Add simple fielder chasing and throwing mechanics.
This commit is contained in:
parent
5df107f767
commit
42a537dae0
104
src/main.lua
104
src/main.lua
|
@ -40,14 +40,44 @@ local hitAnimatorX
|
|||
|
||||
local hitMult = 10
|
||||
|
||||
local deltaTime = 0
|
||||
|
||||
local basePositions = {
|
||||
first = { x = screenW * 0.93, y = screenH * 0.52 },
|
||||
second = { x = screenW * 0.47, y = screenH * 0.19 },
|
||||
third = { x = screenW * 0.03, y = screenH * 0.52 },
|
||||
home = { x = screenW * 0.474, y = screenH * 0.79 }
|
||||
}
|
||||
|
||||
local fielders
|
||||
function resetFielders()
|
||||
fielders = {
|
||||
first = { x = screenW - 65, y = screenH * 0.48 },
|
||||
second = { x = screenW * 0.70, y = screenH * 0.30 },
|
||||
shortstop = { x = screenW * 0.30, y = screenH * 0.30 },
|
||||
third = { x = screenW * 0.1, y = screenH * 0.48 },
|
||||
pitcher = { x = screenW * 0.48, y = screenH * 0.40 }
|
||||
}
|
||||
end
|
||||
resetFielders()
|
||||
|
||||
|
||||
function hitBall(destX, destY, hitFlyTime)
|
||||
ballSizeAnimator:reset()
|
||||
ballSizeAnimator:reset(ballSizeMs)
|
||||
hitAnimatorY = gfx.animator.new(hitFlyTime, ballY, destY, playdate.easingFunctions.outQuint)
|
||||
hitAnimatorX = gfx.animator.new(hitFlyTime, ballX, destX, playdate.easingFunctions.outQuint)
|
||||
end
|
||||
|
||||
function throwBall(destX, destY)
|
||||
local throwFlyTime = distanceBetween(ballX, ballY, destX, destY) * 5
|
||||
ballSizeAnimator:reset(throwFlyTime)
|
||||
hitAnimatorY = gfx.animator.new(throwFlyTime, ballY, destY, playdate.easingFunctions.linear)
|
||||
hitAnimatorX = gfx.animator.new(throwFlyTime, ballX, destX, playdate.easingFunctions.linear)
|
||||
end
|
||||
|
||||
function pitch()
|
||||
pitchAnimator:reset()
|
||||
resetFielders()
|
||||
ballVelX = 0
|
||||
ballVelY = 0
|
||||
ballX = 200
|
||||
|
@ -74,7 +104,7 @@ function playdate.leftButtonDown()
|
|||
batBaseX -= 1
|
||||
end
|
||||
|
||||
local pitchClockSec = 5
|
||||
local pitchClockSec = 99
|
||||
local elapsedTime = 0
|
||||
|
||||
function ballPassedThruBat(ballX, ballY, batBaseX, batBaseY, batTipX, batTipY)
|
||||
|
@ -96,8 +126,57 @@ function ballPassedThruBat(ballX, ballY, batBaseX, batBaseY, batTipX, batTipY)
|
|||
return yDelta <= 0
|
||||
end
|
||||
|
||||
function updateInfield()
|
||||
if not hit or ballDestX == nil or ballDestY == nil then
|
||||
return
|
||||
end
|
||||
|
||||
local fielderSpeed = 50
|
||||
for title,fielder in pairs(fielders) do
|
||||
if fielder.targetX ~= nil and fielder.targetY ~= nil then
|
||||
local distance, a, b = distanceBetween(fielder.x, fielder.y, fielder.targetX, fielder.targetY)
|
||||
local normalizer = fielderSpeed / distance
|
||||
|
||||
if distance > 1 then
|
||||
fielder.x -= a * normalizer * deltaTime
|
||||
fielder.y -= b * normalizer * deltaTime
|
||||
else
|
||||
if fielder.onArrive then
|
||||
fielder.onArrive(fielder.targetX, fielder.targetY)
