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14 Commits

Author SHA1 Message Date
Sage Vaillancourt 4b9a94c2c2 Implement grounders and fly-outs.
Add a slight delay on npc fielder actions.
Speed up intro when userTeam == nil
2025-03-01 12:59:12 -05:00
Sage Vaillancourt decd1f7080 Fix inverted dance animation
Switch XyPair and Point3d to @class, over @alias
Seems to work better with autocomplete
2025-03-01 09:54:05 -05:00
Sage Vaillancourt 04d25127fc Extract batting.lua 2025-02-27 19:31:00 -05:00
Sage Vaillancourt 8b66e2e826 Drop within(). Just use distance between 2025-02-26 14:51:54 -05:00
Sage Vaillancourt 876f828117 Extract draw/ball.lua
Tweak pointIsSquarelyAboveLine() -> pointIsAboveLine()
2025-02-26 14:20:36 -05:00
Sage Vaillancourt ce9a2d335e Fix to re-enable user backwards baserunning 2025-02-26 13:14:19 -05:00
Sage Vaillancourt 80015dbe62 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.
2025-02-26 13:04:38 -05:00
Sage Vaillancourt 176a7e6d5e Add saveToFile()
Not *likely* to work yet, but start scoping out good times to make a save.
Also, correct the Pitch type.
2025-02-25 17:14:47 -05:00
Sage Vaillancourt 55a3a7b0ee More type hints.
Also, move pointDirectlyUnderLine() to XyPair-based.
2025-02-24 23:55:03 -05:00
Sage Vaillancourt ddfdc8947a Bail early on pitch() if one was not actually requested 2025-02-24 22:37:15 -05:00
Sage Vaillancourt e035c0ca72 Missed a spot on the font-building 2025-02-24 20:18:44 -05:00
Sage Vaillancourt 668fa9ffd4 Add fonts to assets.lua2p
Include until-now missing Roobert 11 font
Rename font-full-circle to fix casing
2025-02-24 20:16:18 -05:00
Sage Vaillancourt b4ac028cd9 Consolidate assets into src/assets/ 2025-02-24 19:58:47 -05:00
sage 30aa5bd6c6 Merge pull request 'extract-input-controllers' (#4) from extract-input-controllers into main
Reviewed-on: #4
2025-02-24 19:50:23 -05:00
80 changed files with 916 additions and 354 deletions

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@ -26,6 +26,10 @@ function actionQueue:upsert(id, maxTimeMs, action)
}
end
--- The new action will not be added if an entry with the current id already exists in the queue.
---@param id any
---@param maxTimeMs number
---@param action Action
function actionQueue:newOnly(id, maxTimeMs, action)
if self.queue[id] then
return
@ -38,6 +42,7 @@ end
--- Must be called on every playdate.update() to check for (and run) any waiting tasks.
--- Actions that return NeedsMoreTime will not be removed from the queue unless they have expired.
---@param deltaSeconds number
function actionQueue:runWaiting(deltaSeconds)
local currentTimeMs = playdate.getCurrentTimeMilliseconds()

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@ -1,6 +1,6 @@
local gfx = playdate.graphics
local AnnouncementFont <const> = playdate.graphics.font.new("fonts/Roobert-20-Medium.pft")
local AnnouncementFont <const> = Roobert20Medium
local AnnouncementTransitionMs <const> = 300
local AnnouncerMarginX <const> = 26
@ -52,6 +52,8 @@ function Announcer:say(text)
end
end
---@param x number
---@param y number
function Announcer:draw(x, y)
if #self.textQueue == 0 then
return

