Extract draw/characters.lua

Pulls a bunch of draw logic out of main.lua; handles z-ordering.
Expand on save/load - though it's certainly not complete yet.
This commit is contained in:
Sage Vaillancourt 2025-02-26 13:04:38 -05:00
parent 176a7e6d5e
commit 80015dbe62
7 changed files with 200 additions and 142 deletions

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@ -114,6 +114,8 @@ C.CrankPower = 10
C.FielderRunMult = 1.3
C.PlayerHeightOffset = 20
C.UserThrowPower = 0.3
--- How fast baserunners move after a walk

153
src/draw/characters.lua Normal file
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@ -0,0 +1,153 @@
---@class Characters
---@field homeSprites SpriteCollection
---@field awaySprites SpriteCollection
---@field homeBlipper table
---@field awayBlipper table
Characters = {}
local gfx <const> = playdate.graphics
---@alias BatState { batBase: XyPair, batTip: XyPair, batAngleDeg: number }
local GloveSizeX, GloveSizeY <const> = Glove:getSize()
local GloveOffX, GloveOffY <const> = GloveSizeX / 2, GloveSizeY / 2
---@param homeSprites SpriteCollection
---@param awaySprites SpriteCollection
function Characters.new(homeSprites, awaySprites)
return setmetatable({
homeSprites = homeSprites,
awaySprites = awaySprites,
homeBlipper = blipper.new(100, homeSprites),
awayBlipper = blipper.new(100, awaySprites),
}, { __index = Characters })
end
---@param ball Point3d
---@param fielderX number
---@param fielderY number
---@return boolean isHoldingBall
local function drawFielderGlove(ball, fielderX, fielderY, flip)
local distanceFromBall = utils.distanceBetweenZ(fielderX, fielderY, 0, ball.x, ball.y, ball.z)
local shoulderX, shoulderY = fielderX + 10, fielderY - 5
if distanceFromBall > 20 then
Glove:draw(shoulderX, shoulderY, flip)
return false
else
GloveHoldingBall:draw(ball.x - GloveOffX, ball.y - GloveOffY, flip)
return true
end
end
---@param fieldingTeamSprites SpriteCollection
---@param fielder Fielder
---@param ball Point3d
---@param flip boolean | nil
---@return boolean isHoldingBall
function drawFielder(fieldingTeamSprites, fielder, ball, flip)
local danceOffset = FielderDanceAnimator:currentValue()
local x = fielder.x
local y = fielder.y + danceOffset
fieldingTeamSprites[fielder.spriteIndex].smiling:draw(fielder.x, y - 20, flip)
return drawFielderGlove(ball, x, y)
end
---@param batState BatState
local function drawBat(batState)
gfx.setLineWidth(7)
gfx.drawLine(batState.batBase.x, batState.batBase.y, batState.batTip.x, batState.batTip.y)
gfx.setColor(gfx.kColorWhite)
gfx.setLineCapStyle(gfx.kLineCapStyleRound)
gfx.setLineWidth(3)
gfx.drawLine(batState.batBase.x, batState.batBase.y, batState.batTip.x, batState.batTip.y)
gfx.setColor(gfx.kColorBlack)
end
---@param battingTeamSprites SpriteCollection
---@param batter Runner
---@param batState BatState
local function drawBatter(battingTeamSprites, batter, batState)
local spriteCollection = battingTeamSprites[batter.spriteIndex]
if batState.batAngleDeg > 50 and batState.batAngleDeg < 200 then
drawBat(batState)
spriteCollection.back:draw(batter.x, batter.y - C.PlayerHeightOffset)
else
spriteCollection.smiling:draw(batter.x, batter.y - C.PlayerHeightOffset)
drawBat(batState)
end
end
---@param battingTeam TeamId
---@return SpriteCollection battingTeam, SpriteCollection fieldingTeam, table runnerBlipper
function Characters:getSpriteCollections(battingTeam)
if battingTeam == "home" then
return self.homeSprites, self.awaySprites, self.homeBlipper
end
return self.awaySprites, self.homeSprites, self.awayBlipper
end
---@param fielding Fielding
---@param baserunning Baserunning
---@param batState BatState
---@param battingTeam TeamId
---@param ball Point3d
---@return Fielder | nil ballHeldBy
function Characters:drawAll(fielding, baserunning, batState, battingTeam, ball)
---@type { y: number, drawAction: fun() }[]
local characterDraws = {}
function addDraw(y, drawAction)
characterDraws[#characterDraws + 1] = { y = y, drawAction = drawAction }
end
local battingTeamSprites, fieldingTeamSprites, runnerBlipper = self:getSpriteCollections(battingTeam)
---@type Fielder | nil
local ballHeldBy
for _, fielder in pairs(fielding.fielders) do
addDraw(fielder.y, function()
local ballHeldByThisFielder = drawFielder(fieldingTeamSprites, fielder, ball)
if ballHeldByThisFielder then
ballHeldBy = fielder
end
end)
end
for _, runner in pairs(baserunning.runners) do
addDraw(runner.y, function()
local currentBatter = baserunning.batter
if runner == currentBatter then
drawBatter(battingTeamSprites, currentBatter, batState)
else
-- TODO? Change blip speed depending on runner speed?
runnerBlipper:draw(false, runner.x, runner.y - C.PlayerHeightOffset, runner)
end
end)
end
for _, runner in pairs(baserunning.outRunners) do
addDraw(runner.y, function()
battingTeamSprites[runner.spriteIndex].frowning:draw(runner.x, runner.y - C.PlayerHeightOffset)
end)
end
for _, runner in pairs(baserunning.scoredRunners) do
addDraw(runner.y, function()
runnerBlipper:draw(false, runner.x, runner.y - C.PlayerHeightOffset, runner)
end)
end
table.sort(characterDraws, function(a, b)
return a.y < b.y
end)
for _, character in pairs(characterDraws) do
character.drawAction()
end
return ballHeldBy
end
-- luacheck: ignore
if not playdate or playdate.TEST_MODE then
return Characters
end