|
||||
end
|
||||
fielder.targetX = nil
|
||||
fielder.targetY = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function distanceBetween(x1, y1, x2, y2)
|
||||
local a = x1 - x2
|
||||
local b = y1 - y2
|
||||
return math.sqrt((a*a) + (b*b)), a, b
|
||||
end
|
||||
|
||||
function getNearestFielder(x, y)
|
||||
local nearestFielder, nearestDistance = nil, nil
|
||||
for title,fielder in pairs(fielders) do
|
||||
if nearestFielder == nil then
|
||||
nearestFielder = fielder
|
||||
nearestDistance = distanceBetween(fielder.x, fielder.y, x, y)
|
||||
else
|
||||
local distance = distanceBetween(fielder.x, fielder.y, x, y)
|
||||
if distance < nearestDistance then
|
||||
nearestFielder = fielder
|
||||
nearestDistance = distance
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return nearestFielder
|
||||
end
|
||||
|
||||
function updateGameState()
|
||||
local deltaTime = playdate.getElapsedTime()
|
||||
deltaTime = playdate.getElapsedTime()
|
||||
playdate.resetElapsedTime()
|
||||
elapsedTime = elapsedTime + deltaTime
|
||||
|
||||
|
@ -119,10 +198,11 @@ function updateGameState()
|
|||
batTipX = batBaseX + (batLength * math.sin(batAngle))
|
||||
batTipY = batBaseY + (batLength * math.cos(batAngle))
|
||||
|
||||
if hit == false and ballPassedThruBat(ballX, ballY, batBaseX, batBaseY, batTipX, batTipY) then
|
||||
crankChange, acceleratedChange = playdate.getCrankChange()
|
||||
if hit == false and acceleratedChange >= 0 and
|
||||
ballPassedThruBat(ballX, ballY, batBaseX, batBaseY, batTipX, batTipY) then
|
||||
ballAngle = batAngle + math.rad(90)
|
||||
|
||||
crankChange, acceleratedChange = playdate.getCrankChange()
|
||||
mult = math.abs(acceleratedChange / 15)
|
||||
ballVelX = mult * 10 * math.sin(ballAngle)
|
||||
ballVelY = mult * 5 * math.cos(ballAngle)
|
||||
|
@ -133,9 +213,19 @@ function updateGameState()
|
|||
ballDestX = ballX + (ballVelX * hitMult)
|
||||
ballDestY = ballY + (ballVelY * hitMult)
|
||||
hitBall(ballDestX, ballDestY, 2000)
|
||||
local chasingFielder = getNearestFielder(ballDestX, ballDestY)
|
||||
chasingFielder.targetX = ballDestX
|
||||
chasingFielder.targetY = ballDestY
|
||||
chasingFielder.onArrive = function()
|
||||
throwBall(basePositions.first.x, basePositions.first.y)
|
||||
end
|
||||
fielders.first.targetX = basePositions.first.x
|
||||
fielders.first.targetY = basePositions.first.y
|
||||
hit = true
|
||||
end
|
||||
lastBallY = ballY
|
||||
|
||||
updateInfield()
|
||||
end
|
||||
|
||||
function playdate.update()
|
||||
|
@ -147,6 +237,10 @@ function playdate.update()
|
|||
gfx.setLineWidth(2)
|
||||
gfx.drawCircleAtPoint(ballX, ballY, ballSize)
|
||||
|
||||
for title,fielder in pairs(fielders) do
|
||||
gfx.fillRect(fielder.x, fielder.y, 14, 25)
|
||||
end
|
||||
|
||||
gfx.setLineWidth(5)
|
||||
gfx.drawLine(batBaseX, batBaseY, batTipX, batTipY)
|
||||
|
||||
|
|
Loading…
Reference in New Issue