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:
parent
176a7e6d5e
commit
80015dbe62
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@ -114,6 +114,8 @@ C.CrankPower = 10
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C.FielderRunMult = 1.3
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C.PlayerHeightOffset = 20
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C.UserThrowPower = 0.3
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--- How fast baserunners move after a walk
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@ -0,0 +1,153 @@
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---@class Characters
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---@field homeSprites SpriteCollection
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---@field awaySprites SpriteCollection
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---@field homeBlipper table
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---@field awayBlipper table
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Characters = {}
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local gfx <const> = playdate.graphics
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---@alias BatState { batBase: XyPair, batTip: XyPair, batAngleDeg: number }
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local GloveSizeX, GloveSizeY <const> = Glove:getSize()
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local GloveOffX, GloveOffY <const> = GloveSizeX / 2, GloveSizeY / 2
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---@param homeSprites SpriteCollection
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---@param awaySprites SpriteCollection
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function Characters.new(homeSprites, awaySprites)
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return setmetatable({
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homeSprites = homeSprites,
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awaySprites = awaySprites,
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homeBlipper = blipper.new(100, homeSprites),
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awayBlipper = blipper.new(100, awaySprites),
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}, { __index = Characters })
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end
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---@param ball Point3d
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---@param fielderX number
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---@param fielderY number
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---@return boolean isHoldingBall
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local function drawFielderGlove(ball, fielderX, fielderY, flip)
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local distanceFromBall = utils.distanceBetweenZ(fielderX, fielderY, 0, ball.x, ball.y, ball.z)
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local shoulderX, shoulderY = fielderX + 10, fielderY - 5
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if distanceFromBall > 20 then
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Glove:draw(shoulderX, shoulderY, flip)
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return false
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else
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GloveHoldingBall:draw(ball.x - GloveOffX, ball.y - GloveOffY, flip)
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return true
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end
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end
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---@param fieldingTeamSprites SpriteCollection
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---@param fielder Fielder
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---@param ball Point3d
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---@param flip boolean | nil
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---@return boolean isHoldingBall
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function drawFielder(fieldingTeamSprites, fielder, ball, flip)
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local danceOffset = FielderDanceAnimator:currentValue()
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local x = fielder.x
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local y = fielder.y + danceOffset
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fieldingTeamSprites[fielder.spriteIndex].smiling:draw(fielder.x, y - 20, flip)
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return drawFielderGlove(ball, x, y)
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end
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---@param batState BatState
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local function drawBat(batState)
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gfx.setLineWidth(7)
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gfx.drawLine(batState.batBase.x, batState.batBase.y, batState.batTip.x, batState.batTip.y)
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gfx.setColor(gfx.kColorWhite)
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gfx.setLineCapStyle(gfx.kLineCapStyleRound)
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gfx.setLineWidth(3)
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gfx.drawLine(batState.batBase.x, batState.batBase.y, batState.batTip.x, batState.batTip.y)
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gfx.setColor(gfx.kColorBlack)
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end
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---@param battingTeamSprites SpriteCollection
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---@param batter Runner
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---@param batState BatState
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local function drawBatter(battingTeamSprites, batter, batState)
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local spriteCollection = battingTeamSprites[batter.spriteIndex]
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if batState.batAngleDeg > 50 and batState.batAngleDeg < 200 then
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drawBat(batState)
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spriteCollection.back:draw(batter.x, batter.y - C.PlayerHeightOffset)
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else
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spriteCollection.smiling:draw(batter.x, batter.y - C.PlayerHeightOffset)
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drawBat(batState)
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end
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end
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---@param battingTeam TeamId
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---@return SpriteCollection battingTeam, SpriteCollection fieldingTeam, table runnerBlipper
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function Characters:getSpriteCollections(battingTeam)
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if battingTeam == "home" then
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return self.homeSprites, self.awaySprites, self.homeBlipper
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end
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return self.awaySprites, self.homeSprites, self.awayBlipper
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end
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---@param fielding Fielding
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---@param baserunning Baserunning
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---@param batState BatState
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---@param battingTeam TeamId
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---@param ball Point3d
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---@return Fielder | nil ballHeldBy
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function Characters:drawAll(fielding, baserunning, batState, battingTeam, ball)
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---@type { y: number, drawAction: fun() }[]
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local characterDraws = {}
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function addDraw(y, drawAction)
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characterDraws[#characterDraws + 1] = { y = y, drawAction = drawAction }
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end
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local battingTeamSprites, fieldingTeamSprites, runnerBlipper = self:getSpriteCollections(battingTeam)
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---@type Fielder | nil
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local ballHeldBy
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for _, fielder in pairs(fielding.fielders) do
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addDraw(fielder.y, function()
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local ballHeldByThisFielder = drawFielder(fieldingTeamSprites, fielder, ball)
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if ballHeldByThisFielder then
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ballHeldBy = fielder
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end
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end)
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end
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for _, runner in pairs(baserunning.runners) do
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addDraw(runner.y, function()
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local currentBatter = baserunning.batter
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if runner == currentBatter then
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drawBatter(battingTeamSprites, currentBatter, batState)
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else
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-- TODO? Change blip speed depending on runner speed?
