StyLua pass

Add 'lint' recipe to Makefile
This commit is contained in:
Sage Vaillancourt 2025-02-01 07:39:09 -05:00
parent 0b126919ac
commit 4fc37b133e
5 changed files with 355 additions and 347 deletions

View File

@ -1,3 +1,6 @@
lint:
stylua src/
all:
pdc src BatterUp.pdx

View File

@ -1,4 +1,4 @@
ecs = { }
ecs = {}
local ALL_ENTITIES = {}
@ -12,9 +12,9 @@ function ecs.addEntity(entity)
ALL_ENTITIES[entity] = true
for _, system in pairs(SYSTEMS) do
if entityMatchesShapes(entity, system.shapes) then
system.entityCache[entity] = true
system.entityCache[entity] = true
else
system.entityCache[entity] = nil
system.entityCache[entity] = nil
end
end
end
@ -22,7 +22,7 @@ end
function ecs.removeEntity(entity)
ALL_ENTITIES[entity] = nil
for _, system in pairs(SYSTEMS) do
system.entityCache[entity] = nil
system.entityCache[entity] = nil
end
end
@ -36,7 +36,7 @@ end
function allKeysIncluded(entity, filter)
for k, _ in pairs(filter) do
if not entity[k] then
return false
return false
end
end
return true
@ -45,7 +45,7 @@ end
function entityMatchesShapes(entity, shapes)
for _, shape in pairs(shapes) do
if not allKeysIncluded(entity, shape) then
return false
return false
end
end
return true
@ -61,25 +61,26 @@ end
---@param wShape W?
---@return fun(callback: fun(componentT: T, componentU: U, componentV: V, componentW: W))
function ecs.entitiesHavingShapes(tShape, uShape, vShape, wShape)
return function()
end
return function() end
end
-- Print contents of `tbl`, with indentation.
-- `indent` sets the initial level of indentation.
function tprint (tbl, indent)
if not indent then indent = 0 end
for k, v in pairs(tbl) do
formatting = string.rep(" ", indent) .. k .. ": "
if type(v) == "table" then
print(formatting)
tprint(v, indent+1)
elseif type(v) == 'boolean' then
print(formatting .. tostring(v))
else
print(formatting .. v)
end
end
function tprint(tbl, indent)
if not indent then
indent = 0
end
for k, v in pairs(tbl) do
formatting = string.rep(" ", indent) .. k .. ": "
if type(v) == "table" then
print(formatting)
tprint(v, indent + 1)
elseif type(v) == "boolean" then
print(formatting .. tostring(v))
else
print(formatting .. v)
end
end
end
function addSystem(callback, keys, shapes)
@ -87,7 +88,7 @@ function addSystem(callback, keys, shapes)
callback = callback,
keys = keys,
shapes = shapes,
entityCache = nil
entityCache = nil,
}
end
@ -98,18 +99,26 @@ end
---@param deltaSeconds number
function ecs.update(deltaSeconds)
for _,system in pairs(SYSTEMS) do
for _, system in pairs(SYSTEMS) do
if not system.entityCache then
system.entityCache = {}
for entity,_ in pairs(ALL_ENTITIES) do
system.entityCache = {}
for entity, _ in pairs(ALL_ENTITIES) do
if entityMatchesShapes(entity, system.shapes) then
system.entityCache[entity] = true
end
end
end
local keys = system.keys
for entity,_ in pairs(system.entityCache) do
system.callback(deltaSeconds, entity, entity[keys[1]], entity[keys[2]], entity[keys[3]], entity[keys[4]], entity)
for entity, _ in pairs(system.entityCache) do
system.callback(
deltaSeconds,
entity,
entity[keys[1]],
entity[keys[2]],
entity[keys[3]],
entity[keys[4]],
entity
)
end
end
end
@ -130,21 +139,21 @@ end
---@param wShape { [WKey]: W } | fun(entity: any, componentT: T, componentU: U, componentV: V, any) | nil
---@param finalFunc fun(entity: any, componentT: T, componentU: U, componentV: V, componentW: W, any) | nil
function ecs.forEntitiesWith(tShape, uShape, vShape, wShape, finalFunc)
local maybeShapes = {tShape, uShape, vShape, wShape, finalFunc}
