use audio_code::prelude::*;
const LANES: i32 = 3;
const LANE_WIDTH: f32 = 1.5;
const LIVES: u32 = 3;
const FIRST_FALL: f32 = 3.0;
const FASTEST_FALL: f32 = 1.0;
fn main() -> audio_code::Result<()> {
Engine::new("Bell Catcher").run_with(|ctx| {
ctx.audio.register("bell", Synth::sine(1568.0).with(Synth::sine(3136.0).volume(0.3)).length(0.35).decay(9.0).volume(0.6));
ctx.audio.register("step", Synth::noise().length(0.05).decay(80.0).volume(0.5));
ctx.audio.register("edge", Synth::sine(110.0).length(0.12).decay(30.0).volume(0.8));
ctx.audio.register(
"catch",
Synth::sine(784.0).length(0.08).then(Synth::sine(1047.0).length(0.08)).then(Synth::sine(1568.0).length(0.2).decay(12.0)).volume(0.4),
);
ctx.audio.register("miss", Synth::saw(220.0).sweep_to(80.0).length(0.5).decay(5.0).volume(0.35));
if let Some(voice) = ctx.storage.get::<String>("voice") {
ctx.speech.set_voice(voice);
}
let rate: f32 = ctx.storage.get_or("rate", 50.0);
if rate != 50.0 {
ctx.speech.set_rate(rate / 100.0);
}
Title
})
}
struct Title;
fn title_menu(ctx: &Context) -> Menu {
let voice = ctx.speech.voice().map_or("default".to_string(), |v| v.name.clone());
let best: u32 = ctx.storage.get_or("best", 0);
Menu::new("title", "Bell Catcher")
.button("play", "Play")
.button("voice", format!("Voice: {voice}"))
.slider("rate", "Speech rate", ctx.storage.get_or("rate", 50.0), 0.0, 100.0, 5.0)
.button("help", "How to play")
.label(format!("Best score: {best}"))
.button("quit", "Quit")
.closable(false)
.wrap(true)
}
fn voice_menu(ctx: &Context) -> Option<Menu> {
let voices = ctx.speech.voices();
if voices.is_empty() {
return None;
}
let mut menu = Menu::new("voices", "Choose a voice").button("default", "Default voice");
for (i, voice) in voices.iter().enumerate() {
menu = menu.button(format!("voice{i}"), voice.to_string());
}
if let Some(i) = ctx.speech.voice().and_then(|current| voices.iter().position(|v| v == current)) {
menu = menu.focus(&format!("voice{i}"));
}
Some(menu.button("back", "Back"))
}
fn refresh_title(ctx: &mut Context, item: &str) {
ctx.ui.close_id("title");
let menu = title_menu(ctx).focus(item);
ctx.ui.open(menu);
}
impl Scene for Title {
fn start(&mut self, ctx: &mut Context) {
let menu = title_menu(ctx);
ctx.ui.open(menu);
}
fn on_ui(&mut self, event: &UiEvent, ctx: &mut Context) {
match event {
UiEvent::Activated { menu, item } if menu == "title" => match item.as_str() {
"play" => {
ctx.ui.close_all();
ctx.switch_scene(Game::default());
}
"voice" => match voice_menu(ctx) {
Some(menu) => ctx.ui.open(menu),
None => ctx.ui.message(
"no voices",
"Your screen reader speaks with its own voice. Change it in the screen reader's settings.",
),
},
"help" => ctx.ui.message(
"help",
"Bells fall in one of seven lanes in front of you. Listen where a bell rings, \
step under it with left and right, and catch it before it lands. \
The bell rings faster and higher the closer it gets. You have three lives. \
Press S for your score, Escape for the menu.",
),
"quit" => ctx.quit(),
_ => {}
},
UiEvent::Activated { menu, item } if menu == "voices" => {
if item == "back" {
ctx.ui.close();
return;
}
if item == "default" {
ctx.speech.reset_voice();
ctx.storage.remove("voice");
} else if let Some(voice) =