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runnerBlipper:draw(false, runner.x, runner.y - C.PlayerHeightOffset, runner)
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end
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end)
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end
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for _, runner in pairs(baserunning.outRunners) do
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addDraw(runner.y, function()
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battingTeamSprites[runner.spriteIndex].frowning:draw(runner.x, runner.y - C.PlayerHeightOffset)
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end)
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end
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for _, runner in pairs(baserunning.scoredRunners) do
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addDraw(runner.y, function()
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runnerBlipper:draw(false, runner.x, runner.y - C.PlayerHeightOffset, runner)
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end)
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end
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table.sort(characterDraws, function(a, b)
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return a.y < b.y
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end)
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for _, character in pairs(characterDraws) do
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character.drawAction()
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end
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return ballHeldBy
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end
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-- luacheck: ignore
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if not playdate or playdate.TEST_MODE then
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return Characters
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end
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@ -1,28 +0,0 @@
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local GloveSizeX, GloveSizeY <const> = Glove:getSize()
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local GloveOffX, GloveOffY <const> = GloveSizeX / 2, GloveSizeY / 2
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---@param ball Point3d
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---@param fielderX number
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---@param fielderY number
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---@return boolean isHoldingBall
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local function drawFielderGlove(ball, fielderX, fielderY, flip)
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local distanceFromBall = utils.distanceBetweenZ(fielderX, fielderY, 0, ball.x, ball.y, ball.z)
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local shoulderX, shoulderY = fielderX + 10, fielderY - 5
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if distanceFromBall > 20 then
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Glove:draw(shoulderX, shoulderY, flip)
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return false
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else
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GloveHoldingBall:draw(ball.x - GloveOffX, ball.y - GloveOffY, flip)
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return true
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end
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end
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---@param playerSprites PlayerImageBundle
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---@param ball Point3d
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---@param x number
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---@param y number
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---@return boolean isHoldingBall
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function drawFielder(playerSprites, ball, x, y, flip)
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playerSprites.smiling:draw(x, y - 20, flip)
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return drawFielderGlove(ball, x, y)
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end
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@ -136,8 +136,11 @@ function MainMenu:update()
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size = 6,
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}
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local ballIsHeld = drawFielder(AwayTeamSpriteGroup[1], ball, 30, 200)
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ballIsHeld = drawFielder(HomeTeamSpriteGroup[2], ball, 350, 200, playdate.graphics.kImageFlippedX) or ballIsHeld
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local fielder1 = { x = 30, y = 200, spriteIndex = 1 }
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local ballIsHeld = drawFielder(AwayTeamSpriteGroup, fielder1, ball)
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local fielder2 = { x = 350, y = 200, spriteIndex = 2 }
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ballIsHeld = drawFielder(HomeTeamSpriteGroup, fielder2, ball, playdate.graphics.kImageFlippedX) or ballIsHeld
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if not ballIsHeld then
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gfx.setLineWidth(2)
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145
src/main.lua
145
src/main.lua
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@ -50,10 +50,11 @@ 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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import 'draw/fielder.lua'
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import 'draw/characters.lua'
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import 'draw/overlay.lua'
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import 'draw/panner.lua'
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import 'draw/player.lua'
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import 'draw/character-sprites.lua'
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import 'draw/characters.lua'
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import 'draw/throw-meter.lua'
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import 'draw/transitions.lua'
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-- stylua: ignore end
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@ -95,21 +96,15 @@ local teams <const> = {
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---@field batBase XyPair
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---@field batTip XyPair
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---@field batAngleDeg number
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-- These are only sort-of global state. They are purely graphical,
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-- but they need to be kept in sync with the rest of the globals.
