Merge pull request 'extract-input-controllers' (#4) from extract-input-controllers into main
Reviewed-on: #4
This commit is contained in:
commit
30aa5bd6c6
296
src/main.lua
296
src/main.lua
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@ -13,6 +13,13 @@ import 'CoreLibs/utilities/where.lua'
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--- @alias EasingFunc fun(number, number, number, number): number
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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 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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--- @alias LaunchBall fun(
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--- self: self,
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--- destX: number,
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@ -39,6 +46,7 @@ import 'graphics.lua'
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import 'npc.lua'
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import 'pitching.lua'
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import 'statistics.lua'
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import 'user-input.lua'
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import 'draw/box-score.lua'
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import 'draw/fans.lua'
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@ -98,7 +106,8 @@ local teams <const> = {
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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 npc Npc
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---@field private npc InputHandler
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---@field private userInput InputHandler
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---@field private homeTeamBlipper Blipper
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---@field private awayTeamBlipper Blipper
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---@field private panner Panner
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@ -109,7 +118,7 @@ Game = {}
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---@param announcer Announcer | nil
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---@param fielding Fielding | nil
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---@param baserunning Baserunning | nil
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---@param npc Npc | nil
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---@param npc InputHandler | nil
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---@param state MutableState | nil
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---@return Game
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function Game.new(settings, announcer, fielding, baserunning, npc, state)
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@ -151,6 +160,9 @@ 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.userInput = UserInput.new(function(throwFly, forbidThrowHome)
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return o:buttonControlledThrow(throwFly, forbidThrowHome)
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end)
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o.npc = npc or Npc.new(o.baserunning.runners, o.fielding.fielders)
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o.fielding:resetFielderPositions(teams.home.benchPosition)
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@ -198,6 +210,17 @@ function Game:userIsOn(side)
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return ret, not ret
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end
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---@return InputHandler offense, InputHandler defense
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function Game:currentInputHandlers()
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local userOnOffense, userOnDefense = self:userIsOn("offense")
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local offenseInput = userOnOffense and self.userInput or self.npc
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local defenseInput = userOnDefense and self.userInput or self.npc
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offenseInput:update(self.state.deltaSeconds)
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defenseInput:update(self.state.deltaSeconds)
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return offenseInput, defenseInput
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end
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---@param pitchFlyTimeMs number | nil
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---@param pitchTypeIndex number | nil
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---@param accuracy number The closer to 1.0, the better
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@ -308,18 +331,18 @@ end
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function Game:buttonControlledThrow(throwFlyMs, forbidThrowHome)
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local targetBase
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if playdate.buttonIsPressed(playdate.kButtonLeft) then
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targetBase = C.Bases[C.Third]
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targetBase = C.Third
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elseif playdate.buttonIsPressed(playdate.kButtonUp) then
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targetBase = C.Bases[C.Second]
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targetBase = C.Second
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elseif playdate.buttonIsPressed(playdate.kButtonRight) then
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targetBase = C.Bases[C.First]
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targetBase = C.First
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elseif not forbidThrowHome and playdate.buttonIsPressed(playdate.kButtonDown) then
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targetBase = C.Bases[C.Home]
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targetBase = C.Home
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else
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return false
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end
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self.fielding:userThrowTo(targetBase, self.state.ball, throwFlyMs)
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self.fielding:userThrowTo(C.Bases[targetBase], self.state.ball, throwFlyMs)
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self.baserunning.secondsSinceLastRunnerMove = 0
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self.state.offenseState = C.Offense.running
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@ -358,8 +381,12 @@ end
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local SwingBackDeg <const> = 30
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local SwingForwardDeg <const> = 170
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---@param batDeg number
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function Game:updateBatting(batDeg, batSpeed)
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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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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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@ -368,81 +395,80 @@ function Game:updateBatting(batDeg, batSpeed)
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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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self.state.batBase.x = self.baserunning.batter and (self.baserunning.batter.x + C.BatterHandPos.x) or 0
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self.state.batBase.y = self.baserunning.batter and (self.baserunning.batter.y + C.BatterHandPos.y) or 0
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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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if
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batSpeed > 0
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and self.state.ball.y < 232
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local ballWasHit = batSpeed > 0
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and ball.y < 232
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and utils.pointDirectlyUnderLine(
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self.state.ball.x,
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self.state.ball.y,
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ball.x,
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ball.y,
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self.state.batBase.x,
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self.state.batBase.y,
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self.state.batTip.x,
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self.state.batTip.y,
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C.Screen.H
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)
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then
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-- Hit!