item.strip_prefix("voice").and_then(|i| i.parse::<usize>().ok()).and_then(|i| ctx.speech.voices().get(i).cloned())
&& ctx.speech.set_voice(&voice.id)
{
ctx.storage.set("voice", &voice.id);
}
ctx.ui.close();
refresh_title(ctx, "voice");
let name = ctx.speech.voice().map_or("Default voice".to_string(), |v| v.name.clone());
ctx.speech.speak_queued(format!("{name}. This is how I sound now."));
}
UiEvent::Changed { menu, item, value } if menu == "title" && item == "rate" => {
ctx.speech.set_rate(value.as_f32() / 100.0);
ctx.storage.set("rate", value.as_f32());
}
_ => {}
}
}
fn update(&mut self, _ctx: &mut Context) {}
}
struct Game {
lane: i32,
bell_lane: i32,
fall: f32,
left: f32,
next_ring: f32,
score: u32,
lives: u32,
over: bool,
}
impl Default for Game {
fn default() -> Self {
Self { lane: 0, bell_lane: 0, fall: FIRST_FALL, left: 0.0, next_ring: 0.0, score: 0, lives: LIVES, over: false }
}
}
impl Game {
fn drop_bell(&mut self) {
self.bell_lane = random::int(-LANES as i64, LANES as i64) as i32;
self.left = self.fall;
self.next_ring = 0.0;
}
fn bell_position(&self) -> Vec3 {
vec3((self.bell_lane - self.lane) as f32 * LANE_WIDTH, 2.0, 0.0)
}
fn ring(&mut self, ctx: &mut Context) {
let progress = 1.0 - self.left / self.fall;
let position = self.bell_position();
ctx.audio.sound("bell").at(position).pitch(1.0 + progress * 0.6).play();
self.next_ring = 0.12 + 0.45 * (1.0 - progress);
}
fn land(&mut self, ctx: &mut Context) {
if self.lane == self.bell_lane {
self.score += 1;
self.fall = (self.fall * 0.93).max(FASTEST_FALL);
ctx.play("catch");
if self.score.is_multiple_of(5) {
ctx.speak(format!("{} bells!", self.score));
}
} else {
self.lives -= 1;
ctx.play("miss");
match self.lives {
0 => return self.game_over(ctx),
1 => ctx.speak("Missed! Last life."),
n => ctx.speak(format!("Missed! {n} lives left.")),
}
}
self.left = -0.8;
}
fn game_over(&mut self, ctx: &mut Context) {
self.over = true;
let best: u32 = ctx.storage.get_or("best", 0);
let text = if self.score > best {
ctx.storage.set("best", self.score);
format!("Game over. {} bells, a new best score!", self.score)
} else {
format!("Game over. {} bells. Your best is {best}.", self.score)
};
ctx.ui.message("over", text);
}
}
impl Scene for Game {
fn start(&mut self, ctx: &mut Context) {
ctx.speak("Catch the bells! Left and right to move.");
self.left = -1.5;
}
fn update(&mut self, ctx: &mut Context) {
if self.over {
if ctx.ui.closed("over") {
ctx.switch_scene(Title);
}
return;
}
if ctx.pressed(Key::Escape) {
ctx.switch_scene(Title);
return;
}
if ctx.pressed(Key::S) {
ctx.speak(format!("{} bells, {} lives", self.score, self.lives));
}
for (key, step) in [(Key::Left, -1), (Key::Right, 1)] {
if ctx.input.repeating(key, 0.3, 0.15) {
let lane = (self.lane + step).clamp(-LANES, LANES);
if lane == self.lane {
ctx.play("edge");
} else {
self.lane = lane;
ctx.audio.sound("step").at(vec3(step as f32 * 0.5, 0.0, 0.0)).random_pitch(0.9, 1.1).play();
}
}
}
let dt = ctx.time.delta();
if self.left < 0.0 {
self.left += dt;
if self.left >= 0.0 {
self.drop_bell();
}
return;
}
self.left -= dt;
self.next_ring -= dt;
if self.left <= 0.0 {
self.land(ctx);
} else if self.next_ring <= 0.0 {
self.ring(ctx);
}
}
}