Extract batting.lua
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@ -0,0 +1,67 @@
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---@class BatRenderState
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---@field batBase XyPair
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---@field batTip XyPair
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---@field batAngleDeg number
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---@field batSpeed number
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---@class Batting
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---@field private Baserunning
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---@field state BatRenderState Is updated by checkForHit()
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Batting = {}
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local SwingBackDeg <const> = 30
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local SwingForwardDeg <const> = 170
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local OffscreenPos <const> = utils.xy(-999, -999)
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---@param baserunning Baserunning
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function Batting.new(baserunning)
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return setmetatable({
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baserunning = baserunning,
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state = {
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batAngleDeg = 0,
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batSpeed = 0,
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batTip = OffscreenPos,
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batBase = OffscreenPos,
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},
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}, { __index = Batting })
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end
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-- TODO? Make the bat angle work more like the throw meter.
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-- Would instead constantly drift toward a default value, giving us a little more control,
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-- and letting the user find a crank position and direction that works for them
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--- Assumes the bat is being held by self.baserunning.batter
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---@param batDeg number
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---@param batSpeed number
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---@param ball Point3d
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---@return XyPair | nil, boolean, number | nil Ball destination or nil if no hit, true only if batter swung, power mult
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function Batting:checkForHit(batDeg, batSpeed, ball)
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local batter = self.baserunning.batter
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local isSwinging = batDeg > SwingBackDeg and batDeg < SwingForwardDeg
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local batRadians = math.rad(batDeg)
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local base = batter and utils.xy(batter.x + C.BatterHandPos.x, batter.y + C.BatterHandPos.y) or OffscreenPos
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local tip = utils.xy(base.x + (C.BatLength * math.sin(batRadians)), base.y + (C.BatLength * math.cos(batRadians)))
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self.state.batSpeed = batSpeed
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self.state.batAngleDeg = batDeg
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self.state.batTip = tip
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self.state.batBase = base
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local ballWasHit = batSpeed > 0 and ball.y < 232 and utils.pointOnOrUnderLine(ball, base, tip, C.Screen.H)
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if not ballWasHit then
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return nil, isSwinging
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end
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local ballAngle = batRadians + math.rad(90)
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local mult = math.abs(batSpeed / 15)
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local ballVelX = mult * C.BattingPower * 10 * math.sin(ballAngle)
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local ballVelY = mult * C.BattingPower * 5 * math.cos(ballAngle)
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if ballVelY > 0 then
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ballVelX = ballVelX * -1
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ballVelY = ballVelY * -1
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end
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return utils.xy(ball.x + ballVelX, ball.y + ballVelY), isSwinging, mult
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end
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@ -7,8 +7,6 @@ Characters = {}
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local gfx <const> = playdate.graphics
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---@alias BatState { batBase: XyPair, batTip: XyPair, batAngleDeg: number }
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local GloveSizeX, GloveSizeY <const> = Glove:getSize()
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local GloveOffX, GloveOffY <const> = GloveSizeX / 2, GloveSizeY / 2
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@ -53,7 +51,7 @@ function drawFielder(fieldingTeamSprites, fielder, ball, flip)
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return drawFielderGlove(ball, x, y)
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end
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---@param batState BatState
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---@param batState BatRenderState
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local function drawBat(batState)
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gfx.setLineWidth(7)
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gfx.drawLine(batState.batBase.x, batState.batBase.y, batState.batTip.x, batState.batTip.y)
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@ -68,7 +66,7 @@ end
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---@param battingTeamSprites SpriteCollection
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---@param batter Runner
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---@param batState BatState
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---@param batState BatRenderState
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local function drawBatter(battingTeamSprites, batter, batState)
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local spriteCollection = battingTeamSprites[batter.spriteIndex]
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if batState.batAngleDeg > 50 and batState.batAngleDeg < 200 then
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@ -91,7 +89,7 @@ end
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---@param fielding Fielding
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---@param baserunning Baserunning
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---@param batState BatState
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---@param batState BatRenderState
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---@param battingTeam TeamId
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---@param ball Point3d
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---@return Fielder | nil ballHeldBy
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63
src/main.lua
63
src/main.lua
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@ -15,7 +15,7 @@ import 'CoreLibs/utilities/where.lua'
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---@class InputHandler
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---@field update fun(self, deltaSeconds: number)
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---@field updateBat fun(self, ball: Ball, pitchIsOver: boolean, deltaSeconds: number)
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---@field updateBatAngle fun(self, ball: Ball, pitchIsOver: boolean, deltaSeconds: number)