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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 * 10 * math.sin(ballAngle)
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local ballVelY = mult * 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 =
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utils.xy(self.state.ball.x + (ballVelX * C.BattingPower), self.state.ball.y + (ballVelY * C.BattingPower))
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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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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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return
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end
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if utils.pointIsSquarelyAboveLine(utils.xy(ballDest.x, ballDest.y), C.OutfieldWall) then
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playdate.timer.new(flyTimeMs, function()
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-- Verify that the home run wasn't intercepted
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if
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utils.within(1, self.state.ball.x, ballDest.x) and utils.within(1, self.state.ball.y, ballDest.y)
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then
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self.announcer:say("HOME RUN!")
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self.state.offenseState = C.Offense.homeRun
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-- Linger on the home-run ball for a moment, before panning to the bases.
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playdate.timer.new(1000, function()
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self.panner:panTo(utils.xy(0, 0), function()
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return self:pitcherIsReady()
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end)
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end)
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end
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end)
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end
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local hitBallScaler = gfx.animator.new(2000, 9 + (mult * mult * 0.5), C.SmallestBallRadius, utils.easingHill)
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self.state.ball:launch(ballDest.x, ballDest.y, playdate.easingFunctions.outQuint, flyTimeMs, nil, hitBallScaler)
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self.baserunning:convertBatterToRunner()
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self.fielding:haveSomeoneChase(ballDest.x, ballDest.y)
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if not ballWasHit then
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return
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end
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-- Hit!
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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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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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return
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end
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if utils.pointIsSquarelyAboveLine(utils.xy(ballDest.x, ballDest.y), C.OutfieldWall) then
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playdate.timer.new(flyTimeMs, function()
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-- Verify that the home run wasn't intercepted
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if utils.within(1, ball.x, ballDest.x) and utils.within(1, ball.y, ballDest.y) then
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self.announcer:say("HOME RUN!")
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self.state.offenseState = C.Offense.homeRun
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-- Linger on the home-run ball for a moment, before panning to the bases.
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playdate.timer.new(1000, function()
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self.panner:panTo(utils.xy(0, 0), function()
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return self:pitcherIsReady()
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end)
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end)
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end
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end)
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end
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local hitBallScaler = gfx.animator.new(2000, 9 + (mult * mult * 0.5), C.SmallestBallRadius, utils.easingHill)
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ball:launch(ballDest.x, ballDest.y, playdate.easingFunctions.outQuint, flyTimeMs, nil, hitBallScaler)
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self.baserunning:convertBatterToRunner()
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self.fielding:haveSomeoneChase(ballDest.x, ballDest.y)
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end
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---@param appliedSpeed number | fun(runner: Runner): number
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---
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---@return boolean runnersStillMoving, number secondsSinceLastRunnerMove
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function Game:updateNonBatterRunners(appliedSpeed, forcedOnly, isAutoRun)
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local runnersStillMoving, runnersScored, secondsSinceLastRunnerMove =
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@ -471,102 +497,53 @@ function Game:returnToPitcher()
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end)
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end
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---@param throwFly number
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function Game:userPitch(throwFly, accuracy)
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local aPressed = playdate.buttonIsPressed(playdate.kButtonA)
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local bPressed = playdate.buttonIsPressed(playdate.kButtonB)
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if not aPressed and not bPressed then
