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Tactile UI

Quarry

Falling blocks on the library's Flip-Dot board, as a handheld made of kit parts. Move and turn pieces to fill whole rows; a full row flips over as a wave of discs and the stack comes down.

What it is for

A game you could hold, drawn from the kit's own parts and the library's Flip-Dot: a moulded case with a tall flip-disc field, a small next-piece board, an LCD for score, rows, level and best, a D-pad, two round keys, a Start key, a sound switch and a speaker grille.

Installnpx shadcn add https://tactileui.dev/r/quarry.jsonWith a Pass: how

Controls

The switch on the case. On, the discs click as they flip and the case beeps at a level or a miss, once you have pressed a key (a browser allows sound only after a press). The visitor’s own setting is kept on their device.

What a screen reader calls the case.

Everything you set here is what the Code and Prompt tabs give you.

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Datasheet

Mechanism
Shared handheld case, Flip disc field, Seeded bag, Wall kick, Fixed step loop, Pointerdown keys, Segment lcd digits, Swipe on field, Concentric corners, Scale as an object
Stack
Vanilla ES modules, CSS
Needs
Flip-Dot
States
12 documented
Version
0.1.0
Licence
With a Pass

States

  1. How to playPress Start (or Enter). Pieces of four squares fall into the field; move and turn them so they fill whole rows. A full row flips over and the stack comes down. Every ten rows the pieces fall faster; when the next piece has no room, the game is over.
  2. KeysLeft and Right (or A and D) move and repeat when held, Down (or S) drops faster, Up (or W) and X turn, Z turns back, Space drops all the way, Enter or P starts and pauses. On the field: slide sideways to move, tap to turn, slide down to drop faster, flick down to drop all the way.
  3. Made ofThe kit's Panel (the case), LCD (score, rows, level and best in seven segments), Lamp (state lamp), Key (D-pad, the round Drop and Turn keys and the primary Start key), Tray (the wells), Switch (sound) and Grille, with the library's Flip-Dot for the field and the next piece.
  4. IdleThe field shows a stack with a well four rows deep and the long piece over it; the counters read zero, the best is shown, the screen says Press start.
  5. PlayingThe piece falls a row every 800 ms at level 1, locks 500 ms after it rests on the stack, and the next piece shows on the small board. A move the field refuses does nothing; a turn with no room says No room.
  6. Clearing rowsA full row shows whole for a moment, then its discs flip over as a wave, and the rows above come down. One to four rows score 100, 300, 500 or 800 times the level.
  7. Level upEvery ten rows the level goes up, the LCD says so, and the piece falls quicker (717 ms a row at level 2).
  8. PausedEnter or P pauses and carries on; a hidden tab pauses by itself. Nothing falls while paused.
  9. Game overWhen the next piece has no room the field flips up row by row from the bottom and the next board goes dark. The LCD says Game over, or New best; a new best is kept on this device.
  10. SoundThe discs click as they flip (the board's own sound) and the case beeps at a level and at game over. The switch turns it all off; the choice is remembered.
  11. Reduced motionKeys shade but do not move, and the discs swap at once instead of flipping; a game over is one switch.
  12. Twelve finishes, two volumesThe case reads the finish and volume tokens only: aluminium, graphite and the other ten finishes, Tactile or Quiet.

Notes

Pieces of four squares fall into the field; move and turn them to fill whole rows. A full row flips over as a wave across the discs, then the stack comes down. Every ten rows the pieces fall faster, and a piece with no room ends the run. The best score is kept on the visitor's device. It shares its case with the library's other handheld games.

Original. The case is the library's shared handheld (originals/components/shared/handheld), drawn from the kit's parts at one size and scaled as an object; the field and the next-piece board are the library's Flip-Dot (originals/components/flip-dot), which Quarry imports and tears down with itself. It needs the Tactile UI Kit's stylesheets on the page; the Code tab's example links them from ./kit/.

Anatomy

Shared handheld case, Flip disc field, Seeded bag, Wall kick, Fixed step loop, Pointerdown keys, Segment lcd digits, Swipe on field, Concentric corners, Scale as an object

Usage notes

A game you could hold, drawn from the kit's own parts and the library's Flip-Dot: a moulded case with a tall flip-disc field, a small next-piece board, an LCD for score, rows, level and best, a D-pad, two round keys, a Start key, a sound switch and a speaker grille. Pieces of four squares fall into the field; move and turn them to fill whole rows. A full row flips over as a wave across the discs, then the stack comes down. Every ten rows the pieces fall faster, and a piece with no room ends the run. The best score is kept on the visitor's device. It shares its case with the library's other handheld games.

Options

OptionTypeDescription
soundbooleanThe switch on the case. On, the discs click as they flip and the case beeps at a level or a miss, once you have pressed a key (a browser allows sound only after a press). The visitor’s own setting is kept on their device.
labeltextWhat a screen reader calls the case.

Methods

  • hooks
  • update
  • destroy

How it works

Original. The case is the library's shared handheld (originals/components/shared/handheld), drawn from the kit's parts at one size and scaled as an object; the field and the next-piece board are the library's Flip-Dot (originals/components/flip-dot), which Quarry imports and tears down with itself. It needs the Tactile UI Kit's stylesheets on the page; the Code tab's example links them from ./kit/.