Add smash/bonus SFX and rebuild level07 with items & bonuses

- Add per-item sound keys to `SmashItemManager` and `BonusItemManager`, playing a dedicated clip on smash/collection (load-tolerant via `cache.audio.exists`)
- Preload new FX clips: `smash-{tv,chair,cone}` and `bonus-{cash,ctc,guitar}`
- Rebuild level07 terrain/layout with updated items, bonus placements, goal, and camera bounds
- Move level01 item positions to match new layout
- Update smash-items sprite sheet (PNG/PSD)
This commit is contained in:
Brian Fertig 2026-08-23 12:01:14 -06:00
parent b087d91f4f
commit ed81a465ee
15 changed files with 298 additions and 225 deletions

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@ -384,10 +384,10 @@ export default {
], ],
obstacles: [], obstacles: [],
items: [ items: [
{ type: "tv", mode: "gravity", x: 5754, y: 444 }, { type: "tv", mode: "gravity", x: 24538, y: 469 },
{ type: "cone", mode: "gravity", x: 2479, y: 369 }, { type: "cone", mode: "gravity", x: 11721, y: 836 },
{ type: "cone", mode: "gravity", x: 2721, y: 219 }, { type: "cone", mode: "gravity", x: 12063, y: 786 },
{ type: "cone", mode: "gravity", x: 2521, y: 136 }, { type: "cone", mode: "gravity", x: 12388, y: 728 },
], ],
goal: { x: 25420, y: 406, width: 280, height: 640 }, goal: { x: 25420, y: 406, width: 280, height: 640 },
cameraBounds: { x: -600, y: -522, width: 27060, height: 2414 }, cameraBounds: { x: -600, y: -522, width: 27060, height: 2414 },

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@ -1,11 +1,10 @@
// Scaffolding level - terrain is a copy of level06. // Generated by editor.html - review before dropping into src/data/levels/.
// Build out the real layout in editor.html, then replace this file.
export default { export default {
id: "level07", id: "level07",
name: "Rush Hour", name: "We're Lost",
description: "Kids get home before dinner!", description: "Did anyone pay attention to how we got here?",
kidsAboard: 3, kidsAboard: 5,
timeLimit: 41, timeLimit: 47,
startPosition: { x: 200, y: 700 }, startPosition: { x: 200, y: 700 },
startAngle: 0, startAngle: 0,
terrain: [ terrain: [
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], ],
obstacles: [], obstacles: [],
goal: { x: 16640, y: 940, width: 280, height: 640 }, items: [
cameraBounds: { x: -600, y: -100, width: 18280, height: 2080 }, { type: "tv", mode: "gravity", x: 6179, y: 373 },
{ type: "chair", mode: "gravity", x: 9763, y: 315 },
{ type: "chair", mode: "gravity", x: 9046, y: 56 },
{ type: "chair", mode: "gravity", x: 10429, y: 106 },
{ type: "chair", mode: "gravity", x: 18463, y: -153 },
{ type: "tv", mode: "gravity", x: 18238, y: -170 },
{ type: "cone", mode: "gravity", x: 18696, y: -178 },
],
bonusItems: [
{ type: "guitar", x: 5521, y: 440 },
{ type: "guitar", x: 13171, y: 298 },
{ type: "cash", x: 16688, y: -420 },
],
goal: { x: 18960, y: -158, width: 280, height: 640 },
cameraBounds: { x: -600, y: -898, width: 20600, height: 2666 },
}; };