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@ -1,28 +0,0 @@
local GloveSizeX, GloveSizeY <const> = Glove:getSize()
local GloveOffX, GloveOffY <const> = GloveSizeX / 2, GloveSizeY / 2
---@param ball Point3d
---@param fielderX number
---@param fielderY number
---@return boolean isHoldingBall
local function drawFielderGlove(ball, fielderX, fielderY, flip)
local distanceFromBall = utils.distanceBetweenZ(fielderX, fielderY, 0, ball.x, ball.y, ball.z)
local shoulderX, shoulderY = fielderX + 10, fielderY - 5
if distanceFromBall > 20 then
Glove:draw(shoulderX, shoulderY, flip)
return false
else
GloveHoldingBall:draw(ball.x - GloveOffX, ball.y - GloveOffY, flip)
return true
end
end
---@param playerSprites PlayerImageBundle
---@param ball Point3d
---@param x number
---@param y number
---@return boolean isHoldingBall
function drawFielder(playerSprites, ball, x, y, flip)
playerSprites.smiling:draw(x, y - 20, flip)
return drawFielderGlove(ball, x, y)
end

View File

@ -136,8 +136,11 @@ function MainMenu:update()
size = 6,
}
local ballIsHeld = drawFielder(AwayTeamSpriteGroup[1], ball, 30, 200)
ballIsHeld = drawFielder(HomeTeamSpriteGroup[2], ball, 350, 200, playdate.graphics.kImageFlippedX) or ballIsHeld
local fielder1 = { x = 30, y = 200, spriteIndex = 1 }
local ballIsHeld = drawFielder(AwayTeamSpriteGroup, fielder1, ball)
local fielder2 = { x = 350, y = 200, spriteIndex = 2 }
ballIsHeld = drawFielder(HomeTeamSpriteGroup, fielder2, ball, playdate.graphics.kImageFlippedX) or ballIsHeld
if not ballIsHeld then
gfx.setLineWidth(2)

