell();

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@ -4,6 +4,7 @@ import { ASSET_MANIFEST } from '../util/assetManifest.js';
import { generatePlaceholder } from '../util/placeholderTextures.js'; import { generatePlaceholder } from '../util/placeholderTextures.js';
import { LEVELS } from '../data/levels/index.js'; import { LEVELS } from '../data/levels/index.js';
import { voiceKey, voiceAssetPath } from '../util/voiceLine.js'; import { voiceKey, voiceAssetPath } from '../util/voiceLine.js';
import { loadKidFallSounds } from '../util/kidFallSound.js';
export default class PreloadScene extends Phaser.Scene { export default class PreloadScene extends Phaser.Scene {
constructor() { constructor() {
@ -28,6 +29,7 @@ export default class PreloadScene extends Phaser.Scene {
this.load.audio('main_title_music', 'assets/music/main-title.mp3'); this.load.audio('main_title_music', 'assets/music/main-title.mp3');
this.load.audio('engine_heavy', 'assets/fx/engine-heavy.mp3'); this.load.audio('engine_heavy', 'assets/fx/engine-heavy.mp3');
loadKidFallSounds(this.load);
// Not every level has a voice-over - this just attempts one per level // Not every level has a voice-over - this just attempts one per level
// and lets a missing file 404 like any other optional asset (the // and lets a missing file 404 like any other optional asset (the

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@ -1,5 +1,6 @@
import { KID, BUS } from '../config.js'; import { KID, BUS } from '../config.js';
import Kid from '../entities/Kid.js'; import Kid from '../entities/Kid.js';
import { playRandomKidFallSound } from '../util/kidFallSound.js';
export default class KidManager { export default class KidManager {
constructor(scene, bus, kidsAboard) { constructor(scene, bus, kidsAboard) {
@ -66,6 +67,7 @@ export default class KidManager {
if (isAboveOpenTop && kid.state === 'aboard') { if (isAboveOpenTop && kid.state === 'aboard') {
kid.markEjected(); kid.markEjected();
playRandomKidFallSound(this.scene);
anyChanged = true; anyChanged = true;
} else if (!isAboveOpenTop && kid.state === 'ejected' && kid.isSettled(this.scene.time.now)) { } else if (!isAboveOpenTop && kid.state === 'ejected' && kid.isSettled(this.scene.time.now)) {
// Re-boarding is gated on the kid actually settling (see Kid.isSettled), // Re-boarding is gated on the kid actually settling (see Kid.isSettled),

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src/util/kidFallSound.js Normal file
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@ -0,0 +1,24 @@
// Three interchangeable "kid falls off the bus" clips - one plays at random
// each time a kid is ejected (see KidManager._onAfterUpdate) so it doesn't
// repeat identically every time.
const KEYS = ['kid_fall_1', 'kid_fall_2', 'kid_fall_3'];
const PATHS = [
'assets/voice/kid-fall-01.mp3',
'assets/voice/kid-fall-02.mp3',
'assets/voice/kid-fall-03.mp3',
];
export function loadKidFallSounds(loader) {
KEYS.forEach((key, i) => loader.audio(key, PATHS[i]));
}
// Plays one of the three clips chosen at random, skipping any that failed
// to load (same load-tolerant pattern as voiceLine.js) rather than
// assuming all three are always present.
export function playRandomKidFallSound(scene) {
const available = KEYS.filter((key) => scene.cache.audio.exists(key));
if (available.length === 0) return;
const key = available[Math.floor(Math.random() * available.length)];
scene.sound.add(key).play();
}