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@ -3,169 +3,190 @@
-- luacheck: ignore
---@type pd_image
BallBackground = playdate.graphics.image.new("images/game/BallBackground.png")
BallBackground = playdate.graphics.image.new("assets/images/game/BallBackground.png")
-- luacheck: ignore
---@type pd_image
BigBat = playdate.graphics.image.new("images/game/BigBat.png")
BigBat = playdate.graphics.image.new("assets/images/game/BigBat.png")
-- luacheck: ignore
---@type pd_image
DarkPlayerAwayBack = playdate.graphics.image.new("images/game/DarkPlayerAwayBack.png")
DarkPlayerAwayBack = playdate.graphics.image.new("assets/images/game/DarkPlayerAwayBack.png")
-- luacheck: ignore
---@type pd_image
DarkPlayerAwayBase = playdate.graphics.image.new("images/game/DarkPlayerAwayBase.png")
DarkPlayerAwayBase = playdate.graphics.image.new("assets/images/game/DarkPlayerAwayBase.png")
-- luacheck: ignore
---@type pd_image
DarkPlayerFrown = playdate.graphics.image.new("images/game/DarkPlayerFrown.png")
DarkPlayerFrown = playdate.graphics.image.new("assets/images/game/DarkPlayerFrown.png")
-- luacheck: ignore
---@type pd_image
DarkPlayerHomeBack = playdate.graphics.image.new("images/game/DarkPlayerHomeBack.png")
DarkPlayerHomeBack = playdate.graphics.image.new("assets/images/game/DarkPlayerHomeBack.png")
-- luacheck: ignore
---@type pd_image
DarkPlayerHomeBase = playdate.graphics.image.new("images/game/DarkPlayerHomeBase.png")
DarkPlayerHomeBase = playdate.graphics.image.new("assets/images/game/DarkPlayerHomeBase.png")
-- luacheck: ignore
---@type pd_image
DarkPlayerSmile = playdate.graphics.image.new("images/game/DarkPlayerSmile.png")
DarkPlayerSmile = playdate.graphics.image.new("assets/images/game/DarkPlayerSmile.png")
-- luacheck: ignore
---@type pd_image
DarkSkinFan = playdate.graphics.image.new("images/game/DarkSkinFan.png")
DarkSkinFan = playdate.graphics.image.new("assets/images/game/DarkSkinFan.png")
-- luacheck: ignore
---@type pd_image
GameLogo = playdate.graphics.image.new("images/game/GameLogo.png")
GameLogo = playdate.graphics.image.new("assets/images/game/GameLogo.png")
-- luacheck: ignore
---@type pd_image
GloveHoldingBall = playdate.graphics.image.new("images/game/GloveHoldingBall.png")
GloveHoldingBall = playdate.graphics.image.new("assets/images/game/GloveHoldingBall.png")
-- luacheck: ignore
---@type pd_image
Glove = playdate.graphics.image.new("images/game/Glove.png")
Glove = playdate.graphics.image.new("assets/images/game/Glove.png")
-- luacheck: ignore
---@type pd_image
GrassBackground = playdate.graphics.image.new("images/game/GrassBackground.png")
GrassBackground = playdate.graphics.image.new("assets/images/game/GrassBackground.png")
-- luacheck: ignore
---@type pd_image
GrassBackgroundSmall = playdate.graphics.image.new("images/game/GrassBackgroundSmall.png")
GrassBackgroundSmall = playdate.graphics.image.new("assets/images/game/GrassBackgroundSmall.png")
-- luacheck: ignore
---@type pd_image
Hat = playdate.graphics.image.new("images/game/Hat.png")
Hat = playdate.graphics.image.new("assets/images/game/Hat.png")
-- luacheck: ignore
---@type pd_image
LightPlayerAwayBack = playdate.graphics.image.new("images/game/LightPlayerAwayBack.png")
LightPlayerAwayBack = playdate.graphics.image.new("assets/images/game/LightPlayerAwayBack.png")
-- luacheck: ignore
---@type pd_image
LightPlayerAwayBase = playdate.graphics.image.new("images/game/LightPlayerAwayBase.png")
LightPlayerAwayBase = playdate.graphics.image.new("assets/images/game/LightPlayerAwayBase.png")
-- luacheck: ignore
---@type pd_image
LightPlayerFrown = playdate.graphics.image.new("images/game/LightPlayerFrown.png")
LightPlayerFrown = playdate.graphics.image.new("assets/images/game/LightPlayerFrown.png")
-- luacheck: ignore
---@type pd_image
LightPlayerHomeBack = playdate.graphics.image.new("images/game/LightPlayerHomeBack.png")
LightPlayerHomeBack = playdate.graphics.image.new("assets/images/game/LightPlayerHomeBack.png")
-- luacheck: ignore
---@type pd_image
LightPlayerHomeBase = playdate.graphics.image.new("images/game/LightPlayerHomeBase.png")
LightPlayerHomeBase = playdate.graphics.image.new("assets/images/game/LightPlayerHomeBase.png")
-- luacheck: ignore
---@type pd_image
LightPlayerSmile = playdate.graphics.image.new("images/game/LightPlayerSmile.png")
LightPlayerSmile = playdate.graphics.image.new("assets/images/game/LightPlayerSmile.png")
-- luacheck: ignore
---@type pd_image
LightSkinFan = playdate.graphics.image.new("images/game/LightSkinFan.png")
LightSkinFan = playdate.graphics.image.new("assets/images/game/LightSkinFan.png")
-- luacheck: ignore
---@type pd_image
MenuImage = playdate.graphics.image.new("images/game/MenuImage.png")
MenuImage = playdate.graphics.image.new("assets/images/game/MenuImage.png")
-- luacheck: ignore
---@type pd_image
Minimap = playdate.graphics.image.new("images/game/Minimap.png")
Minimap = playdate.graphics.image.new("assets/images/game/Minimap.png")
-- luacheck: ignore
---@type pd_image
PerfectPowerBg = playdate.graphics.image.new("images/game/PerfectPowerBg.png")
PerfectPowerBg = playdate.graphics.image.new("assets/images/game/PerfectPowerBg.png")
-- luacheck: ignore
---@type pd_image
PerfectPowerFlickerLeft = playdate.graphics.image.new("images/game/PerfectPowerFlickerLeft.png")
PerfectPowerFlickerLeft = playdate.graphics.image.new("assets/images/game/PerfectPowerFlickerLeft.png")
-- luacheck: ignore
---@type pd_image
PerfectPowerFlickerRight = playdate.graphics.image.new("images/game/PerfectPowerFlickerRight.png")
PerfectPowerFlickerRight = playdate.graphics.image.new("assets/images/game/PerfectPowerFlickerRight.png")
-- luacheck: ignore
---@type pd_sampleplayer
BatCrackReverb = playdate.sound.sampleplayer.new("sounds/BatCrackReverb.wav")
BatCrackReverb = playdate.sound.sampleplayer.new("assets/sounds/BatCrackReverb.wav")
-- luacheck: ignore
---@type pd_sampleplayer
BootTuneOrgany = playdate.sound.sampleplayer.new("music/BootTuneOrgany.wav")
BootTuneOrgany = playdate.sound.sampleplayer.new("assets/music/BootTuneOrgany.wav")
-- luacheck: ignore
---@type pd_sampleplayer
BootTune = playdate.sound.sampleplayer.new("music/BootTune.wav")
BootTune = playdate.sound.sampleplayer.new("assets/music/BootTune.wav")
-- luacheck: ignore
---@type pd_sampleplayer
MenuMusic = playdate.sound.sampleplayer.new("music/MenuMusic.wav")
MenuMusic = playdate.sound.sampleplayer.new("assets/music/MenuMusic.wav")
-- luacheck: ignore
---@type pd_sampleplayer
TinnyBackground = playdate.sound.sampleplayer.new("music/TinnyBackground.wav")
TinnyBackground = playdate.sound.sampleplayer.new("assets/music/TinnyBackground.wav")
-- luacheck: ignore
---@type pd_font
AshevilleSans14Bold = playdate.graphics.font.new("assets/fonts/Asheville-Sans-14-Bold.pft")
-- luacheck: ignore
---@type pd_font
FontFullCircle = playdate.graphics.font.new("assets/fonts/Font-Full-Circle.pft")
-- luacheck: ignore
---@type pd_font
NanoSans = playdate.graphics.font.new("assets/fonts/Nano Sans.pft")
-- luacheck: ignore
---@type pd_font
Roobert11Medium = playdate.graphics.font.new("assets/fonts/Roobert-11-Medium.pft")
-- luacheck: ignore
---@type pd_font
Roobert20Medium = playdate.graphics.font.new("assets/fonts/Roobert-20-Medium.pft")
Logos = {
{ name = "Base", image = playdate.graphics.image.new("images/game/logos/Base.png") },
{ name = "Base", image = playdate.graphics.image.new("assets/images/game/logos/Base.png") },
-- luacheck: ignore
---@type pd_image
{ name = "Arrows", image = playdate.graphics.image.new("images/game/logos/Arrows.png") },
{ name = "Arrows", image = playdate.graphics.image.new("assets/images/game/logos/Arrows.png") },
-- luacheck: ignore
---@type pd_image
{ name = "Cats", image = playdate.graphics.image.new("images/game/logos/Cats.png") },
{ name = "Cats", image = playdate.graphics.image.new("assets/images/game/logos/Cats.png") },
-- luacheck: ignore
---@type pd_image
{ name = "Checkmarks", image = playdate.graphics.image.new("images/game/logos/Checkmarks.png") },
{ name = "Checkmarks", image = playdate.graphics.image.new("assets/images/game/logos/Checkmarks.png") },
-- luacheck: ignore
---@type pd_image
{ name = "FingerGuns", image = playdate.graphics.image.new("images/game/logos/FingerGuns.png") },
{ name = "FingerGuns", image = playdate.graphics.image.new("assets/images/game/logos/FingerGuns.png") },
-- luacheck: ignore
---@type pd_image
{ name = "Frown", image = playdate.graphics.image.new("images/game/logos/Frown.png") },
{ name = "Frown", image = playdate.graphics.image.new("assets/images/game/logos/Frown.png") },
-- luacheck: ignore
---@type pd_image
{ name = "Hearts", image = playdate.graphics.image.new("images/game/logos/Hearts.png") },
{ name = "Hearts", image = playdate.graphics.image.new("assets/images/game/logos/Hearts.png") },
-- luacheck: ignore
---@type pd_image
{ name = "Smiles", image = playdate.graphics.image.new("images/game/logos/Smiles.png") },
{ name = "Smiles", image = playdate.graphics.image.new("assets/images/game/logos/Smiles.png") },
-- luacheck: ignore
---@type pd_image
{ name = "Turds", image = playdate.graphics.image.new("images/game/logos/Turds.png") },
{ name = "Turds", image = playdate.graphics.image.new("assets/images/game/logos/Turds.png") },
}