View File

@ -50,10 +50,11 @@ import 'user-input.lua'
import 'draw/box-score.lua'
import 'draw/fans.lua'
import 'draw/fielder.lua'
import 'draw/characters.lua'
import 'draw/overlay.lua'
import 'draw/panner.lua'
import 'draw/player.lua'
import 'draw/character-sprites.lua'
import 'draw/characters.lua'
import 'draw/throw-meter.lua'
import 'draw/transitions.lua'
-- stylua: ignore end
@ -95,21 +96,15 @@ local teams <const> = {
---@field batBase XyPair
---@field batTip XyPair
---@field batAngleDeg number
-- These are only sort-of global state. They are purely graphical,
-- but they need to be kept in sync with the rest of the globals.
---@field runnerBlipper Blipper
---@field battingTeamSprites SpriteCollection
---@field fieldingTeamSprites SpriteCollection
---@class Game
---@field private settings Settings
---@field private announcer Announcer
---@field private fielding Fielding
---@field private baserunning Baserunning
---@field private characters Characters
---@field private npc InputHandler
---@field private userInput InputHandler
---@field private homeTeamBlipper Blipper
---@field private awayTeamBlipper Blipper
---@field private panner Panner
---@field private state MutableState
Game = {}
@ -124,20 +119,15 @@ Game = {}
function Game.new(settings, announcer, fielding, baserunning, npc, state)
announcer = announcer or Announcer.new()
fielding = fielding or Fielding.new()
settings.userTeam = nil -- "away"
settings.userTeam = "away"
local homeTeamBlipper = blipper.new(100, settings.homeTeamSpriteGroup)
local awayTeamBlipper = blipper.new(100, settings.awayTeamSpriteGroup)
local battingTeam = "away"
local runnerBlipper = battingTeam == "away" and awayTeamBlipper or homeTeamBlipper
local ball = Ball.new(gfx.animator)
local o = setmetatable({
settings = settings,
announcer = announcer,
fielding = fielding,
homeTeamBlipper = homeTeamBlipper,
awayTeamBlipper = awayTeamBlipper,
panner = Panner.new(ball),
state = state or {
batBase = utils.xy(C.Center.x - 34, 215),
@ -150,9 +140,6 @@ function Game.new(settings, announcer, fielding, baserunning, npc, state)
inning = 1,
pitchIsOver = true,
didSwing = false,
battingTeamSprites = settings.awayTeamSpriteGroup,
fieldingTeamSprites = settings.homeTeamSpriteGroup,
runnerBlipper = runnerBlipper,
stats = Statistics.new(),
},
}, { __index = Game })
@ -169,6 +156,7 @@ function Game.new(settings, announcer, fielding, baserunning, npc, state)
playdate.timer.new(2000, function()
o:returnToPitcher()
end)
o.characters = Characters.new(settings.homeTeamSpriteGroup, settings.awayTeamSpriteGroup)
BootTune:play()
BootTune:setFinishCallback(function()
@ -269,8 +257,6 @@ function Game:pitcherIsReady()
end
function Game:checkForGameOver()
Fielding.celebrate()
local state = self.state
if state.stats:gameIsOver(state.inning, self.settings.finalInning, state.battingTeam) then
self.announcer:say("THAT'S THE BALL GAME!")
@ -285,6 +271,8 @@ end
function Game:nextHalfInning()
pitchTracker:reset()
Fielding.celebrate()
if self:checkForGameOver() then
return
end
@ -297,17 +285,8 @@ function Game:nextHalfInning()
self.state.inning = self.state.inning + 1
self.state.stats:pushInning()
end
self.state.battingTeam = getOppositeTeamId(self.state.battingTeam)
playdate.timer.new(2000, function()
if self.state.battingTeam == "home" then
self.state.battingTeamSprites = self.settings.homeTeamSpriteGroup
self.state.runnerBlipper = self.homeTeamBlipper
self.state.fieldingTeamSprites = self.settings.awayTeamSpriteGroup
else
self.state.battingTeamSprites = self.settings.awayTeamSpriteGroup
self.state.fieldingTeamSprites = self.settings.homeTeamSpriteGroup
self.state.runnerBlipper = self.awayTeamBlipper
end
self.state.battingTeam = getOppositeTeamId(self.state.battingTeam)
end)
end
@ -382,7 +361,22 @@ function Game:strikeOut()
end
function Game:saveToFile()
playdate.datastore.write(self, "data", true)
playdate.datastore.write({ currentGame = self }, "data", true)
end
function Game.load()
local loaded = playdate.datastore.read("data")
---@type Game
local loadedGame = loaded.currentGame
loadedGame.state.ball = Ball.new(gfx.animator)
local settings = {
homeTeamSpriteGroup = HomeTeamSpriteGroup,