local maybeShapes = { tShape, uShape, vShape, wShape, finalFunc }
local shapes = {}
local callback
for _,maybeShape in pairs(maybeShapes) do
for _, maybeShape in pairs(maybeShapes) do
if type(maybeShape) == "table" then
shapes[#shapes + 1] = maybeShape
shapes[#shapes + 1] = maybeShape
elseif type(maybeShape) == "function" then
callback = maybeShape
end
end
local keys = {}
for _,shape in pairs(shapes) do
for key,_ in pairs(shape) do
for _, shape in pairs(shapes) do
for key, _ in pairs(shape) do
keys[#keys + 1] = key
end
end
@ -159,15 +168,15 @@ local Target = { target = XYPair }
local Velocity = { velocity = XYPair }
function ecs.overlayOnto(entity, value)
for key,v in pairs(value) do
for key, v in pairs(value) do
entity[key] = v
end
ecs.addEntity(entity)
end
local data = {
position = {x = 0, y = 0},
velocity = {x = 1, y = 2},
position = { x = 0, y = 0 },
velocity = { x = 1, y = 2 },
}
---@generic T
@ -183,14 +192,14 @@ end
---@param shape `T`
---@param value `T`
function ecs.set(entity, shape, value)
for key,v in pairs(shape) do
for key, v in pairs(shape) do
entity[key] = value[v]
end
end
ecs.addEntity(data)
ecs.forEntitiesWith(Position, Velocity, function (delta, e, pos, vel)
ecs.forEntitiesWith(Position, Velocity, function(delta, e, pos, vel)
pos.x = pos.x + (delta * vel.x)
pos.y = pos.y + (delta * vel.y)
print("position")
@ -200,12 +209,12 @@ ecs.forEntitiesWith(Position, Velocity, function (delta, e, pos, vel)
})
end)
ecs.forEntitiesWith(Target, function (delta, e, pos, vel)
ecs.forEntitiesWith(Target, function(delta, e, pos, vel)
pos.x = pos.x + (delta * vel.x)
pos.y = pos.y + (delta * vel.y)
print("position")
tprint(pos, 1)
ecs.set(e, Target, 'hallo')
ecs.set(e, Target, "hallo")
end)
ecs.update(1)
ecs.update(1)

View File

@ -5,18 +5,18 @@ local ballBuffer = 5
--- XOX
--- Where each character is the size of the screen, and 'O' is the default view.
function getDrawOffset(screenW, screenH, ballX, ballY)
local offsetX, offsetY
if ballY < ballBuffer then
offsetY = math.max(ballBuffer, -1 * (ballY - ballBuffer))
else
offsetY = 0
end
if ballX > 0 and ballX < (screenW - ballBuffer) then
offsetX = 0
elseif ballX < ballBuffer then
offsetX = math.max(-1 * screenW, -1 * (ballX - ballBuffer))
elseif ballX > (screenW - ballBuffer) then
offsetX = math.min(screenW * 2, -1 * (ballX - ballBuffer))
end
return offsetX, offsetY
end
local offsetX, offsetY
if ballY < ballBuffer then
offsetY = math.max(ballBuffer, -1 * (ballY - ballBuffer))
else
offsetY = 0
end
if ballX > 0 and ballX < (screenW - ballBuffer) then
offsetX = 0
elseif ballX < ballBuffer then
offsetX = math.max(-1 * screenW, -1 * (ballX - ballBuffer))
elseif ballX > (screenW - ballBuffer) then
offsetX = math.min(screenW * 2, -1 * (ballX - ballBuffer))
end
return offsetX, offsetY
end

View File

@ -1,3 +1,4 @@
-- stylua: ignore start
import 'CoreLibs/animation.lua'
import 'CoreLibs/animator.lua'
import 'CoreLibs/easing.lua'
@ -7,6 +8,7 @@ import 'CoreLibs/ui.lua'
import 'graphics.lua'
import 'utils.lua'
-- stylua: ignore end
--- @alias XYPair { x: number, y: number }
@ -20,7 +22,7 @@ local gfx = playdate.graphics
local SCREEN = {
W = playdate.display.getWidth(),
H = playdate.display.getHeight()
H = playdate.display.getHeight(),
}
local CENTER = xy(SCREEN.W / 2, SCREEN.H / 2)
@ -29,17 +31,13 @@ local batCrackSound = playdate.sound.sampleplayer.new("sounds/bat-crack-reverb.w
local grassBackground = gfx.image.new("images/game/grass.png") --[[@as PlaydateGraphicsImage]]