View File

@ -25,13 +25,16 @@ function generatedFileWarning()
return "-- GENERATED FILE - DO NOT EDIT\n-- Instead, edit the source file directly: assets.lua2p."
end)!!(generatedFileWarning())
!!(dirLookup('images/game', 'png', 'playdate.graphics.image.new', 'pd_image'))
!!(dirLookup('sounds', 'wav', 'playdate.sound.sampleplayer.new', 'pd_sampleplayer'))
!!(dirLookup('music', 'wav', 'playdate.sound.sampleplayer.new', 'pd_sampleplayer'))
!!(dirLookup('assets/images/game', 'png', 'playdate.graphics.image.new', 'pd_image'))
!!(dirLookup('assets/sounds', 'wav', 'playdate.sound.sampleplayer.new', 'pd_sampleplayer'))
!!(dirLookup('assets/music', 'wav', 'playdate.sound.sampleplayer.new', 'pd_sampleplayer'))
!!(dirLookup('assets/fonts', 'fnt', 'playdate.graphics.font.new', 'pd_font', nil, nil, function(varName, value)
return varName:gsub("[- ]", "") .. " = " .. value:gsub("fnt", "pft")
end))
Logos = {
{ name = "Base", image = playdate.graphics.image.new("images/game/logos/Base.png") },
{ name = "Base", image = playdate.graphics.image.new("assets/images/game/logos/Base.png") },
!!(dirLookup('images/game/logos -not -name "Base.png"', 'png', 'playdate.graphics.image.new', 'pd_image', ",\n\n", " ", function(varName, value)
!!(dirLookup('assets/images/game/logos -not -name "Base.png"', 'png', 'playdate.graphics.image.new', 'pd_image', ",\n\n", " ", function(varName, value)
return '{ name = "' .. varName .. '", image = ' .. value .. ' }'
end))
}

