Remove some outdated TODOs and comments
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@ -91,8 +91,6 @@ C.SmallestBallRadius = 6
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C.BatLength = 35
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-- TODO: enums implemented this way are probably going to be difficult to serialize!
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---@alias OffenseState "batting" | "running" | "walking"
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--- An enum for what state the offense is in
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---@type table<string, OffenseState>
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@ -7,27 +7,13 @@ Transitions = {
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local gfx = playdate.graphics
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-- local function animateOut() end
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-- local function animateIn() end
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local previousSceneImage
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local previousSceneMask
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local nextSceneImage
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-- local nextSceneOffScreen = false
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-- local stillAnimating = false
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-- TODO: Okay but like imagine.
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-- Push a blank image context,
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-- draw the previous scene on one side,
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-- draw the next scene on the other,
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-- SWING a bat to cover the seam.
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local batImageTable = {}
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local batOffset = 80
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local degStep = 3
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function loadBatImageTable()
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@ -5,8 +5,6 @@
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--- @field target XyPair | nil
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--- @field speed number
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-- TODO: Run down baserunners in a pickle.
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---@class Fielding
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---@field fielders table<string, Fielder>
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---@field fielderHoldingBall Fielder | nil
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@ -499,7 +499,6 @@ function Game:updateGameState()
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self:updateBatting(self.state.batAngleDeg, batSpeed)
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-- Walk batter to the plate
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-- TODO: Ensure batter can't be nil, here
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self.baserunning:updateRunner(self.baserunning.batter, nil, crankLimited, self.state.deltaSeconds)
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if self.state.secondsSincePitchAllowed > C.PitchAfterSeconds then
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@ -559,8 +558,6 @@ function Game:updateGameState()
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actionQueue:runWaiting(self.state.deltaSeconds)
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end
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-- TODO: Swappable update() for main menu, etc.
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function Game:update()
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playdate.timer.updateTimers()
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gfx.animation.blinker.updateAll()
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