local playerFrown = gfx.image.new("images/game/player-frown.png") --[[@as PlaydateGraphicsImage]]
local playerImageBlipper = blipper.new(
100,
"images/game/player.png",
"images/game/player-lowhat.png"
)
local playerImageBlipper = blipper.new(100, "images/game/player.png", "images/game/player-lowhat.png")
local BALL_OFFSCREEN = 999
local danceBounceMs = 500
local danceBounceCount = 4
local fielderDanceAnimator = gfx.animator.new(danceBounceMs, 10, 0, easingHill)--, -1 * danceBounceMs * danceBounceCount)
local fielderDanceAnimator = gfx.animator.new(danceBounceMs, 10, 0, easingHill) --, -1 * danceBounceMs * danceBounceCount)
fielderDanceAnimator.repeatCount = danceBounceCount - 1
local pitchFlyTimeMs = 2500
@ -56,14 +54,14 @@ local TAG_DISTANCE = 20
local ball = {
x = CENTER.x,
y = BALL_OFFSCREEN,
size = 6
size = 6,
}
local BAT_LENGTH = 45
local MODES = {
batting = {},
running = {}
batting = {},
running = {},
}
local currentMode = MODES.batting
@ -84,88 +82,88 @@ local FIRST, SECOND, THIRD, HOME = 1, 2, 3, 4
---@type Base[]
local bases = {
xy(SCREEN.W * 0.93, SCREEN.H * 0.52),
xy(SCREEN.W * 0.47, SCREEN.H * 0.19),
xy(SCREEN.W * 0.03, SCREEN.H * 0.52),
xy(SCREEN.W * 0.474, SCREEN.H * 0.79)
xy(SCREEN.W * 0.93, SCREEN.H * 0.52),
xy(SCREEN.W * 0.47, SCREEN.H * 0.19),
xy(SCREEN.W * 0.03, SCREEN.H * 0.52),
xy(SCREEN.W * 0.474, SCREEN.H * 0.79),
}
---@type table<Base, Base>
local nextBaseMap = {
[bases[FIRST]] = bases[SECOND],
[bases[SECOND]] = bases[THIRD],
[bases[THIRD]] = bases[HOME]
[bases[FIRST]] = bases[SECOND],
[bases[SECOND]] = bases[THIRD],
[bases[THIRD]] = bases[HOME],
}
function newFielder(speed)
return {
speed = speed
speed = speed,
}
end
---@type table<string, Fielder>
local fielders = {
first = newFielder(40),
second = newFielder(40),
shortstop = newFielder(40),
third = newFielder(40),
pitcher = newFielder(30),
catcher = newFielder(20),
left = newFielder(40),
center = newFielder(40),
right = newFielder(40)
first = newFielder(40),
second = newFielder(40),
shortstop = newFielder(40),
third = newFielder(40),
pitcher = newFielder(30),
catcher = newFielder(20),
left = newFielder(40),
center = newFielder(40),
right = newFielder(40),
}
local PITCHER_POS = {
x = SCREEN.W * 0.48,
y = SCREEN.H * 0.40
y = SCREEN.H * 0.40,
}
--- Resets the target positions of all fielders to their defaults (at their field positions).
---@param fromOffTheField boolean If provided, also sets all runners' current position to one centralized location.
function resetFielderPositions(fromOffTheField)
if fromOffTheField then
for _,fielder in pairs(fielders) do
for _, fielder in pairs(fielders) do
fielder.x = CENTER.x
fielder.y = SCREEN.H
end
end
fielders.first.target = xy(SCREEN.W - 65, SCREEN.H * 0.48)
fielders.second.target = xy(SCREEN.W * 0.70, SCREEN.H * 0.30)
fielders.shortstop.target = xy(SCREEN.W * 0.30, SCREEN.H * 0.30)
fielders.third.target = xy(SCREEN.W * 0.1, SCREEN.H * 0.48)
fielders.pitcher.target = xy(PITCHER_POS.x, PITCHER_POS.y)
fielders.catcher.target = xy(SCREEN.W * 0.475, SCREEN.H * 0.92)
fielders.left.target = xy(SCREEN.W * -1, SCREEN.H * -0.2)
fielders.center.target = xy(CENTER.x, SCREEN.H * -0.4)
fielders.right.target = xy(SCREEN.W * 2, SCREEN.H * fielders.left.target.y)
fielders.first.target = xy(SCREEN.W - 65, SCREEN.H * 0.48)
fielders.second.target = xy(SCREEN.W * 0.70, SCREEN.H * 0.30)
fielders.shortstop.target = xy(SCREEN.W * 0.30, SCREEN.H * 0.30)
fielders.third.target = xy(SCREEN.W * 0.1, SCREEN.H * 0.48)
fielders.pitcher.target = xy(PITCHER_POS.x, PITCHER_POS.y)