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@ -0,0 +1,242 @@
--metrics={"baseline":0,"xHeight":0,"capHeight":0,"pairs":{"ac":[0,0],"ad":[0,0],"ae":[0,0],"af":[-1,0,0,0],"ag":[0,0],"ap":[0,0],"ar":[1,0,0,0],"at":[-1,0,0,0],"au":[0,0],"av":[-1,0,0,0],"aw":[-1,0,0,0],"ay":[-1,0,0,0],"b,":[-1,0,0,0],"b.":[-1,0,0,0],"bl":[0,0],"br":[0,0],"bu":[0,0],"by":[-1,0,0,0],"ca":[0,0],"ch":[0,0],"ck":[0,0],"d,":[-1,0,0,0],"d.":[0,0],"da":[0,0],"dc":[0,0],"de":[0,0],"dg":[0,0],"do":[0,0],"dt":[0,0],"du":[0,0],"dv":[0,0],"dw":[0,0],"dy":[0,0],"e,":[-1,0,0,0],"e.":[-1,0,0,0],"ea":[0,0],"ei":[0,0],"el":[0,0],"em":[0,0],"en":[0,0],"ep":[0,0],"er":[0,0],"et":[-1,0,0,0],"eu":[0,0],"ev":[-1,0,0,0],"ew":[-1,0,0,0],"ey":[-1,0,0,0],"f,":[-2,0,0,0],"f.":[-2,0,0,0],"fa":[-1,0,0,0],"fe":[-1,0,0,0],"ff":[-2,0,0,0],"fi":[0,0],"fl":[-1,0,0,0],"fo":[-2,0,0,0],"g,":[0,0],"g.":[0,0],"ga":[0,0],"ge":[0,0],"gg":[0,0],"gh":[0,0],"gl":[0,0],"go":[0,0],"hc":[0,0],"hd":[0,0],"he":[0,0],"hg":[0,0],"ho":[0,0],"hp":[0,0],"ht":[-1,0,0,0],"hu":[0,0],"hv":[-1,0,0,0],"hw":[-1,0,0,0],"hy":[-1,0,0,0],"ic":[-1,0,0,0],"id":[-1,0,0,0],"ie":[-1,0,0,0],"ig":[-1,0,0,0],"io":[-1,0,0,0],"ip":[-1,0,0,0],"it":[-2,0,0,0],"iu":[-1,0,0,0],"iv":[-1,0,0,0],"j,":[0,0],"j.":[0,0],"ja":[0,0],"je":[0,0],"jo":[0,0],"ju":[0,0],"ka":[-2,0,0,0],"kc":[-2,0,0,0],"kd":[-2,0,0,0],"ke":[-2,0,0,0],"kg":[-2,0,0,0],"ko":[-2,0,0,0],"la":[0,0],"lc":[0,0],"ld":[0,0],"le":[0,0],"lf":[0,0],"lg":[0,0],"lo":[0,0],"Lo":[-1,0,0,0],"lp":[0,0],"lq":[0,0],"lu":[0,0],"lv":[0,0],"lw":[0,0],"ly":[0,0],"ma":[0,0],"mc":[0,0],"md":[0,0],"me":[0,0],"mg":[0,0],"mn":[0,0],"mo":[0,0],"mp":[0,0],"mt":[-1,0,0,0],"mu":[0,0],"mv":[-1,0,0,0],"my":[-1,0,0,0],"nc":[0,0],"nd":[0,0],"ne":[0,0],"ng":[0,0],"no":[0,0],"np":[0,0],"nt":[-1,0,0,0],"nu":[0,0],"nv":[-1,0,0,0],"nw":[-1,0,0,0],"ny":[-1,0,0,0],"o,":[-2,0,0,0],"o.":[-1,0,0,0],"ob":[0,0],"of":[-2,0,0,0],"oh":[0,0],"oj":[-2,0,0,0],"ok":[0,0],"ol":[0,0],"om":[0,0],"on":[0,0],"op":[0,0],"or":[0,0],"ou":[0,0],"ov":[-1,0,0,0],"ow":[-1,0,0,0],"ox":[-1,0,0,0],"oy":[-1,0,0,0],"p,":[-1,0,0,0],"p.":[-1,0,0,0],"pa":[0,0],"ph":[0,0],"pi":[0,0],"pl":[0,0],"pp":[0,0],"pu":[0,0],"qu":[0,0],"r,":[-3,0,0,0],"r.":[-2,0,0,0],"ra":[-1,0,0,0],"rd":[-1,0,0,0],"re":[-1,0,0,0],"rg":[-1,0,0,0],"rk":[0,0],"rl":[0,0],"rm":[0,0],"rn":[0,0],"ro":[-2,0,0,0],"rq":[-1,0,0,0],"rr":[0,0],"rt":[-1,0,0,0],"rv":[0,0],"ry":[0,0],"s,":[-1,0,0,0],"s.":[-1,0,0,0],"sh":[0,0],"st":[-1,0,0,0],"su":[0,0],"t,":[0,0],"t.":[1,0,0,0],"ta":[1,0,0,0],"td":[0,0],"te":[0,0],"th":[0,0],"ti":[1,0,0,0],"tl":[1,0,0,0],"to":[0,0],"ua":[0,0],"uc":[0,0],"ud":[0,0],"ue":[0,0],"ug":[0,0],"uo":[0,0],"up":[1,0,0,0],"uq":[0,0],"ur":[1,0,0,0],"ut":[0,0],"uv":[0,0],"uw":[0,0],"uy":[0,0],"v,":[-2,0,0,0],"v.":[-2,0,0,0],"va":[0,0],"vb":[0,0],"vc":[-1,0,0,0],"vd":[-1,0,0,0],"ve":[-1,0,0,0],"vg":[-1,0,0,0],"vo":[-1,0,0,0],"vv":[0,0],"vy":[-1,0,0,0],"w,":[-2,0,0,0],"w.":[-1,0,0,0],"wa":[-1,0,0,0],"wd":[-1,0,0,0],"we":[-1,0,0,0],"wg":[-1,0,0,0],"wh":[0,0],"wo":[-1,0,0,0],"wx":[-1,0,0,0],"xa":[-1,0,0,0],"xe":[-1,0,0,0],"xo":[-1,0,0,0],"y,":[-3,0,0,0],"y.":[-2,0,0,0],"ya":[-1,0,0,0],"yc":[-1,0,0,0],"yd":[-1,0,0,0],"ye":[-1,0,0,0],"Yo":[-2,0,0,0],"yo":[-1,0,0,0],"LO":[-2,0,0,0],"AT":[-3,0,0,0],"AY":[-3,0,0,0],"//":[-4,0,0,0],"/d":[-2,0,0,0],"/p":[-1,0,0,0],"tp":[1,0,0,0],"t:":[1,0,0,0],"/w":[-1,0,0,0],"ot":[-1,0,0,0],"Wo":[-2,0,0,0],"Fo":[-2,0,0,0],"Fu":[-2,0,0,0],"Vu":[-1,0,0,0],"Tu":[-2,0,0,0],"To":[-3,0,0,0],"Vo":[-2,0,0,0],"Yu":[-1,0,0,0],"Zo":[-1,0,0,0],"ty":[-1,0,0,0],"is":[-1,0,0,0]},"left":[],"right":[]}
tracking=1
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space 3
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) 5
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> 9
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A 13
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D 12
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L 9
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ey -1
f, -2
f. -2
fa -1
fe -1
ff -2
fl -1
fo -2
ht -1
hv -1
hw -1
hy -1
ic -1
id -1
ie -1
ig -1
io -1
ip -1
it -2
iu -1
iv -1
ka -2
kc -2
kd -2
ke -2
kg -2
ko -2
Lo -1
mt -1
mv -1
my -1
nt -1
nv -1
nw -1
ny -1
o, -2
o. -1
of -2
oj -2
ov -1
ow -1
ox -1
oy -1
p, -1
p. -1
r, -3
r. -2
ra -1
rd -1
re -1
rg -1
ro -2
rq -1
rt -1
s, -1
s. -1
st -1
t. 1
ta 1
ti 1
tl 1
up 1
ur 1
v, -2
v. -2
vc -1
vd -1
ve -1
vg -1
vo -1
vy -1
w, -2
w. -1
wa -1
wd -1
we -1
wg -1
wo -1
wx -1
xa -1
xe -1
xo -1
y, -3
y. -2
ya -1
yc -1
yd -1
ye -1
Yo -2
yo -1
LO -2
AT -3
AY -3
// -4
/d -2
/p -1
tp 1
t: 1
/w -1
ot -1
Wo -2
Fo -2
Fu -2
Vu -1
Tu -2
To -3
Vo -2
Yu -1
Zo -1
ty -1
is -1