View File

@ -7,9 +7,9 @@ import { BONUS_ITEM } from '../config.js';
// Each bonus item is followed by its two firework-object frames, which are // Each bonus item is followed by its two firework-object frames, which are
// the sprites the explosion burst is made of (see _explode below). // the sprites the explosion burst is made of (see _explode below).
const BONUS_TYPES = { const BONUS_TYPES = {
ctc: { frame: 0, fireworks: [1, 2], label: 'CTC Box' }, ctc: { frame: 0, fireworks: [1, 2], label: 'CTC Box', soundKey: 'bonus_ctc' },
guitar: { frame: 3, fireworks: [4, 5], label: 'Guitar' }, guitar: { frame: 3, fireworks: [4, 5], label: 'Guitar', soundKey: 'bonus_guitar' },
cash: { frame: 6, fireworks: [7, 8], label: 'Cash' }, cash: { frame: 6, fireworks: [7, 8], label: 'Cash', soundKey: 'bonus_cash' },
}; };
export default class BonusItemManager { export default class BonusItemManager {
@ -120,6 +120,16 @@ export default class BonusItemManager {
const y = item.image.y; const y = item.image.y;
const { scene } = this; const { scene } = this;
// SFX: the item's own bonus clip (bonus-ctc.mp3 / bonus-guitar.mp3 /
// bonus-cash.mp3, loaded in PreloadScene). cache.audio.exists guards
// against a failed load - same load-tolerant pattern as voiceLine.js /
// kidFallSound.js, so a missing clip degrades to silent instead of
// throwing. Each item collects at most once, so no overlap concern.
const key = item.type.soundKey;
if (key && scene.cache.audio.exists(key)) {
scene.sound.add(key).play();
}
// The bonus item sprite: quick "pop" (grow + fade) then it's gone - // The bonus item sprite: quick "pop" (grow + fade) then it's gone -
// the firework sprites below ARE the aftermath. // the firework sprites below ARE the aftermath.
scene.tweens.add({ scene.tweens.add({

View File

@ -4,9 +4,9 @@ import { SMASH_ITEM } from '../config.js';
// 0 intact TV, 1 smashed TV, 2 intact chair, 3 smashed chair, // 0 intact TV, 1 smashed TV, 2 intact chair, 3 smashed chair,
// 4 intact cone, 5 smashed cone. // 4 intact cone, 5 smashed cone.
const ITEM_TYPES = { const ITEM_TYPES = {
tv: { baseFrame: 0, smashedFrame: 1, label: 'TV' }, tv: { baseFrame: 0, smashedFrame: 1, label: 'TV', soundKey: 'smash_tv' },
chair: { baseFrame: 2, smashedFrame: 3, label: 'Chair' }, chair: { baseFrame: 2, smashedFrame: 3, label: 'Chair', soundKey: 'smash_chair' },
cone: { baseFrame: 4, smashedFrame: 5, label: 'Cone' }, cone: { baseFrame: 4, smashedFrame: 5, label: 'Cone', soundKey: 'smash_cone' },
}; };
export default class SmashItemManager { export default class SmashItemManager {
@ -172,6 +172,16 @@ export default class SmashItemManager {
image.setAngularVelocity(SMASH_ITEM.launchSpin * dirX); image.setAngularVelocity(SMASH_ITEM.launchSpin * dirX);
item.smashed = true; item.smashed = true;
// SFX: the item's own smash clip (smash-tv.mp3 / smash-chair.mp3 /
// smash-cone.mp3, loaded in PreloadScene). cache.audio.exists guards
// against a failed load - same load-tolerant pattern as voiceLine.js /
// kidFallSound.js, so a missing clip degrades to silent instead of
// throwing. Each item smashes at most once, so no overlap concern.
const key = item.type.soundKey;
if (key && this.scene.cache.audio.exists(key)) {
this.scene.sound.add(key).play();
}
} }
destroy() { destroy() {

View File

@ -33,6 +33,12 @@ export default class PreloadScene extends Phaser.Scene {
this.load.audio('kid_count', 'assets/fx/kid-count.mp3'); this.load.audio('kid_count', 'assets/fx/kid-count.mp3');
this.load.audio('score_count', 'assets/fx/score-count.mp3'); this.load.audio('score_count', 'assets/fx/score-count.mp3');
this.load.audio('kid_reload', 'assets/fx/crowd-cheer.mp3'); this.load.audio('kid_reload', 'assets/fx/crowd-cheer.mp3');
this.load.audio('smash_tv', 'assets/fx/smash-tv.mp3');
this.load.audio('smash_chair', 'assets/fx/smash-chair.mp3');
this.load.audio('smash_cone', 'assets/fx/smash-cone.mp3');
this.load.audio('bonus_cash', 'assets/fx/bonus-cash.mp3');
this.load.audio('bonus_ctc', 'assets/fx/bonus-ctc.mp3');
this.load.audio('bonus_guitar', 'assets/fx/bonus-guitar.mp3');
loadKidFallSounds(this.load); 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