fielders.catcher.target = xy(SCREEN.W * 0.475, SCREEN.H * 0.92)
fielders.left.target = xy(SCREEN.W * -1, SCREEN.H * -0.2)
fielders.center.target = xy(CENTER.x, SCREEN.H * -0.4)
fielders.right.target = xy(SCREEN.W * 2, SCREEN.H * fielders.left.target.y)
end
local PLAYER_STARTING_X = bases[HOME].x - 40
local PLAYER_STARTING_Y = bases[HOME].y - 3
--- @type Runner[]
local runners = { }
local runners = {}
--- @type Runner[]
local outRunners = { }
local outRunners = {}
local nameI = 1
local runnerNames = {"Barbara", "Steve", "Jerry", "Beatrice"}
local runnerNames = { "Barbara", "Steve", "Jerry", "Beatrice" }
---@return Runner
function newRunner()
local new = {
x = PLAYER_STARTING_X,
y = PLAYER_STARTING_Y,
nextBase = nil,
prevBase = nil,
name = runnerNames[nameI]
}
nameI = nameI + 1
runners[#runners + 1] = new
return new
local new = {
x = PLAYER_STARTING_X,
y = PLAYER_STARTING_Y,
nextBase = nil,
prevBase = nil,
name = runnerNames[nameI],
}
nameI = nameI + 1
runners[#runners + 1] = new
return new
end
---@type Runner | nil
@ -174,45 +172,45 @@ batter.nextBase = bases[FIRST]
batter.forcedTo = bases[FIRST]
function throwBall(destX, destY, easingFunc, flyTimeMs, floaty)
if not flyTimeMs then
flyTimeMs = distanceBetween(ball.x, ball.y, destX, destY) * 5
end
ballSizeAnimator:reset(flyTimeMs)
ballAnimatorY = gfx.animator.new(flyTimeMs, ball.y, destY, easingFunc)
ballAnimatorX = gfx.animator.new(flyTimeMs, ball.x, destX, easingFunc)
if floaty then
ballFloatAnimator:reset(flyTimeMs)
end
if not flyTimeMs then
flyTimeMs = distanceBetween(ball.x, ball.y, destX, destY) * 5
end
ballSizeAnimator:reset(flyTimeMs)
ballAnimatorY = gfx.animator.new(flyTimeMs, ball.y, destY, easingFunc)
ballAnimatorX = gfx.animator.new(flyTimeMs, ball.x, destX, easingFunc)
if floaty then
ballFloatAnimator:reset(flyTimeMs)
end
end
function pitch()
currentMode = MODES.batting
currentMode = MODES.batting
ballAnimatorX = gfx.animator.new(0, PITCH_START_X, PITCH_START_X, playdate.easingFunctions.linear)
ballAnimatorY = pitchAnimator
pitchAnimator:reset()
ballAnimatorY = pitchAnimator
pitchAnimator:reset()
end
function playdate.AButtonDown()
if not batter then
return
end
pitch()
pitch()
end
function playdate.upButtonDown()
batBase.y = batBase.y - 1
batBase.y = batBase.y - 1
end
function playdate.downButtonDown()
batBase.y = batBase.y + 1
batBase.y = batBase.y + 1
end
function playdate.rightButtonDown()
batBase.x = batBase.x + 1
batBase.x = batBase.x + 1
end
function playdate.leftButtonDown()
batBase.x = batBase.x - 1
batBase.x = batBase.x - 1
end
local elapsedSec = 0
@ -221,23 +219,22 @@ local crankChange = 0
local BASE_HITBOX = 13
--- Returns the base being touched by the runner at (x,y), or nil, if no base is being touched
function isTouchingBase(x, y)
for _,base in ipairs(bases) do
if distanceBetween(x, y, base.x, base.y) < BASE_HITBOX then
return base
end
end
for _, base in ipairs(bases) do
if distanceBetween(x, y, base.x, base.y) < BASE_HITBOX then
return base
end
end
return nil
return nil
end
local BALL_CATCH_HITBOX = 3
function isTouchingBall(x, y)
local ballDistance = distanceBetween(x, y, ball.x, ball.y)
return ballDistance < BALL_CATCH_HITBOX
local ballDistance = distanceBetween(x, y, ball.x, ball.y)
return ballDistance < BALL_CATCH_HITBOX
end
function updateForcedTos()
end
function updateForcedTos() end
local outs = 0
local homeScore = 0
@ -246,106 +243,104 @@ local awayScore = 0
function outRunner(runnerIndex)
print("You're out, runner" .. runnerIndex .. "!")