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@ -5,6 +5,7 @@
---@field size number
---@field heldBy Fielder | nil
---@field catchable boolean
---@field isFlyBall boolean
---@field xAnimator SimpleAnimator
---@field yAnimator SimpleAnimator
---@field sizeAnimator SimpleAnimator
@ -12,6 +13,10 @@
---@field private animatorLib pd_animator_lib
Ball = {}
local function defaultFloatAnimator(animatorLib)
return animatorLib.new(2000, -60, 0, utils.easingHill)
end
---@param animatorLib pd_animator_lib
---@return Ball
function Ball.new(animatorLib)
@ -30,15 +35,14 @@ function Ball.new(animatorLib)
-- TODO? Replace these with a ballAnimatorZ?
-- ...that might lose some of the magic of both. Compromise available? idk
sizeAnimator = utils.staticAnimator(C.SmallestBallRadius),
floatAnimator = animatorLib.new(2000, -60, 0, utils.easingHill),
floatAnimator = defaultFloatAnimator(animatorLib),
}, { __index = Ball })
end
function Ball:updatePosition()
---@param deltaSeconds number
function Ball:updatePosition(deltaSeconds)
if self.heldBy then
self.x = self.heldBy.x
self.y = self.heldBy.y
self.z = C.GloveZ
utils.moveAtSpeedZ(self, 100 * deltaSeconds, { x = self.heldBy.x, y = self.heldBy.y, z = C.GloveZ })
self.size = C.SmallestBallRadius
else
self.x = self.xAnimator:currentValue()
@ -46,7 +50,11 @@ function Ball:updatePosition()
-- TODO: This `+ z` is more graphics logic than physics logic
self.y = self.yAnimator:currentValue() + z
self.z = z
self.size = self.sizeAnimator:currentValue()
if self.z < 2 and self.isFlyBall then
print("Ball hit the ground!")
self.isFlyBall = false
end
self.size = C.SmallestBallRadius + math.max(0, (self.floatAnimator:currentValue() - C.GloveZ) / 2)
end
end
@ -63,9 +71,11 @@ end
---@param easingFunc EasingFunc
---@param flyTimeMs number | nil
---@param floaty boolean | nil
---@param customBallScaler pd_animator | nil
function Ball:launch(destX, destY, easingFunc, flyTimeMs, floaty, customBallScaler)
---@param customFloater pd_animator | nil
---@param isHit boolean
function Ball:launch(destX, destY, easingFunc, flyTimeMs, floaty, customFloater, isHit)
self.heldBy = nil
self.isFlyBall = isHit
-- Prevent silly insta-catches
self:markUncatchable()
@ -74,10 +84,11 @@ function Ball:launch(destX, destY, easingFunc, flyTimeMs, floaty, customBallScal
flyTimeMs = utils.distanceBetween(self.x, self.y, destX, destY) * C.DefaultLaunchPower
end
if customBallScaler then
self.sizeAnimator = customBallScaler
if customFloater then
self.floatAnimator = customFloater
else
self.sizeAnimator = self.animatorLib.new(flyTimeMs, 9, C.SmallestBallRadius, utils.easingHill)
self.sizeAnimator = self.animatorLib.new(flyTimeMs, C.SmallestBallRadius, 9, utils.easingHill)
self.floatAnimator = defaultFloatAnimator(self.animatorLib)
end
self.yAnimator = self.animatorLib.new(flyTimeMs, self.y, destY, easingFunc)
self.xAnimator = self.animatorLib.new(flyTimeMs, self.x, destX, easingFunc)

