Refactor Godot architecture into AppShell, modular menus and game domains

This commit is contained in:
enne2
2026-09-06 17:07:05 +02:00
parent a73fb4b55f
commit f4a9da6bc3
209 changed files with 2726 additions and 2072 deletions
@@ -0,0 +1,58 @@
class_name JuggleBoardAudio
extends Node
## Audio e BGM del JuggleBoard. Nessuna logica di gameplay.
const BGM_STREAM := preload("res://games/juggleboard/assets/audio/circus.ogg")
const MUSIC_FALLBACK := preload("res://games/juggleboard/scripts/audio/circus_music.gd")
var launch: AudioStreamWAV
var error: AudioStreamWAV
var timeout: AudioStreamWAV
var milestone: AudioStreamWAV
var victory: AudioStreamWAV
var defeat: AudioStreamWAV
var lose_heart: AudioStreamWAV
var ball_tones: Dictionary = {}
var bgm: AudioStreamPlayer
func _ready() -> void:
_build_effects()
_build_bgm()
func _build_effects() -> void:
launch = AudioFactory.create_tone(660.0, 0.18, 0.3)
error = AudioFactory.create_tone(220.0, 0.15, 0.16)
timeout = AudioFactory.create_tone(330.0, 0.2, 0.16)
milestone = AudioFactory.create_arpeggio([523.25, 659.25, 783.99, 1046.5], 0.12)
victory = AudioFactory.create_arpeggio([523.25, 659.25, 783.99, 1046.5, 1318.51, 1567.98], 0.16)
defeat = AudioFactory.create_arpeggio([392.0, 329.63, 261.63], 0.18)
lose_heart = AudioFactory.create_tone(330.0, 0.15, 0.2)
for color_name in JuggleBoardConfig.BALL_NOTES:
ball_tones[color_name] = AudioFactory.create_tone(JuggleBoardConfig.BALL_NOTES[color_name], 0.2, 0.3)
func _build_bgm() -> void:
bgm = AudioStreamPlayer.new()
bgm.stream = BGM_STREAM if BGM_STREAM else MUSIC_FALLBACK.generate()
bgm.volume_db = -14.0
bgm.process_mode = Node.PROCESS_MODE_ALWAYS
add_child(bgm)
func play(stream: AudioStream) -> void:
if stream:
AudioFactory.play_once(self, stream)
func play_ball(color_name: String) -> void:
play(ball_tones.get(color_name, launch))
func start_music() -> void:
bgm.play()
func stop_music() -> void:
bgm.stop()