outs = math.min(3, outs + 1)
outRunners[#outRunners+1] = runners[runnerIndex]
table.remove(runners, runnerIndex)
updateForcedTos()
fielderDanceAnimator:reset()
outRunners[#outRunners + 1] = runners[runnerIndex]
table.remove(runners, runnerIndex)
updateForcedTos()
fielderDanceAnimator:reset()
end
function updateFielders()
local touchingBaseCache = buildCache(
function(runner)
return isTouchingBase(runner.x, runner.y)
end
)
local touchingBaseCache = buildCache(function(runner)
return isTouchingBase(runner.x, runner.y)
end)
for _,fielder in pairs(fielders) do
-- TODO: Target unforced runners (or their target bases) for tagging
-- With new Position-based scheme, fielders are now able to set `fielder.target = runner` to track directly
if fielder.target ~= nil then
local x, y, distance = normalizeVector(fielder.x, fielder.y, fielder.target.x, fielder.target.y)
for _, fielder in pairs(fielders) do
-- TODO: Target unforced runners (or their target bases) for tagging
-- With new Position-based scheme, fielders are now able to set `fielder.target = runner` to track directly
if fielder.target ~= nil then
local x, y, distance = normalizeVector(fielder.x, fielder.y, fielder.target.x, fielder.target.y)
if distance > 1 then
fielder.x = fielder.x - (x * fielder.speed * deltaSeconds)
fielder.y = fielder.y - (y * fielder.speed * deltaSeconds)
else
if fielder.onArrive then
fielder.onArrive()
end
fielder.target = nil
end
end
if distance > 1 then
fielder.x = fielder.x - (x * fielder.speed * deltaSeconds)
fielder.y = fielder.y - (y * fielder.speed * deltaSeconds)
else
if fielder.onArrive then
fielder.onArrive()
end
fielder.target = nil
end
end
if currentMode == MODES.running and isTouchingBall(fielder.x, fielder.y) then
local touchedBase = isTouchingBase(fielder.x, fielder.y)
for i,runner in pairs(runners) do
local runnerOnBase = touchingBaseCache.get(runner)
if touchedBase and runner.forcedTo == touchedBase and touchedBase ~= runnerOnBase then
if currentMode == MODES.running and isTouchingBall(fielder.x, fielder.y) then
local touchedBase = isTouchingBase(fielder.x, fielder.y)
for i, runner in pairs(runners) do
local runnerOnBase = touchingBaseCache.get(runner)
if touchedBase and runner.forcedTo == touchedBase and touchedBase ~= runnerOnBase then
print("Force out of runner:")
printTable(runner)
outRunner(i)
elseif not runnerOnBase then
local fielderDistance = distanceBetween(runner.x, runner.y, fielder.x, fielder.y)
if fielderDistance < TAG_DISTANCE then
outRunner(i)
elseif not runnerOnBase then
local fielderDistance = distanceBetween(runner.x, runner.y, fielder.x, fielder.y)
if fielderDistance < TAG_DISTANCE then
print("Tagged out!")
outRunner(i)
end
end
end
end
end
outRunner(i)
end
end
end
end
end
end
--- Returns true if at least one runner is still moving
---@return boolean
function updateRunners()
local autoRunSpeed = 20
--autoRunSpeed = 140
local nonPlayerRunners = filter(runners, function (runner)
return runner ~= batter
end)
local autoRunSpeed = 20
--autoRunSpeed = 140
local nonPlayerRunners = filter(runners, function(runner)
return runner ~= batter
end)
local runnerMoved = false
for _,runner in pairs(nonPlayerRunners) do
local _, nearestBaseDistance = getNearestOf(bases, runner.x, runner.y)
if runner.nextBase then
local nb = runner.nextBase
local x, y, distance = normalizeVector(runner.x, runner.y, nb.x, nb.y)
local runnerMoved = false
for _, runner in pairs(nonPlayerRunners) do
local _, nearestBaseDistance = getNearestOf(bases, runner.x, runner.y)
if runner.nextBase then
local nb = runner.nextBase
local x, y, distance = normalizeVector(runner.x, runner.y, nb.x, nb.y)
if distance > 1 then
local mult = 1
if crankChange < 0 then
mult = -1
end
local prevX, prevY = runner.x, runner.y
-- TODO: Drift toward nearest base?
local autoRun = nearestBaseDistance > 5 and mult * autoRunSpeed * deltaSeconds or 0
mult = autoRun + (crankChange / 20)
runner.x = runner.x - (x * mult)
if distance > 1 then
local mult = 1
if crankChange < 0 then
mult = -1
end
local prevX, prevY = runner.x, runner.y
-- TODO: Drift toward nearest base?