View File

@ -21,8 +21,9 @@ Baserunning = {}
-- TODO: Implement slides? Would require making fielders' gloves "real objects" whose state is tracked.
---@param announcer Announcer
---@param onThirdOutCallback fun()
---@return Baserunning
function Baserunning.new(announcer, onThirdOut)
function Baserunning.new(announcer, onThirdOutCallback)
local o = setmetatable({
runners = {},
outRunners = {},
@ -32,7 +33,7 @@ function Baserunning.new(announcer, onThirdOut)
--- it seems sensible to store the value here.
outs = 0,
announcer = announcer,
onThirdOut = onThirdOut,
onThirdOut = onThirdOutCallback,
}, { __index = Baserunning })
o:pushNewBatter()
@ -133,6 +134,9 @@ function Baserunning:convertBatterToRunner()
self.batter = nil -- Demote batter to a mere runner
end
---@param deltaSeconds number
---@param runner Runner
---@return boolean isStillWalking
local function walkWayOutRunner(deltaSeconds, runner)
if runner.x < C.Screen.W + 50 and runner.y < C.Screen.H + 50 then
runner.x = runner.x + (deltaSeconds * 25)
@ -156,7 +160,7 @@ function Baserunning:walkAwayOutRunners(deltaSeconds)
end
end
---@return Runner
---@return Runner theBatterPushed
function Baserunning:pushNewBatter()
local new = {
-- imageSet = math.random() < C.WokeMeter and FemmeSet or MascSet, -- TODO? lol.
@ -172,6 +176,10 @@ function Baserunning:pushNewBatter()
return new
end
function Baserunning:getNewestRunner()
return self.runners[#self.runners]
end
---@param runnerIndex number
function Baserunning:runnerScored(runnerIndex)
self.scoredRunners[#self.scoredRunners + 1] = self.runners[runnerIndex]
@ -182,6 +190,7 @@ end
---@param runner Runner | nil
---@param runnerIndex number | nil May only be nil if runner == batter
---@param appliedSpeed number
---@param isAutoRun boolean
---@param deltaSeconds number
---@return boolean runnerMoved, boolean runnerScored
function Baserunning:updateRunner(runner, runnerIndex, appliedSpeed, isAutoRun, deltaSeconds)
@ -196,7 +205,7 @@ function Baserunning:updateRunner(runner, runnerIndex, appliedSpeed, isAutoRun,
if
nearestBaseDistance < 5
and runnerIndex ~= nil
and runner ~= self.batter --runner.prevBase
and runner ~= self.batter
and runner.nextBase == C.Bases[C.Home]
and nearestBase == C.Bases[C.Home]
then
@ -248,7 +257,9 @@ end
--- Update non-batter runners.
--- Returns true only if at least one of the given runners moved during this update
---@param appliedSpeed number | fun(runner: Runner): number
---@param forcedOnly boolean If true, only move forced runners (e.g. for a walk)
---@param isAutoRun boolean If true, does not attempt to hug the bases
---@param deltaSeconds number
---@return boolean runnersStillMoving, number runnersScored, number secondsSinceLastMove
function Baserunning:updateNonBatterRunners(appliedSpeed, forcedOnly, isAutoRun, deltaSeconds)
local runnersStillMoving = false

68
src/batting.lua Normal file
View File

@ -0,0 +1,68 @@
---@class BatRenderState
---@field batBase XyPair
---@field batTip XyPair
---@field batAngleDeg number
---@field batSpeed number
---@class Batting
---@field private Baserunning
---@field state BatRenderState Is updated by checkForHit()
Batting = {}
local SwingBackDeg <const> = 30
local SwingForwardDeg <const> = 170
local OffscreenPos <const> = utils.xy(-999, -999)
---@param baserunning Baserunning
function Batting.new(baserunning)
return setmetatable({
baserunning = baserunning,
state = {
batAngleDeg = 0,
batSpeed = 0,
batTip = OffscreenPos,
batBase = OffscreenPos,
},
}, { __index = Batting })
end
-- TODO? Make the bat angle work more like the throw meter.
-- Would instead constantly drift toward a default value, giving us a little more control,
-- and letting the user find a crank position and direction that works for them
--- Assumes the bat is being held by self.baserunning.batter
--- Mutates self.state for later rendering.
---@param batDeg number
---@param batSpeed number
---@param ball Point3d
---@return XyPair | nil, boolean, number | nil Ball destination or nil if no hit, true only if batter swung, power mult
function Batting:checkForHit(batDeg, batSpeed, ball)
local batter = self.baserunning.batter
local isSwinging = batDeg > SwingBackDeg and batDeg < SwingForwardDeg
local batRadians = math.rad(batDeg)
local base = batter and utils.xy(batter.x + C.BatterHandPos.x, batter.y + C.BatterHandPos.y) or OffscreenPos
local tip = utils.xy(base.x + (C.BatLength * math.sin(batRadians)), base.y + (C.BatLength * math.cos(batRadians)))
self.state.batSpeed = batSpeed
self.state.batAngleDeg = batDeg
self.state.batTip = tip
self.state.batBase = base
local ballWasHit = batSpeed > 0 and ball.y < 232 and utils.pointOnOrUnderLine(ball, base, tip, C.Screen.H)
if not ballWasHit then
return nil, isSwinging
end
local ballAngle = batRadians + math.rad(90)
local mult = math.abs(batSpeed / 15)
local ballVelX = mult * C.BattingPower * 10 * math.sin(ballAngle)
local ballVelY = mult * C.BattingPower * 5 * math.cos(ballAngle)
if ballVelY > 0 then
ballVelX = ballVelX * -1
ballVelY = ballVelY * -1
end
return utils.xy(ball.x + ballVelX, ball.y + ballVelY), isSwinging, mult
end

