parent
fb991e48df
commit
1d55c27fa2
74
src/main.lua
74
src/main.lua
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@ -48,6 +48,9 @@ local Screen <const> = {
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local Center <const> = xy(Screen.W / 2, Screen.H / 2)
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local BootTune <const> = playdate.sound.sampleplayer.new("sounds/boot-tune.wav")
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-- local BootTune <const> = playdate.sound.sampleplayer.new("sounds/boot-tune-organy.wav")
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local TinnyBackground <const> = playdate.sound.sampleplayer.new("sounds/tinny-background.wav")
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local BatCrackSound <const> = playdate.sound.sampleplayer.new("sounds/bat-crack-reverb.wav")
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local GrassBackground <const> = gfx.image.new("images/game/grass.png") --[[@as pd_image]]
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local PlayerFrown <const> = gfx.image.new("images/game/player-frown.png") --[[@as pd_image]]
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@ -72,16 +75,36 @@ local PitchFlyMs <const> = 1050
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local PitchStartX <const> = 195
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local PitchStartY <const>, PitchEndY <const> = 105, 240
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local PitchesX <const> = {
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-- Fastball
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gfx.animator.new(0, PitchStartX, PitchStartX, playdate.easingFunctions.linear),
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-- Slider
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gfx.animator.new(PitchFlyMs, PitchStartX - 20, PitchStartX, easingHill),
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-- Curve ball
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gfx.animator.new(PitchFlyMs, PitchStartX + 20, PitchStartX, easingHill),
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}
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local ballAnimatorY = gfx.animator.new(0, BallOffscreen, BallOffscreen, playdate.easingFunctions.linear)
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local ballAnimatorX = gfx.animator.new(0, BallOffscreen, BallOffscreen, playdate.easingFunctions.linear)
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local PitchAnimatorY <const> = gfx.animator.new(PitchFlyMs, PitchStartY, PitchEndY, playdate.easingFunctions.linear)
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local Pitches <const> = {
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-- Fastball
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{
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x = gfx.animator.new(0, PitchStartX, PitchStartX, playdate.easingFunctions.linear),
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y = gfx.animator.new(PitchFlyMs / 1.3, PitchStartY, PitchEndY, playdate.easingFunctions.linear),
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},
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-- Slider
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{
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x = gfx.animator.new(PitchFlyMs, PitchStartX - 20, PitchStartX, easingHill),
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y = gfx.animator.new(PitchFlyMs, PitchStartY, PitchEndY, playdate.easingFunctions.linear),
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},
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-- Curve ball
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{
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x = gfx.animator.new(PitchFlyMs, PitchStartX + 20, PitchStartX, easingHill),
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y = gfx.animator.new(PitchFlyMs, PitchStartY, PitchEndY, playdate.easingFunctions.linear),
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},
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-- Wobbbleball
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{
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x = {
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currentValue = function()
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return PitchStartX + (10 * math.sin((ballAnimatorY:currentValue() - PitchStartY) / 10))
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end,
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reset = function() end,
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},
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y = gfx.animator.new(PitchFlyMs * 1.3, PitchStartY, PitchEndY, playdate.easingFunctions.linear),
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},
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}
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local CrankOffsetDeg <const> = 90
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local BatOffset <const> = xy(10, 25)
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@ -91,10 +114,12 @@ local batTip <const> = xy(0, 0)
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local TagDistance <const> = 20
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local SmallestBallRadius <const> = 6
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local ball <const> = {
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x = Center.x --[[@as number]],
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y = Center.y --[[@as number]],
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size = 6,
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size = SmallestBallRadius,
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heldBy = nil --[[@type Runner | nil]],
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}
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@ -107,14 +132,11 @@ local Modes <const> = {
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local currentMode = Modes.batting
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local ballAnimatorY = gfx.animator.new(0, BallOffscreen, BallOffscreen, playdate.easingFunctions.linear)
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local ballAnimatorX = gfx.animator.new(0, BallOffscreen, BallOffscreen, playdate.easingFunctions.linear)
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-- TODO? Replace this AND ballSizeAnimator with a ballHeightAnimator
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-- ...that might lose some of the magic of both. Compromise available? idk
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local ballFloatAnimator <const> = gfx.animator.new(2000, -60, 0, easingHill)
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local ballFloatAnimator = gfx.animator.new(2000, -60, 0, easingHill)
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local BallSizeMs = 2000
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local ballSizeAnimator = gfx.animator.new(BallSizeMs, 9, 6, easingHill)
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local ballSizeAnimator = gfx.animator.new(BallSizeMs, 9, SmallestBallRadius, easingHill)
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local HitMult = 20
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@ -220,7 +242,7 @@ function throwBall(destX, destY, easingFunc, flyTimeMs, floaty, customBallScaler
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ballSizeAnimator = customBallScaler
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else
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-- TODO? Scale based on distance?
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ballSizeAnimator = gfx.animator.new(flyTimeMs, 9, 6, easingHill)
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ballSizeAnimator = gfx.animator.new(flyTimeMs, 9, SmallestBallRadius, easingHill)
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end
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ballAnimatorY = gfx.animator.new(flyTimeMs, ball.y, destY, easingFunc)
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ballAnimatorX = gfx.animator.new(flyTimeMs, ball.x, destX, easingFunc)
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@ -238,8 +260,16 @@ local catcherThrownBall = false
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function pitch()
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catcherThrownBall = false
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currentMode = Modes.batting
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ballAnimatorX = PitchesX[math.random(#PitchesX)]
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ballAnimatorY = PitchAnimatorY
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local current = Pitches[math.random(#Pitches)]
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ballAnimatorX = current.x
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ballAnimatorY = current.y or Pitches[1].y
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-- TODO: This would need to be sanely replaced in throwBall() etc.
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-- if current.z then
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-- ballFloatAnimator = current.z
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-- ballFloatAnimator:reset()
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-- end
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ballAnimatorX:reset()
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ballAnimatorY:reset()
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@ -515,6 +545,10 @@ function init()
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playdate.timer.new(2000, function()
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throwBall(PitchStartX, PitchStartY, playdate.easingFunctions.linear, nil, false)
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end)
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BootTune:play()
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BootTune:setFinishCallback(function()
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TinnyBackground:play()
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end)
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end
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function tryToThrowOut(self)
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@ -536,7 +570,7 @@ local batAngleDeg
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function updateBatting()
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if ball.y < BallOffscreen then
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ball.y = ballAnimatorY:currentValue() + ballFloatAnimator:currentValue()
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ball.size = 6
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ball.size = SmallestBallRadius -- ballFloatAnimator:currentValue()
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end
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batAngleDeg = (playdate.getCrankPosition() + CrankOffsetDeg) % 360
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@ -571,7 +605,7 @@ function updateBatting()
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playdate.easingFunctions.outQuint,
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2000,
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nil,
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gfx.animator.new(2000, 9 + (mult * mult * 0.5), 6, easingHill)
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gfx.animator.new(2000, 9 + (mult * mult * 0.5), SmallestBallRadius, easingHill)
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)
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fielders.first.target = Bases[First]
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