local autoRun = nearestBaseDistance > 5 and mult * autoRunSpeed * deltaSeconds or 0
mult = autoRun + (crankChange / 20)
runner.x = runner.x - (x * mult)
runner.y = runner.y - (y * mult)
runnerMoved = runnerMoved or prevX ~= runner.x or prevY ~= runner.y
else
runner.nextBase = nextBaseMap[runner.nextBase]
runner.forcedTo = nil
end
end
end
else
runner.nextBase = nextBaseMap[runner.nextBase]
runner.forcedTo = nil
end
end
end
return runnerMoved
return runnerMoved
end
---@return boolean
function ballIsBeingThrown()
return false
return false
end
---@return boolean
function throwArrivedBeforeRunner()
return false
return false
end
function getRunnerTargeting(base)
for _,runner in pairs(runners) do
for _, runner in pairs(runners) do
if runner.nextBase == base then
return runner
end
@ -356,44 +351,44 @@ end
---@return Base[]
function getForcedOutTargets()
local targets = {}
for _,base in ipairs(bases) do
for _, base in ipairs(bases) do
local runnerTargetingBase = getRunnerTargeting(base)
if runnerTargetingBase then
targets[#targets+1] = base
targets[#targets + 1] = base
else
return targets
end
end
return targets
-- return { bases[FIRST] }
-- return { bases[FIRST] }
end
--- Returns the position,distance of the basest closest to the runner furthest from a base
---@return { x: number, y: number } | nil, number | nil
function getBaseOfStrandedRunner()
local farRunnersBase, farDistance
for _,runner in pairs(runners) do
local base, distance = getNearestOf(bases, runner.x, runner.y, function(base)
for _, runner in pairs(runners) do
local base, distance = getNearestOf(bases, runner.x, runner.y, function(base)
return runner.nextBase == base
end)
end)
if farRunnersBase == nil then
farRunnersBase = base
farDistance = distance
farRunnersBase = base
farDistance = distance
elseif farDistance < distance then
farRunnersBase = base
farDistance = distance
end
end
end
return farRunnersBase, farDistance
return farRunnersBase, farDistance
end
--- Returns x,y of the throw target
---@return number|nil, number|nil
function getNextThrowTarget()
-- TODO: Handle missed throws, check for fielders at target, etc.
local targets = getForcedOutTargets()
if #targets ~= 0 then
local targets = getForcedOutTargets()
if #targets ~= 0 then
return targets[1].x, targets[1].y
end
@ -427,42 +422,44 @@ function updateBatting()
ball.size = 6
end
local batAngle = math.rad(playdate.getCrankPosition() + CRANK_OFFSET_DEG)
batTip.x = batBase.x + (BAT_LENGTH * math.sin(batAngle))
batTip.y = batBase.y + (BAT_LENGTH * math.cos(batAngle))
local batAngle = math.rad(playdate.getCrankPosition() + CRANK_OFFSET_DEG)
batTip.x = batBase.x + (BAT_LENGTH * math.sin(batAngle))
batTip.y = batBase.y + (BAT_LENGTH * math.cos(batAngle))
if acceleratedChange >= 0 and
pointDirectlyUnderLine(ball.x, ball.y, batBase.x, batBase.y, batTip.x, batTip.y, SCREEN.H) then
batCrackSound:play()
currentMode = MODES.running
ballAngle = batAngle + math.rad(90)
if
acceleratedChange >= 0
and pointDirectlyUnderLine(ball.x, ball.y, batBase.x, batBase.y, batTip.x, batTip.y, SCREEN.H)
then
batCrackSound:play()
currentMode = MODES.running
ballAngle = batAngle + math.rad(90)
local mult = math.abs(acceleratedChange / 15)
local ballVelX = mult * 10 * math.sin(ballAngle)
local ballVelY = mult * 5 * math.cos(ballAngle)
if ballVelY > 0 then
ballVelX = ballVelX * -1
ballVelY = ballVelY * -1
end
ballDestX = ball.x + (ballVelX * HIT_MULT)
ballDestY = ball.y + (ballVelY * HIT_MULT)
throwBall(ballDestX, ballDestY, playdate.easingFunctions.outQuint, 2000)
local mult = math.abs(acceleratedChange / 15)
local ballVelX = mult * 10 * math.sin(ballAngle)
local ballVelY = mult * 5 * math.cos(ballAngle)
if ballVelY > 0 then
ballVelX = ballVelX * -1
ballVelY = ballVelY * -1
end
ballDestX = ball.x + (ballVelX * HIT_MULT)
ballDestY = ball.y + (ballVelY * HIT_MULT)
throwBall(ballDestX, ballDestY, playdate.easingFunctions.outQuint, 2000)
fielders.first.target = bases[FIRST]
batter.nextBase = bases[FIRST]
batter.forcedTo = bases[FIRST]
batter = nil -- Demote batter to a mere runner
fielders.first.target = bases[FIRST]
batter.nextBase = bases[FIRST]
batter.forcedTo = bases[FIRST]
batter = nil -- Demote batter to a mere runner
local chasingFielder = getNearestOf(fielders, ballDestX, ballDestY)
chasingFielder.target = { x = ballDestX, y = ballDestY }
chasingFielder.onArrive = function()
local targetX, targetY = getNextThrowTarget()
if targetX ~= nil then
local chasingFielder = getNearestOf(fielders, ballDestX, ballDestY)