View File

@ -99,6 +99,7 @@ C.Offense = {
running = "running",
walking = "walking",
homeRun = "homeRun",
fliedOut = "running",
}
---@alias Side "offense" | "defense"
@ -114,6 +115,8 @@ C.CrankPower = 10
C.FielderRunMult = 1.3
C.PlayerHeightOffset = 20
C.UserThrowPower = 0.3
--- How fast baserunners move after a walk

View File

@ -1,7 +1,7 @@
local gfx = playdate.graphics
local HeaderFont <const> = playdate.graphics.font.new("fonts/Roobert-11-Medium.pft")
local DetailFont <const> = playdate.graphics.font.new("fonts/font-full-circle.pft")
local HeaderFont <const> = Roobert11Medium
local DetailFont <const> = FontFullCircle
---@alias TextObject { text: string, font: pd_font }
@ -52,7 +52,7 @@ local function detail(text)
return { text = text, font = DetailFont }
end
---@class
---@class ControlScreen
---@field sceneToReturnTo Scene
---@field private renderedImage pd_image Static image doesn't need to be constantly re-rendered.
ControlScreen = {}
@ -81,6 +81,7 @@ local function draw()
end
---@param sceneToReturnTo Scene
---@return ControlScreen
function ControlScreen.new(sceneToReturnTo)
return setmetatable({
sceneToReturnTo = sceneToReturnTo,

View File

@ -16,7 +16,8 @@ function dbg.label(value, name)
return value
end
-- Only works if called with the bases empty (i.e. the only runner should be the batter.
--- Only works if called with the bases empty (i.e. the only runner should be the batter.
---@param br Baserunning
function dbg.loadTheBases(br)
br:pushNewBatter()
br:pushNewBatter()
@ -73,6 +74,7 @@ local hitSamples = {
},
}
---@param inningCount number Number of innings to mock
---@return Statistics
function dbg.mockStatistics(inningCount)
inningCount = inningCount or 9

11
src/draw/ball.lua Normal file
View File

@ -0,0 +1,11 @@
local gfx <const> = playdate.graphics
function Ball:draw()
gfx.setLineWidth(2)
gfx.setColor(gfx.kColorWhite)
gfx.fillCircleAtPoint(self.x, self.y, self.size)
gfx.setColor(gfx.kColorBlack)
gfx.drawCircleAtPoint(self.x, self.y, self.size)
end

View File

@ -1,7 +1,7 @@
local MarginY <const> = 70
local SmallFont <const> = playdate.graphics.font.new("fonts/font-full-circle.pft")
local ScoreFont <const> = playdate.graphics.font.new("fonts/Asheville-Sans-14-Bold.pft")
local SmallFont <const> = FontFullCircle
local ScoreFont <const> = AshevilleSans14Bold
local NumWidth <const> = ScoreFont:getTextWidth("0")
local NumHeight <const> = ScoreFont:getHeight()
local AwayWidth <const> = ScoreFont:getTextWidth("AWAY")

151
src/draw/characters.lua Normal file
View File

@ -0,0 +1,151 @@
---@class Characters
---@field homeSprites SpriteCollection
---@field awaySprites SpriteCollection
---@field homeBlipper table
---@field awayBlipper table
Characters = {}
local gfx <const> = playdate.graphics
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 BatRenderState
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 BatRenderState
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 BatRenderState
---@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

View File

@ -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

@ -1,7 +1,7 @@
-- selene: allow(shadowing)
local gfx = playdate.graphics
local ScoreFont <const> = playdate.graphics.font.new("fonts/font-full-circle.pft")
local ScoreFont <const> = FontFullCircle
local MinimapSizeX, MinimapSizeY <const> = Minimap:getSize()
local MinimapPosX, MinimapPosY = C.Screen.W - MinimapSizeX, C.Screen.H - MinimapSizeY
@ -145,7 +145,8 @@ end
local newStats = stats
function drawScoreboard(x, y, homeScore, awayScore, outs, battingTeam, inning)
function drawScoreboard(x, y, statistics, outs, battingTeam, inning)
local homeScore, awayScore = utils.totalScores(statistics)
if
newStats.homeScore ~= homeScore
or newStats.awayScore ~= awayScore

