Remove testing-things-out cruft.
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parent
e81c27f00e
commit
5df107f767
72
src/main.lua
72
src/main.lua
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@ -59,12 +59,10 @@ function playdate.AButtonDown()
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end
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end
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function playdate.upButtonDown()
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function playdate.upButtonDown()
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-- hitMult += 1
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batBaseY -= 1
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batBaseY -= 1
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end
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end
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function playdate.downButtonDown()
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function playdate.downButtonDown()
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-- hitMult -= 1
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batBaseY += 1
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batBaseY += 1
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end
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end
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@ -79,39 +77,7 @@ end
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local pitchClockSec = 5
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local pitchClockSec = 5
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local elapsedTime = 0
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local elapsedTime = 0
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-- No-abs failure
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-- Hit early!
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-- {
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-- [b] = 220,
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-- [ballX] = 200,
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-- [ballY] = 138.2103,
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-- [batBaseX] = 166.0,
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-- [batBaseY] = 220,
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-- [batTipX] = 207.4227,
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-- [batTipY] = 202.4171,
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-- [m] = -0.4244749,
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-- [mx] = -84.89497,
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-- [mxPlusB] = 135.105,
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-- [x] = 200,
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-- [y] = 135.105,
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-- }
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-- With-abs failure
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-- Did not hit!
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-- {
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-- [b] = 220,
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-- [ballY] = 234.121,
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-- [m] = 0.4244749,
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-- [mx] = 84.89497,
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-- [mxPlusB] = 304.895,
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-- [x] = 200,
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-- [y] = 304.895,
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-- }
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function ballPassedThruBat(ballX, ballY, batBaseX, batBaseY, batTipX, batTipY)
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function ballPassedThruBat(ballX, ballY, batBaseX, batBaseY, batTipX, batTipY)
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-- This check currently assumes right-handedness.
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-- This check currently assumes right-handedness.
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-- I.e. it assumes the ball is to the right of batBaseX
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-- I.e. it assumes the ball is to the right of batBaseX
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if ballX < batBaseX or ballX > batTipX or ballY > screenH then
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if ballX < batBaseX or ballX > batTipX or ballY > screenH then
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@ -127,39 +93,7 @@ function ballPassedThruBat(ballX, ballY, batBaseX, batBaseY, batTipX, batTipY)
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local yP = ballY
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local yP = ballY
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local yDelta = yOnLine - yP
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local yDelta = yOnLine - yP
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-- printTable({
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-- m = m,
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-- mx = m * ballX,
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-- mxPlusB = y,
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-- y = y,
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-- x = ballX,
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-- b = batBaseY,
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-- ballY = ballY,
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-- ballX = ballX,
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-- batTipY = batTipY,
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-- batBaseY = batBaseY,
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-- batTipX = batTipX,
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-- batBaseX = batBaseX
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-- })
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printTable({
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b = batBaseY,
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m = m,
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yOnLine = yOnLine,
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yP = yP,
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yDelta = yDelta,
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batTipY = batTipY,
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batBaseY = batBaseY,
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batTipX = batTipX,
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batBaseX = batBaseX
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})
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return yDelta <= 0
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return yDelta <= 0
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-- return ballY > y
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-- -- return (lastBallY - 2) < batTipY and ballY >= batTipY and batTipX > ballX
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-- -- return math.abs(batTipX - ballX) < 10
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-- return (math.abs(ballY - batTipY) < 10) and (batTipX > ballX)
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end
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end
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function updateGameState()
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function updateGameState()
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@ -173,8 +107,6 @@ function updateGameState()
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end
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end
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if hit then
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if hit then
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-- ballX = ballX + ballVelX
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-- ballY = ballY + ballVelY
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ballX = hitAnimatorX:currentValue()
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ballX = hitAnimatorX:currentValue()
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ballY = hitAnimatorY:currentValue()
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ballY = hitAnimatorY:currentValue()
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ballSize = ballSizeAnimator:currentValue()
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ballSize = ballSizeAnimator:currentValue()
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@ -209,7 +141,6 @@ end
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function playdate.update()
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function playdate.update()
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updateGameState()
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updateGameState()
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-- gfx.clear()
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grassBackground:draw(0, 0)
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grassBackground:draw(0, 0)
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gfx.setColor(gfx.kColorBlack)
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gfx.setColor(gfx.kColorBlack)
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@ -219,9 +150,6 @@ function playdate.update()
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gfx.setLineWidth(5)
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gfx.setLineWidth(5)
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gfx.drawLine(batBaseX, batBaseY, batTipX, batTipY)
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gfx.drawLine(batBaseX, batBaseY, batTipX, batTipY)
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-- gfx.drawText("Hit Mult:", 3, screenH - 15)
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-- gfx.drawText(hitMult, 65, screenH - 15)
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if playdate.isCrankDocked() then
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if playdate.isCrankDocked() then
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playdate.ui.crankIndicator:draw()
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playdate.ui.crankIndicator:draw()
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end
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end
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