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self:pitch(throwFly, 1, accuracy)
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elseif aPressed and not bPressed then
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self:pitch(throwFly, 2, accuracy)
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elseif not aPressed and bPressed then
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self:pitch(throwFly, 3, accuracy)
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elseif aPressed and bPressed then
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self:pitch(throwFly, 4, accuracy)
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---@param defenseHandler InputHandler
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function Game:updatePitching(defenseHandler)
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pitchTracker:recordIfPassed(self.state.ball)
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if self:pitcherIsOnTheMound() then
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pitchTracker.secondsSinceLastPitch = pitchTracker.secondsSinceLastPitch + self.state.deltaSeconds
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end
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if pitchTracker.secondsSinceLastPitch > C.ReturnToPitcherAfterSeconds and not self.state.pitchIsOver then
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local outcome = pitchTracker:updatePitchCounts(self.state.didSwing, self:fieldingTeamCurrentInning())
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if outcome == PitchOutcomes.StrikeOut then
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self:strikeOut()
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elseif outcome == PitchOutcomes.Walk then
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self:walk()
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end
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self:returnToPitcher()
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self.state.pitchIsOver = true
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self.state.didSwing = false
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end
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if pitchTracker.secondsSinceLastPitch > C.PitchAfterSeconds then
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self:pitch(defenseHandler:pitch())
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end
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end
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function Game:updateGameState()
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playdate.timer.updateTimers()
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gfx.animation.blinker.updateAll()
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self.state.deltaSeconds = playdate.getElapsedTime() or 0
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playdate.resetElapsedTime()
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local crankChange = playdate.getCrankChange() --[[@as number]]
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local crankLimited = crankChange == 0 and 0 or (math.log(math.abs(crankChange)) * C.CrankPower)
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if crankChange < 0 then
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crankLimited = crankLimited * -1
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end
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self.state.ball:updatePosition()
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local userOnOffense, userOnDefense = self:userIsOn("offense")
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local offenseHandler, defenseHandler = self:currentInputHandlers()
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local fielderHoldingBall = self.fielding:updateFielderPositions(self.state.ball, self.state.deltaSeconds)
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if fielderHoldingBall then
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local outedSomeRunner = self.baserunning:outEligibleRunners(fielderHoldingBall)
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if not userOnDefense and self.state.offenseState == C.Offense.running then
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self.npc:fielderAction(fielderHoldingBall, outedSomeRunner, self.state.ball)
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end
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end
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if self.state.offenseState == C.Offense.batting then
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pitchTracker:recordIfPassed(self.state.ball)
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local pitcher = self.fielding.fielders.pitcher
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if utils.distanceBetween(pitcher.x, pitcher.y, C.PitcherStartPos.x, C.PitcherStartPos.y) < C.BaseHitbox then
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pitchTracker.secondsSinceLastPitch = pitchTracker.secondsSinceLastPitch + self.state.deltaSeconds
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end
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if pitchTracker.secondsSinceLastPitch > C.ReturnToPitcherAfterSeconds and not self.state.pitchIsOver then
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local outcome = pitchTracker:updatePitchCounts(self.state.didSwing, self:fieldingTeamCurrentInning())
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if outcome == PitchOutcomes.StrikeOut then
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self:strikeOut()
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elseif outcome == PitchOutcomes.Walk then
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self:walk()
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end
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self:returnToPitcher()
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self.state.pitchIsOver = true
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self.state.didSwing = false
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end
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local batSpeed
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if userOnOffense then
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self.state.batAngleDeg = (playdate.getCrankPosition() + C.CrankOffsetDeg) % 360
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batSpeed = crankLimited
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else
