Add PlayerBack sprite
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15
src/main.lua
15
src/main.lua
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@ -51,6 +51,8 @@ local Center <const> = xy(Screen.W / 2, Screen.H / 2)
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local BatCrackSound <const> = playdate.sound.sampleplayer.new("sounds/bat-crack-reverb.wav")
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local BatCrackSound <const> = playdate.sound.sampleplayer.new("sounds/bat-crack-reverb.wav")
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local GrassBackground <const> = gfx.image.new("images/game/grass.png") --[[@as pd_image]]
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local GrassBackground <const> = gfx.image.new("images/game/grass.png") --[[@as pd_image]]
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local PlayerFrown <const> = gfx.image.new("images/game/player-frown.png") --[[@as pd_image]]
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local PlayerFrown <const> = gfx.image.new("images/game/player-frown.png") --[[@as pd_image]]
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local PlayerSmile <const> = gfx.image.new("images/game/player.png") --[[@as pd_image]]
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local PlayerBack <const> = gfx.image.new("images/game/player-back.png") --[[@as pd_image]]
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local PlayerImageBlipper <const> = blipper.new(100, "images/game/player.png", "images/game/player-lowhat.png")
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local PlayerImageBlipper <const> = blipper.new(100, "images/game/player.png", "images/game/player-lowhat.png")
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@ -529,13 +531,16 @@ function tryToThrowOut(self)
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end
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end
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end
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end
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local batAngleDeg
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function updateBatting()
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function updateBatting()
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if ball.y < BallOffscreen then
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if ball.y < BallOffscreen then
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ball.y = ballAnimatorY:currentValue() + ballFloatAnimator:currentValue()
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ball.y = ballAnimatorY:currentValue() + ballFloatAnimator:currentValue()
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ball.size = 6
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ball.size = 6
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end
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end
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local batAngle = math.rad(playdate.getCrankPosition() + CrankOffsetDeg)
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batAngleDeg = (playdate.getCrankPosition() + CrankOffsetDeg) % 360
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local batAngle = math.rad(batAngleDeg)
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-- TODO: animate bat-flip or something
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-- TODO: animate bat-flip or something
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batBase.x = batter and (batter.x + BatOffset.x) or 0
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batBase.x = batter and (batter.x + BatOffset.x) or 0
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batBase.y = batter and (batter.y + BatOffset.y) or 0
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batBase.y = batter and (batter.y + BatOffset.y) or 0
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@ -680,9 +685,17 @@ function playdate.update()
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-- TODO? Change blip speed depending on runner speed?
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-- TODO? Change blip speed depending on runner speed?
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for _, runner in pairs(runners) do
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for _, runner in pairs(runners) do
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if runner == batter then
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if batAngleDeg > 50 and batAngleDeg < 200 then
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PlayerBack:draw(runner.x, runner.y)
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else
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PlayerSmile:draw(runner.x, runner.y)
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end
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else
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-- TODO? Scale sprites down as y increases
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-- TODO? Scale sprites down as y increases
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PlayerImageBlipper:draw(false, runner.x, runner.y)
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PlayerImageBlipper:draw(false, runner.x, runner.y)
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end
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end
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end
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for _, runner in pairs(outRunners) do
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for _, runner in pairs(outRunners) do
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PlayerFrown:draw(runner.x, runner.y)
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PlayerFrown:draw(runner.x, runner.y)
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end
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end
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