Fix inverted dance animation
Switch XyPair and Point3d to @class, over @alias Seems to work better with autocomplete
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@ -201,7 +201,7 @@ function Baserunning:updateRunner(runner, runnerIndex, appliedSpeed, isAutoRun,
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if
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if
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nearestBaseDistance < 5
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nearestBaseDistance < 5
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and runnerIndex ~= nil
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and runnerIndex ~= nil
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and runner ~= self.batter --runner.prevBase
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and runner ~= self.batter
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and runner.nextBase == C.Bases[C.Home]
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and runner.nextBase == C.Bases[C.Home]
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and nearestBase == C.Bases[C.Home]
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and nearestBase == C.Bases[C.Home]
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then
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then
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@ -31,6 +31,7 @@ end
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-- and letting the user find a crank position and direction that works for them
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-- and letting the user find a crank position and direction that works for them
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--- Assumes the bat is being held by self.baserunning.batter
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--- Assumes the bat is being held by self.baserunning.batter
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--- Mutates self.state for later rendering.
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---@param batDeg number
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---@param batDeg number
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---@param batSpeed number
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---@param batSpeed number
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---@param ball Point3d
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---@param ball Point3d
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@ -46,7 +46,7 @@ function drawFielder(fieldingTeamSprites, fielder, ball, flip)
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local danceOffset = FielderDanceAnimator:currentValue()
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local danceOffset = FielderDanceAnimator:currentValue()
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local x = fielder.x
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local x = fielder.x
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local y = fielder.y + danceOffset
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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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fieldingTeamSprites[fielder.spriteIndex].smiling:draw(fielder.x, y - 20, flip)
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return drawFielderGlove(ball, x, y)
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return drawFielderGlove(ball, x, y)
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end
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end
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@ -1,16 +1,14 @@
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-- luacheck no new globals
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-- luacheck no new globals
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utils = {}
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utils = {}
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--- @alias XyPair {
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---@class XyPair
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--- x: number,
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---@field x: number,
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--- y: number,
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---@field y: number,
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--- }
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--- @alias Point3d {
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---@class Point3d
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--- x: number,
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---@field x number,
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--- y: number,
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---@field y number,
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--- z: number,
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---@field z number,
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--- }
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local sqrt <const> = math.sqrt
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local sqrt <const> = math.sqrt
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