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self.state.batAngleDeg =
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self.npc:updateBatAngle(self.state.ball, self.state.pitchIsOver, self.state.deltaSeconds)
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batSpeed = self.npc:batSpeed() * self.state.deltaSeconds
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end
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self:updateBatting(self.state.batAngleDeg, batSpeed)
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self:updatePitching(defenseHandler)
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self:updateBatting(offenseHandler)
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-- Walk batter to the plate
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self.baserunning:updateRunner(
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self.baserunning.batter,
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nil,
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userOnOffense and crankLimited or 0,
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false,
|
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self.state.deltaSeconds
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)
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if pitchTracker.secondsSinceLastPitch > C.PitchAfterSeconds then
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if userOnDefense then
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local powerRatio, accuracy = throwMeter:readThrow(crankChange)
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if powerRatio then
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local throwFly = C.PitchFlyMs / powerRatio
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if throwFly and not self:buttonControlledThrow(throwFly, true) then
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self:userPitch(throwFly, accuracy)
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end
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end
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else
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self:pitch(C.PitchFlyMs / self.npc:pitchSpeed(), math.random(#Pitches))
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end
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end
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self.baserunning:updateRunner(self.baserunning.batter, nil, 0, false, self.state.deltaSeconds)
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elseif self.state.offenseState == C.Offense.running then
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local appliedSpeed = userOnOffense and crankLimited
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or function(runner)
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return self.npc:runningSpeed(runner, self.state.ball)
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end
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local appliedSpeed = function(runner)
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return offenseHandler:runningSpeed(runner, self.state.ball)
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end
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local _, secondsSinceLastRunnerMove = self:updateNonBatterRunners(appliedSpeed, false, false)
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if secondsSinceLastRunnerMove > C.ResetFieldersAfterSeconds then
|
||||
-- End of play. Throw the ball back to the pitcher
|
||||
|
@ -574,15 +551,11 @@ function Game:updateGameState()
|
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self:returnToPitcher()
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end
|
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if userOnDefense then
|
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local powerRatio = throwMeter:readThrow(crankChange)
|
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if powerRatio then
|
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local throwFly = C.PitchFlyMs / powerRatio
|
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if throwFly then
|
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self:buttonControlledThrow(throwFly)
|
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end
|
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end
|
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local outedSomeRunner = false
|
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if fielderHoldingBall then
|
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outedSomeRunner = self.baserunning:outEligibleRunners(fielderHoldingBall)
|
||||
end
|
||||
defenseHandler:fielderAction(fielderHoldingBall, outedSomeRunner, self.state.ball)
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elseif self.state.offenseState == C.Offense.walking then
|
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if not self:updateNonBatterRunners(C.WalkedRunnerSpeed, true, true) then
|
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self.state.offenseState = C.Offense.batting
|
||||
|
@ -608,10 +581,7 @@ function Game:updateGameState()
|
|||
end
|
||||
|
||||
function Game:update()
|
||||
playdate.timer.updateTimers()
|
||||
gfx.animation.blinker.updateAll()
|
||||
self:updateGameState()
|
||||
local ball = self.state.ball
|
||||
|
||||
gfx.clear()
|
||||
gfx.setColor(gfx.kColorBlack)
|
||||
|
@ -628,6 +598,8 @@ function Game:update()
|
|||
characterDraws[#characterDraws + 1] = { y = y, drawAction = drawAction }
|
||||
end
|
||||
|
||||
local ball = self.state.ball
|
||||
|
||||
local danceOffset = FielderDanceAnimator:currentValue()
|
||||
---@type Fielder | nil
|
||||
local ballHeldBy
|
||||
|
@ -635,7 +607,7 @@ function Game:update()
|
|||
addDraw(fielder.y + danceOffset, function()
|
||||
local ballHeldByThisFielder = drawFielder(
|
||||
self.state.fieldingTeamSprites[fielder.spriteIndex],
|
||||
self.state.ball,
|
||||
ball,
|
||||
fielder.x,
|
||||
fielder.y + danceOffset
|
||||
)
|
||||
|
|
17
src/npc.lua
17
src/npc.lua
|
@ -2,7 +2,7 @@ local npcBatDeg = 0
|
|||
local BaseNpcBatSpeed <const> = 1500
|
||||
local npcBatSpeed = 1500
|
||||
|
||||
---@class Npc
|
||||
---@class Npc: InputHandler
|
||||
---@field runners Runner[]
|
||||
---@field fielders Fielder[]
|
||||
-- selene: allow(unscoped_variables)
|
||||
|
@ -18,26 +18,32 @@ function Npc.new(runners, fielders)
|
|||
}, { __index = Npc })
|
||||
end
|
||||
|
||||
function Npc.update() end
|
||||
|
||||
-- TODO: FAR more nuanced NPC batting.