awayTeamSpriteGroup = AwayTeamSpriteGroup,
finalInning = loadedGame.settings.finalInning,
}
local ret = Game.new(settings, nil, loadedGame.fielding, nil, nil, loadedGame.state)
ret.baserunning.outs = loadedGame.outs
return ret
end
local SwingBackDeg <const> = 30
@ -533,10 +527,10 @@ function Game:updateGameState()
playdate.resetElapsedTime()
self.state.ball:updatePosition()
local offenseHandler, defenseHandler = self:currentInputHandlers()
local fielderHoldingBall = self.fielding:updateFielderPositions(self.state.ball, self.state.deltaSeconds)
local offenseHandler, defenseHandler = self:currentInputHandlers()
if self.state.offenseState == C.Offense.batting then
self:updatePitching(defenseHandler)
self:updateBatting(offenseHandler)
@ -590,81 +584,16 @@ function Game:update()
gfx.clear()
gfx.setColor(gfx.kColorBlack)
local offsetX, offsetY = self.panner:get(self.state.deltaSeconds)
local state = self.state
local offsetX, offsetY = self.panner:get(state.deltaSeconds)
gfx.setDrawOffset(offsetX, offsetY)
fans.draw()
GrassBackground:draw(-400, -720)
---@type { y: number, drawAction: fun() }[]
local characterDraws = {}
function addDraw(y, drawAction)
characterDraws[#characterDraws + 1] = { y = y, drawAction = drawAction }
end
local ball = state.ball
local ball = self.state.ball
local danceOffset = FielderDanceAnimator:currentValue()
---@type Fielder | nil
local ballHeldBy
for _, fielder in pairs(self.fielding.fielders) do
addDraw(fielder.y + danceOffset, function()
local ballHeldByThisFielder = drawFielder(
self.state.fieldingTeamSprites[fielder.spriteIndex],
ball,
fielder.x,
fielder.y + danceOffset
)
if ballHeldByThisFielder then
ballHeldBy = fielder
end
end)
end
local playerHeightOffset = 20
for _, runner in pairs(self.baserunning.runners) do
addDraw(runner.y, function()
if runner == self.baserunning.batter then
if self.state.batAngleDeg > 50 and self.state.batAngleDeg < 200 then
self.state.battingTeamSprites[runner.spriteIndex].back:draw(runner.x, runner.y - playerHeightOffset)
else
self.state.battingTeamSprites[runner.spriteIndex].smiling:draw(
runner.x,
runner.y - playerHeightOffset
)
end
else
-- TODO? Change blip speed depending on runner speed?
self.state.runnerBlipper:draw(false, runner.x, runner.y - playerHeightOffset, runner)
end
end)
end
table.sort(characterDraws, function(a, b)
return a.y < b.y
end)
for _, character in pairs(characterDraws) do
character.drawAction()
end
if self.state.offenseState == C.Offense.batting then
gfx.setLineWidth(7)
gfx.drawLine(self.state.batBase.x, self.state.batBase.y, self.state.batTip.x, self.state.batTip.y)
gfx.setColor(gfx.kColorWhite)
gfx.setLineCapStyle(gfx.kLineCapStyleRound)
gfx.setLineWidth(3)
gfx.drawLine(self.state.batBase.x, self.state.batBase.y, self.state.batTip.x, self.state.batTip.y)
gfx.setColor(gfx.kColorBlack)
end
for _, runner in pairs(self.baserunning.outRunners) do
self.state.battingTeamSprites[runner.spriteIndex].frowning:draw(runner.x, runner.y - playerHeightOffset)
end
for _, runner in pairs(self.baserunning.scoredRunners) do
self.state.runnerBlipper:draw(false, runner.x, runner.y - playerHeightOffset, runner)
end
local ballHeldBy = self.characters:drawAll(self.fielding, self.baserunning, state, state.battingTeam, ball)
if self:userIsOn("defense") then
throwMeter:drawNearFielder(ballHeldBy)
@ -685,16 +614,8 @@ function Game:update()
drawMinimap(self.baserunning.runners, self.fielding.fielders)
end
local homeScore, awayScore = utils.totalScores(self.state.stats)
drawScoreboard(
0,
C.Screen.H * 0.77,
homeScore,
awayScore,
self.baserunning.outs,
self.state.battingTeam,
self.state.inning
)
local homeScore, awayScore = utils.totalScores(state.stats)
drawScoreboard(0, C.Screen.H * 0.77, homeScore, awayScore, self.baserunning.outs, state.battingTeam, state.inning)
drawBallsAndStrikes(290, C.Screen.H - 20, pitchTracker.balls, pitchTracker.strikes)
self.announcer:draw(C.Center.x, 10)

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@ -13,6 +13,13 @@ import = function(target)
require(target:sub(1, #target - 4))
end
Glove = {
getSize = function()
return 10, 10
end,
}
Characters = require("draw/characters")
local Game = require("main")
local settings = {