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---@field runnerBlipper Blipper
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---@field battingTeamSprites SpriteCollection
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---@field fieldingTeamSprites SpriteCollection
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---@class Game
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---@field private settings Settings
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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 characters Characters
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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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---@field private state MutableState
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Game = {}
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@ -124,20 +119,15 @@ Game = {}
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function Game.new(settings, announcer, fielding, baserunning, npc, state)
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announcer = announcer or Announcer.new()
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fielding = fielding or Fielding.new()
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settings.userTeam = nil -- "away"
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settings.userTeam = "away"
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local homeTeamBlipper = blipper.new(100, settings.homeTeamSpriteGroup)
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local awayTeamBlipper = blipper.new(100, settings.awayTeamSpriteGroup)
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local battingTeam = "away"
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local runnerBlipper = battingTeam == "away" and awayTeamBlipper or homeTeamBlipper
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local ball = Ball.new(gfx.animator)
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local o = setmetatable({
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settings = settings,
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announcer = announcer,
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fielding = fielding,
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homeTeamBlipper = homeTeamBlipper,
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awayTeamBlipper = awayTeamBlipper,
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panner = Panner.new(ball),
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state = state or {
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batBase = utils.xy(C.Center.x - 34, 215),
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@ -150,9 +140,6 @@ function Game.new(settings, announcer, fielding, baserunning, npc, state)
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inning = 1,
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pitchIsOver = true,
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didSwing = false,
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battingTeamSprites = settings.awayTeamSpriteGroup,
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fieldingTeamSprites = settings.homeTeamSpriteGroup,
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runnerBlipper = runnerBlipper,
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stats = Statistics.new(),
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},
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}, { __index = Game })
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playdate.timer.new(2000, function()
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o:returnToPitcher()
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end)
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o.characters = Characters.new(settings.homeTeamSpriteGroup, settings.awayTeamSpriteGroup)
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BootTune:play()
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BootTune:setFinishCallback(function()
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@ -269,8 +257,6 @@ function Game:pitcherIsReady()
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end
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function Game:checkForGameOver()
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Fielding.celebrate()
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local state = self.state
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if state.stats:gameIsOver(state.inning, self.settings.finalInning, state.battingTeam) then
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self.announcer:say("THAT'S THE BALL GAME!")
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@ -285,6 +271,8 @@ end
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function Game:nextHalfInning()
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pitchTracker:reset()
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Fielding.celebrate()
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if self:checkForGameOver() then
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return
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end
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@ -297,17 +285,8 @@ function Game:nextHalfInning()
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self.state.inning = self.state.inning + 1
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self.state.stats:pushInning()
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end
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self.state.battingTeam = getOppositeTeamId(self.state.battingTeam)
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playdate.timer.new(2000, function()
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if self.state.battingTeam == "home" then
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self.state.battingTeamSprites = self.settings.homeTeamSpriteGroup
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self.state.runnerBlipper = self.homeTeamBlipper
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self.state.fieldingTeamSprites = self.settings.awayTeamSpriteGroup
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else
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self.state.battingTeamSprites = self.settings.awayTeamSpriteGroup
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self.state.fieldingTeamSprites = self.settings.homeTeamSpriteGroup
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self.state.runnerBlipper = self.awayTeamBlipper
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end
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self.state.battingTeam = getOppositeTeamId(self.state.battingTeam)
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end)
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end
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@ -382,7 +361,22 @@ function Game:strikeOut()
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end
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function Game:saveToFile()
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playdate.datastore.write(self, "data", true)
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playdate.datastore.write({ currentGame = self }, "data", true)
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end
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function Game.load()
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local loaded = playdate.datastore.read("data")
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---@type Game
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local loadedGame = loaded.currentGame
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loadedGame.state.ball = Ball.new(gfx.animator)
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local settings = {