|
||||
---@param ball XyPair
|
||||
---@param pitchIsOver boolean
|
||||
---@param deltaSec number
|
||||
---@return number
|
||||
---@return number batAngleDeg, number batSpeed
|
||||
-- luacheck: no unused
|
||||
function Npc:updateBatAngle(ball, pitchIsOver, deltaSec)
|
||||
function Npc:updateBat(ball, pitchIsOver, deltaSec)
|
||||
if not pitchIsOver and ball.y > 200 and ball.y < 230 and (ball.x < C.Center.x + 15) then
|
||||
npcBatDeg = npcBatDeg + (deltaSec * npcBatSpeed)
|
||||
else
|
||||
npcBatSpeed = (1 + math.random()) * BaseNpcBatSpeed
|
||||
npcBatDeg = 230
|
||||
end
|
||||
return npcBatDeg
|
||||
return npcBatDeg, (self:batSpeed() * deltaSec)
|
||||
end
|
||||
|
||||
function Npc:batSpeed()
|
||||
return npcBatSpeed / 1.5
|
||||
end
|
||||
|
||||
function Npc:pitch()
|
||||
return C.PitchFlyMs / self:pitchSpeed(), math.random(#Pitches), 0.9
|
||||
end
|
||||
|
||||
local baseRunningSpeed = 25
|
||||
|
||||
---@param runner Runner
|
||||
|
@ -138,6 +144,9 @@ end
|
|||
---@param outedSomeRunner boolean
|
||||
---@param ball { x: number, y: number, heldBy: Fielder | nil, launch: LaunchBall }
|
||||
function Npc:fielderAction(fielder, outedSomeRunner, ball)
|
||||
if not fielder then
|
||||
return
|
||||
end
|
||||
if outedSomeRunner then
|
||||
-- Delay a little before the next play
|
||||
playdate.timer.new(750, function()
|
||||
|
|
|
@ -54,12 +54,13 @@ Pitches = {
|
|||
y = gfx.animator.new(C.PitchFlyMs, C.PitchStart.y, C.PitchEndY, playdate.easingFunctions.linear),
|
||||
}
|
||||
end,
|
||||
-- Wobbbleball
|
||||
-- Wobbleball
|
||||
function(accuracy, ball)
|
||||
local missBy = getPitchMissBy(accuracy)
|
||||
return {
|
||||
x = {
|
||||
currentValue = function()
|
||||
return getPitchMissBy(accuracy)
|
||||
return missBy
|
||||
+ C.PitchStart.x
|
||||
+ (10 * math.sin((ball.yAnimator:currentValue() - C.PitchStart.y) / 10))
|
||||
end,
|
||||
|
|
|
@ -0,0 +1,64 @@
|
|||
---@class UserInput: InputHandler
|
||||
---@field buttonControlledThrow: fun(throwFlyMs: number, forbidThrowHome: boolean): boolean didThrow
|
||||
UserInput = {}
|
||||
|
||||
function UserInput.new(buttonControlledThrow)
|
||||
return setmetatable({
|
||||
buttonControlledThrow = buttonControlledThrow,
|
||||
}, { __index = UserInput })
|
||||
end
|
||||
|
||||
function UserInput:update()
|
||||
self.crankChange = playdate.getCrankChange()
|
||||
local crankLimited = self.crankChange == 0 and 0 or (math.log(math.abs(self.crankChange)) * C.CrankPower)
|
||||
self.crankLimited = math.abs(crankLimited)
|
||||
end
|
||||
|
||||
function UserInput:updateBat()
|
||||
local batAngleDeg = (playdate.getCrankPosition() + C.CrankOffsetDeg) % 360
|
||||
local batSpeed = self.crankLimited
|
||||
return batAngleDeg, batSpeed
|
||||
end
|
||||
|
||||
function UserInput:runningSpeed()
|
||||
return self.crankLimited
|
||||
end
|
||||
|
||||
---@param throwFlyMs number
|
||||
---@param accuracy number | nil
|
||||
---@return number | nil pitchFlyTimeMs, number | nil pitchTypeIndex, number | nil accuracy
|
||||
local function userPitch(throwFlyMs, accuracy)
|
||||
local aPressed = playdate.buttonIsPressed(playdate.kButtonA)
|
||||
local bPressed = playdate.buttonIsPressed(playdate.kButtonB)
|
||||
if not aPressed and not bPressed then
|
||||
return throwFlyMs, 1, accuracy
|
||||
elseif aPressed and not bPressed then
|
||||
return throwFlyMs, 2, accuracy
|
||||
elseif not aPressed and bPressed then
|
||||
return throwFlyMs, 3, accuracy
|
||||
elseif aPressed and bPressed then
|
||||
return throwFlyMs, 4, accuracy
|
||||
end
|
||||
|
||||
return nil, nil, nil
|
||||
end
|
||||
|
||||
function UserInput:pitch()
|
||||
local powerRatio, accuracy = throwMeter:readThrow(self.crankChange)
|
||||
if powerRatio then
|
||||
local throwFly = C.PitchFlyMs / powerRatio
|
||||
if throwFly and not self.buttonControlledThrow(throwFly, true) then
|
||||
return userPitch(throwFly, accuracy)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function UserInput:fielderAction()
|
||||
local powerRatio = throwMeter:readThrow(self.crankChange)
|
||||
if powerRatio then
|
||||
local throwFly = C.PitchFlyMs / powerRatio
|
||||
if throwFly then
|
||||
self.buttonControlledThrow(throwFly, false)
|
||||
end
|
||||
end
|
||||
end
|
Loading…
Reference in New Issue