chasingFielder.target = { x = ballDestX, y = ballDestY }
chasingFielder.onArrive = function()
local targetX, targetY = getNextThrowTarget()
if targetX ~= nil then
throwBall(targetX, targetY, playdate.easingFunctions.linear, nil, true)
chasingFielder.onArrive = nil
end
end
end
end
end
end
end
function updateRunning()
@ -495,19 +492,19 @@ function updateOutRunners()
end
function updateGameState()
deltaSeconds = playdate.getElapsedTime() or 0
playdate.resetElapsedTime()
elapsedSec = elapsedSec + deltaSeconds
crankChange, acceleratedChange = playdate.getCrankChange() --[[@as number, number]]
deltaSeconds = playdate.getElapsedTime() or 0
playdate.resetElapsedTime()
elapsedSec = elapsedSec + deltaSeconds
crankChange, acceleratedChange = playdate.getCrankChange() --[[@as number, number]]
ball.x = ballAnimatorX:currentValue()
ball.y = ballAnimatorY:currentValue() + ballFloatAnimator:currentValue()
if currentMode == MODES.batting then
if currentMode == MODES.batting then
updateBatting()
elseif currentMode == MODES.running then
elseif currentMode == MODES.running then
updateRunning()
end
end
updateFielders()
updateOutRunners()
@ -520,15 +517,15 @@ function drawScoreboard()
local y = SCREEN.H * 0.95
local x = SCREEN.W * 0.05
gfx.setLineWidth(1)
gfx.setColor(gfx.kColorBlack)
gfx.setLineWidth(1)
gfx.setColor(gfx.kColorBlack)
gfx.fillRect(x - 15, y - 44, 73, 55)
gfx.setColor(gfx.kColorWhite)
for i=outs,2 do
gfx.setColor(gfx.kColorWhite)
for i = outs, 2 do
gfx.drawCircleAtPoint(x + (i * 2.5 * OUT_BUBBLE_SIZE), y, OUT_BUBBLE_SIZE)
end
for i=0,(outs - 1) do
for i = 0, (outs - 1) do
gfx.fillCircleAtPoint(x + (i * 2.5 * OUT_BUBBLE_SIZE), y, OUT_BUBBLE_SIZE)
end
@ -540,51 +537,48 @@ function drawScoreboard()
end
function playdate.update()
updateGameState()
playdate.graphics.animation.blinker.updateAll()
updateGameState()
playdate.graphics.animation.blinker.updateAll()
gfx.clear()
gfx.clear()
if ball.x < BALL_OFFSCREEN then
-- TODO: Show baserunning minimap when panning?
local offsetX, offsetY = getDrawOffset(SCREEN.W, SCREEN.H, ball.x, ball.y)
gfx.setDrawOffset(offsetX, offsetY)
end
end
grassBackground:draw(-400, -240)
grassBackground:draw(-400, -240)
gfx.setColor(gfx.kColorBlack)
gfx.setLineWidth(2)
gfx.setColor(gfx.kColorBlack)
gfx.setLineWidth(2)
gfx.drawCircleAtPoint(ball.x, ball.y, ball.size)
gfx.drawCircleAtPoint(ball.x, ball.y, ball.size)
local fielderDanceHeight = fielderDanceAnimator:currentValue()
for _,fielder in pairs(fielders) do
gfx.fillRect(fielder.x, fielder.y - fielderDanceHeight, 14, 25)
end
local fielderDanceHeight = fielderDanceAnimator:currentValue()
for _, fielder in pairs(fielders) do
gfx.fillRect(fielder.x, fielder.y - fielderDanceHeight, 14, 25)
end
if currentMode == MODES.batting then
if currentMode == MODES.batting then
gfx.setLineWidth(5)
gfx.drawLine(
batBase.x, batBase.y,
batTip.x, batTip.y
)
end
gfx.drawLine(batBase.x, batBase.y, batTip.x, batTip.y)
end
if playdate.isCrankDocked() then -- or (crankChange < 2 and currentMode == MODES.running) then
playdate.ui.crankIndicator:draw()
end
if playdate.isCrankDocked() then -- or (crankChange < 2 and currentMode == MODES.running) then
playdate.ui.crankIndicator:draw()
end
-- TODO? Change blip speed depending on runner speed?
for _,runner in pairs(runners) do
-- TODO? Change blip speed depending on runner speed?
for _, runner in pairs(runners) do
-- TODO? Scale sprites down as y increases
playerImageBlipper:draw(false, runner.x, runner.y)
end
for _,runner in pairs(outRunners) do
playerImageBlipper:draw(false, runner.x, runner.y)
end
for _, runner in pairs(outRunners) do
playerFrown:draw(runner.x, runner.y)
end
end
drawScoreboard()
drawScoreboard()
end
init()
init()

View File

@ -1,5 +1,7 @@
-- stylua: ignore start
import 'CoreLibs/animation.lua'
import 'CoreLibs/graphics.lua'
-- stylua: ignore end
-- number = ((number * 2) - 1)
-- return number * number
@ -8,28 +10,28 @@ import 'CoreLibs/graphics.lua'
-- return c * t / d + b
function easingHill(t, b, c, d)
c = c + 0.0 -- convert to float to prevent integer overflow
t = t / d
t = ((t * 2) - 1)
t = t * t
return (c * t) + b
c = c + 0.0 -- convert to float to prevent integer overflow
t = t / d
t = ((t * 2) - 1)
t = t * t
return (c * t) + b
end
---@param x number
---@param y number
---@return XYPair
function xy(x, y)
return {
x = x,
y = y
}
return {
x = x,
y = y,
}
end
--- Returns the normalized vector as two values, plus the distance between the given points.