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---@field runningSpeed fun(self, runner: Runner, ball: Ball)
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---@field pitch fun(self)
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---@field fielderAction fun(self, fielderHoldingBall: Fielder | nil, outedSomeRunner: boolean, ball: Ball)
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@ -40,6 +40,7 @@ import 'action-queue.lua'
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import 'announcer.lua'
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import 'ball.lua'
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import 'baserunning.lua'
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import 'batting.lua'
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import 'dbg.lua'
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import 'fielding.lua'
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import 'graphics.lua'
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@ -94,15 +95,17 @@ local teams <const> = {
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---@field offenseState OffenseState
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---@field inning number
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---@field stats Statistics
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---@field batBase XyPair
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---@field batTip XyPair
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---@field batAngleDeg number
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--- Ephemeral data ONLY used during rendering
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---@class RenderState
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---@field bat BatRenderState
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---@class Game
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---@field private settings Settings
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---@field private announcer Announcer
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---@field private fielding Fielding
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---@field private baserunning Baserunning
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---@field private batting Batting
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---@field private characters Characters
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---@field private npc InputHandler
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---@field private userInput InputHandler
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@ -124,16 +127,12 @@ function Game.new(settings, announcer, fielding, baserunning, npc, state)
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local battingTeam = "away"
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local ball = Ball.new(gfx.animator)
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local o = setmetatable({
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settings = settings,
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announcer = announcer,
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fielding = fielding,
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panner = Panner.new(ball),
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state = state or {
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batBase = utils.xy(C.Center.x - 34, 215),
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batTip = utils.xy(0, 0),
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batAngleDeg = C.CrankOffsetDeg,
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deltaSeconds = 0,
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ball = ball,
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battingTeam = battingTeam,
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@ -148,6 +147,7 @@ function Game.new(settings, announcer, fielding, baserunning, npc, state)
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o.baserunning = baserunning or Baserunning.new(announcer, function()
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o:nextHalfInning()
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end)
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o.batting = Batting.new(o.baserunning)
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o.userInput = UserInput.new(function(throwFly, forbidThrowHome)
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return o:buttonControlledThrow(throwFly, forbidThrowHome)
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end)
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@ -362,7 +362,7 @@ function Game:strikeOut()
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end
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function Game:saveToFile()
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playdate.datastore.write({ currentGame = self }, "data", true)
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playdate.datastore.write({ currentGame = self.state }, "data", true)
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end
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function Game.load()
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@ -380,60 +380,30 @@ function Game.load()
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return ret
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end
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local SwingBackDeg <const> = 30
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local SwingForwardDeg <const> = 170
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---@param offenseHandler InputHandler
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function Game:updateBatting(offenseHandler)
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local ball = self.state.ball
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local batDeg, batSpeed = offenseHandler:updateBat(ball, self.state.pitchIsOver, self.state.deltaSeconds)
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self.state.batAngleDeg = batDeg
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local batDeg, batSpeed = offenseHandler:updateBatAngle(ball, self.state.pitchIsOver, self.state.deltaSeconds)
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local ballDest, isSwinging, mult = self.batting:checkForHit(batDeg, batSpeed, ball)
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self.state.didSwing = self.state.didSwing or (isSwinging and not self.state.pitchIsOver)
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if not self.state.pitchIsOver and batDeg > SwingBackDeg and batDeg < SwingForwardDeg then
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self.state.didSwing = true
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end
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-- TODO? Make the bat angle work more like the throw meter.
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-- Would instead constantly drift toward a default value, giving us a little more control,
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-- and letting the user find a crank position and direction that works for them
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local batAngle = math.rad(batDeg)
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-- TODO: animate bat-flip or something
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local batter = self.baserunning.batter
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self.state.batBase.x = batter and (batter.x + C.BatterHandPos.x) or -999
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self.state.batBase.y = batter and (batter.y + C.BatterHandPos.y) or -999
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self.state.batTip.x = self.state.batBase.x + (C.BatLength * math.sin(batAngle))
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self.state.batTip.y = self.state.batBase.y + (C.BatLength * math.cos(batAngle))
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local ballWasHit = batSpeed > 0
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and ball.y < 232
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and utils.pointDirectlyUnderLine(ball, self.state.batBase, self.state.batTip, C.Screen.H)
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if not ballWasHit then
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if not ballDest then
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return
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end
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-- Hit!