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homeTeamSpriteGroup = HomeTeamSpriteGroup,
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awayTeamSpriteGroup = AwayTeamSpriteGroup,
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finalInning = loadedGame.settings.finalInning,
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}
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local ret = Game.new(settings, nil, loadedGame.fielding, nil, nil, loadedGame.state)
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ret.baserunning.outs = loadedGame.outs
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return ret
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end
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local SwingBackDeg <const> = 30
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@ -533,10 +527,10 @@ function Game:updateGameState()
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playdate.resetElapsedTime()
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self.state.ball:updatePosition()
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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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local offenseHandler, defenseHandler = self:currentInputHandlers()
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if self.state.offenseState == C.Offense.batting then
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self:updatePitching(defenseHandler)
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self:updateBatting(offenseHandler)
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@ -590,81 +584,16 @@ function Game:update()
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gfx.clear()
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gfx.setColor(gfx.kColorBlack)
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local offsetX, offsetY = self.panner:get(self.state.deltaSeconds)
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local state = self.state
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local offsetX, offsetY = self.panner:get(state.deltaSeconds)
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gfx.setDrawOffset(offsetX, offsetY)
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fans.draw()
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GrassBackground:draw(-400, -720)
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---@type { y: number, drawAction: fun() }[]
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local characterDraws = {}
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function addDraw(y, drawAction)
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characterDraws[#characterDraws + 1] = { y = y, drawAction = drawAction }
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end
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local ball = state.ball
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local ball = self.state.ball
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local danceOffset = FielderDanceAnimator:currentValue()
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---@type Fielder | nil
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local ballHeldBy
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for _, fielder in pairs(self.fielding.fielders) do
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addDraw(fielder.y + danceOffset, function()
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local ballHeldByThisFielder = drawFielder(
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self.state.fieldingTeamSprites[fielder.spriteIndex],
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ball,
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fielder.x,
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fielder.y + danceOffset
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)
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if ballHeldByThisFielder then
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ballHeldBy = fielder
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end
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end)
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end
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local playerHeightOffset = 20
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for _, runner in pairs(self.baserunning.runners) do
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addDraw(runner.y, function()
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if runner == self.baserunning.batter then
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if self.state.batAngleDeg > 50 and self.state.batAngleDeg < 200 then
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self.state.battingTeamSprites[runner.spriteIndex].back:draw(runner.x, runner.y - playerHeightOffset)
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else
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self.state.battingTeamSprites[runner.spriteIndex].smiling:draw(
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runner.x,
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runner.y - playerHeightOffset
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)
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end
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else
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-- TODO? Change blip speed depending on runner speed?
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self.state.runnerBlipper:draw(false, runner.x, runner.y - playerHeightOffset, runner)
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end
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end)
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end
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table.sort(characterDraws, function(a, b)
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return a.y < b.y
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end)
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for _, character in pairs(characterDraws) do
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character.drawAction()
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end
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if self.state.offenseState == C.Offense.batting then
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gfx.setLineWidth(7)
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gfx.drawLine(self.state.batBase.x, self.state.batBase.y, self.state.batTip.x, self.state.batTip.y)
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gfx.setColor(gfx.kColorWhite)
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gfx.setLineCapStyle(gfx.kLineCapStyleRound)
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gfx.setLineWidth(3)
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gfx.drawLine(self.state.batBase.x, self.state.batBase.y, self.state.batTip.x, self.state.batTip.y)
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gfx.setColor(gfx.kColorBlack)
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end
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for _, runner in pairs(self.baserunning.outRunners) do
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self.state.battingTeamSprites[runner.spriteIndex].frowning:draw(runner.x, runner.y - playerHeightOffset)
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end
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for _, runner in pairs(self.baserunning.scoredRunners) do
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self.state.runnerBlipper:draw(false, runner.x, runner.y - playerHeightOffset, runner)
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end
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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)
|
||||
|
||||
|
|
|
@ -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 = {
|
||||
|
|
Loading…
Reference in New Issue