---@return number, number, number
function normalizeVector(x1, y1, x2, y2)
local distance, a, b = distanceBetween(x1, y1, x2, y2)
return a / distance, b / distance, distance
local distance, a, b = distanceBetween(x1, y1, x2, y2)
return a / distance, b / distance, distance
end
---@generic T
@ -37,13 +39,13 @@ end
---@param condition fun(T): boolean
---@return T[]
function filter(array, condition)
local newArray = {}
for _,element in pairs(array) do
if condition(element) then
newArray[#newArray + 1] = element
end
end
return newArray
local newArray = {}
for _, element in pairs(array) do
if condition(element) then
newArray[#newArray + 1] = element
end
end
return newArray
end
---@generic TIn
@ -52,39 +54,39 @@ end
---@param mapper fun(TIn): TOut
---@return TOut[]
function map(array, mapper)
local newArray = {}
for _,element in pairs(array) do
newArray[#newArray + 1] = mapper(element)
end
return newArray
local newArray = {}
for _, element in pairs(array) do
newArray[#newArray + 1] = mapper(element)
end
return newArray
end
---@return number, number, number
function distanceBetween(x1, y1, x2, y2)
local a = x1 - x2
local b = y1 - y2
return math.sqrt((a*a) + (b*b)), a, b
local a = x1 - x2
local b = y1 - y2
return math.sqrt((a * a) + (b * b)), a, b
end
--- Returns true only if the point is below the given line, within the x bounds of said line, and above the bottomBound
--- @return boolean
function pointDirectlyUnderLine(pointX, pointY, lineX1, lineY1, lineX2, lineY2, bottomBound)
-- This check currently assumes right-handedness.
-- I.e. it assumes the ball is to the right of batBaseX
if pointX < lineX1 or pointX > lineX2 or pointY > bottomBound then
return false
end
-- This check currently assumes right-handedness.
-- I.e. it assumes the ball is to the right of batBaseX
if pointX < lineX1 or pointX > lineX2 or pointY > bottomBound then
return false
end
local m = (lineY2 - lineY1) / (lineX2 - lineX1)
local m = (lineY2 - lineY1) / (lineX2 - lineX1)
-- y = mx + b
-- b = y1 - (m * x1)
local b = lineY1 - (m * lineX1)
local yOnLine = (m * pointX) + b
local yP = pointY
local yDelta = yOnLine - yP
-- y = mx + b
-- b = y1 - (m * x1)
local b = lineY1 - (m * lineX1)
local yOnLine = (m * pointX) + b
local yP = pointY
local yDelta = yOnLine - yP
return yDelta <= 0
return yDelta <= 0
end
--- Returns the nearest position object from the given point, as well as its distance from that point
@ -94,9 +96,9 @@ end
---@param y number
---@return T,number|nil
function getNearestOf(array, x, y, extraCondition)
local nearest, nearestDistance = nil, nil
for _, element in pairs(array) do
if not extraCondition or extraCondition(element) then
local nearest, nearestDistance = nil, nil
for _, element in pairs(array) do
if not extraCondition or extraCondition(element) then
if nearest == nil then
nearest = element
nearestDistance = distanceBetween(element.x, element.y, x, y)
@ -107,29 +109,29 @@ function getNearestOf(array, x, y, extraCondition)
nearestDistance = distance
end
end
end
end
end
end
return nearest, nearestDistance
return nearest, nearestDistance
end
local NO_VALUE = {}
function buildCache(fetcher)
local cacheData = {}
return {
cacheDate = cacheData,
get = function(key)
if cacheData[key] == NO_VALUE then
return nil
end
if cacheData[key] ~= nil then
return cacheData[key]
end
cacheData[key] = fetcher(key) or NO_VALUE
return cacheData[key]
end
}
local cacheData = {}
return {
cacheDate = cacheData,
get = function(key)
if cacheData[key] == NO_VALUE then
return nil
end
if cacheData[key] ~= nil then
return cacheData[key]
end
cacheData[key] = fetcher(key) or NO_VALUE
return cacheData[key]
end,
}
end
blipper = {}
@ -146,6 +148,6 @@ function blipper.new(msInterval, imagePath1, imagePath2)
draw = function(self, disableBlipping, x, y)
local currentImage = (disableBlipping or self.blinker.on) and self.image2 or self.image1
currentImage:draw(x, y)
end
end,
}
end
end