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-- TODO: animate bat-flip or something
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self:saveToFile()
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BatCrackReverb:play()
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self.state.offenseState = C.Offense.running
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local ballAngle = batAngle + math.rad(90)
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local mult = math.abs(batSpeed / 15)
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local ballVelX = mult * C.BattingPower * 10 * math.sin(ballAngle)
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local ballVelY = mult * C.BattingPower * 5 * math.cos(ballAngle)
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if ballVelY > 0 then
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ballVelX = ballVelX * -1
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ballVelY = ballVelY * -1
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end
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local ballDest = utils.xy(ball.x + ballVelX, ball.y + ballVelY)
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pitchTracker:reset()
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local flyTimeMs = 2000
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-- TODO? A dramatic eye-level view on a home-run could be sick.
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local battingTeamStats = self:battingTeamCurrentInning()
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battingTeamStats.hits[#battingTeamStats.hits + 1] = ballDest
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if utils.isFoulBall(ballDest.x, ballDest.y) then
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if utils.isFoulBall(ballDest) then
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self.announcer:say("Foul ball!")
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pitchTracker.strikes = math.min(pitchTracker.strikes + 1, 2)
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-- TODO: Have a fielder chase for the fly-out
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@ -592,7 +562,8 @@ function Game:update()
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fans.draw()
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GrassBackground:draw(-400, -720)
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local ballHeldBy = self.characters:drawAll(self.fielding, self.baserunning, state, state.battingTeam, state.ball)
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local ballHeldBy =
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self.characters:drawAll(self.fielding, self.baserunning, self.batting.state, state.battingTeam, state.ball)
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if self:userIsOn("defense") then
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throwMeter:drawNearFielder(ballHeldBy)
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@ -26,7 +26,7 @@ function Npc.update() end
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---@param pitchIsOver boolean
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---@param deltaSec number
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---@return number batAngleDeg, number batSpeed
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function Npc:updateBat(ball, pitchIsOver, deltaSec)
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function Npc:updateBatAngle(ball, pitchIsOver, deltaSec)
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if not pitchIsOver and ball.y > 200 and ball.y < 230 and (ball.x < C.Center.x + 15) then
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npcBatDeg = npcBatDeg + (deltaSec * npcBatSpeed)
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else
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@ -18,7 +18,7 @@ function UserInput:update()
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end
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---@return number batAngleDeg, number batSpeed
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function UserInput:updateBat()
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function UserInput:updateBatAngle()
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local batAngleDeg = (playdate.getCrankPosition() + C.CrankOffsetDeg) % 360
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local batSpeed = math.abs(self.crankLimited)
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return batAngleDeg, batSpeed
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@ -175,14 +175,14 @@ end
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---@param line2 XyPair
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---@param bottomBound number
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---@return boolean
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function utils.pointDirectlyUnderLine(point, line1, line2, bottomBound)
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function utils.pointOnOrUnderLine(point, line1, line2, bottomBound)
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-- This check currently assumes right-handedness.
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-- I.e. it assumes the ball is to the right of batBaseX
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if point.x < line1.x or point.x > line2.x or point.y > bottomBound then
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return false
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end
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return utils.pointUnderLine(point.x, point.y, line1.x, line1.y, line2.x, line2.y)
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return utils.pointUnderLine(point.x, point.y, line1.x, line1.y - 2, line2.x, line2.y - 2)
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end
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--- Returns true if the given point is anywhere above the given line, with no upper bound.
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@ -230,14 +230,13 @@ function utils.pointUnderLine(pointX, pointY, lineX1, lineY1, lineX2, lineY2)
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end
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--- Returns true if a ball landing at destX,destY will be foul.
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---@param destX number
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---@param destY number
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function utils.isFoulBall(destX, destY)
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---@param dest XyPair
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function utils.isFoulBall(dest)
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local leftLine = C.LeftFoulLine
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local rightLine = C.RightFoulLine
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return utils.pointUnderLine(destX, destY, leftLine.x1, leftLine.y1, leftLine.x2, leftLine.y2)
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or utils.pointUnderLine(destX, destY, rightLine.x1, rightLine.y1, rightLine.x2, rightLine.y2)
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return utils.pointUnderLine(dest.x, dest.y, leftLine.x1, leftLine.y1, leftLine.x2, leftLine.y2)
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or utils.pointUnderLine(dest.x, dest.y, rightLine.x1, rightLine.y1, rightLine.x2, rightLine.y2)
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end
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--- Returns the nearest position object from the given point, as well as its distance from that point
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