View File

@ -67,7 +67,8 @@ end
--- Resets the target positions of all fielders to their defaults (at their field positions).
---@param fromOffTheField XyPair | nil If provided, also sets all runners' current position to one centralized location.
function Fielding:resetFielderPositions(fromOffTheField)
---@param immediate boolean | nil
function Fielding:resetFielderPositions(fromOffTheField, immediate)
if fromOffTheField then
for _, fielder in pairs(self.fielders) do
fielder.x = fromOffTheField.x
@ -84,6 +85,13 @@ function Fielding:resetFielderPositions(fromOffTheField)
self.fielders.left.targets = { utils.xy(C.Screen.W * -0.6, C.Screen.H * -0.1) }
self.fielders.center.targets = { utils.xy(C.Center.x, C.Screen.H * -0.4) }
self.fielders.right.targets = { utils.xy(C.Screen.W * 1.6, self.fielders.left.targets[1].y) }
if immediate then
for _, fielder in pairs(self.fielders) do
fielder.x = fielder.targets[1].x
fielder.y = fielder.targets[1].y
end
end
end
---@param deltaSeconds number
@ -96,7 +104,7 @@ local function updateFielderPosition(deltaSeconds, fielder, ball)
local currentTarget = fielder.targets[#fielder.targets]
local willMove = utils.moveAtSpeed(nextFielderPos, fielder.speed * deltaSeconds, currentTarget)
if willMove and utils.pointIsSquarelyAboveLine(nextFielderPos, C.BottomOfOutfieldWall) then
if willMove and utils.pointIsAboveLine(nextFielderPos, C.BottomOfOutfieldWall, 40) then
local targetCount = #fielder.targets
-- Back up a little
fielder.targets[targetCount + 2] = utils.xy(fielder.x, fielder.y + 5)
@ -125,11 +133,12 @@ end
--- Selects the nearest fielder to move toward the given coordinates.
--- Other fielders should attempt to cover their bases
---@param ballDestX number
---@param ballDestY number
function Fielding:haveSomeoneChase(ballDestX, ballDestY)
local chasingFielder = utils.getNearestOf(self.fielders, ballDestX, ballDestY)
chasingFielder.targets = { utils.xy(ballDestX, ballDestY) }
---@param ball Point3d
---@param ballDest XyPair
function Fielding:haveSomeoneChase(ball, ballDest)
local chasingFielder = utils.getNearestOf(self.fielders, ballDest.x, ballDest.y)
-- Start moving toward the ball directly after reaching ballDest
chasingFielder.targets = { ball, ballDest }
for _, base in ipairs(C.Bases) do
local nearest = utils.getNearestOf(self.fielders, base.x, base.y, function(fielder)
@ -146,19 +155,24 @@ end
--- **Also updates `ball.heldby`**
---@param ball Ball
---@param deltaSeconds number
---@return Fielder | nil fielderHoldingBall nil if no fielder is currently touching the ball
---@return Fielder | nil, boolean fielderHoldingBall nil if no fielder is currently touching the ball, true if caught a fly ball
function Fielding:updateFielderPositions(ball, deltaSeconds)
local fielderHoldingBall
local caughtAFlyBall = false
for _, fielder in pairs(self.fielders) do
-- TODO: Base this catch on fielder skill?
local canCatch = updateFielderPosition(deltaSeconds, fielder, ball)
if canCatch then
fielderHoldingBall = fielder
ball.heldBy = fielder -- How much havoc will this wreak?
if ball.isFlyBall then
ball.isFlyBall = false
caughtAFlyBall = true
end
end
end
self.fielderHoldingBall = fielderHoldingBall
return fielderHoldingBall
return fielderHoldingBall, caughtAFlyBall
end
-- TODO? Start moving target fielders close sooner?

View File

@ -1,6 +1,6 @@
local gfx <const> = playdate.graphics
local ButtonFont <const> = gfx.font.new("fonts/font-full-circle.pft")
local ButtonFont <const> = FontFullCircle
--- Assumes that background image is of size:
---

View File

@ -9,8 +9,8 @@ MainMenu = {
}
local gfx = playdate.graphics
local ScoreFont <const> = playdate.graphics.font.new("fonts/font-full-circle.pft")
local TinyFont <const> = gfx.font.new("fonts/Nano Sans.pft")
local ScoreFont <const> = FontFullCircle
local TinyFont <const> = NanoSans
--- Take control of playdate.update
--- Will replace playdate.update when the menu is done.
@ -41,6 +41,8 @@ local function startGame()
MenuMusic:setPaused(true)
end
---@param baseEaser EasingFunc
---@return EasingFunc
local function pausingEaser(baseEaser)
--- t: elapsedTime
--- d: duration
@ -65,6 +67,7 @@ local animatorY = gfx.animator.new(2000, 60, 200, pausingEaser(utils.easingHill)
animatorY.repeatCount = -1
animatorY.reverses = true
---@type number
local crankStartPos
---@generic T
@ -76,6 +79,7 @@ local function arrayElementFromCrank(array, crankPosition)
return array[i]
end
---@type pd_image
local currentLogo
--luacheck: ignore
@ -132,8 +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

@ -15,7 +15,7 @@ import 'CoreLibs/utilities/where.lua'
---@class InputHandler
---@field update fun(self, deltaSeconds: number)
---@field updateBat fun(self, ball: Ball, pitchIsOver: boolean, deltaSeconds: number)
---@field updateBatAngle fun(self, ball: Ball, pitchIsOver: boolean, deltaSeconds: number)
---@field runningSpeed fun(self, runner: Runner, ball: Ball)
---@field pitch fun(self)
---@field fielderAction fun(self, fielderHoldingBall: Fielder | nil, outedSomeRunner: boolean, ball: Ball)
@ -40,6 +40,7 @@ import 'action-queue.lua'
import 'announcer.lua'
import 'ball.lua'
import 'baserunning.lua'
import 'batting.lua'
import 'dbg.lua'
import 'fielding.lua'
import 'graphics.lua'
@ -48,12 +49,14 @@ import 'pitching.lua'
import 'statistics.lua'
import 'user-input.lua'
import 'draw/ball.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
@ -61,7 +64,9 @@ import 'draw/transitions.lua'
-- TODO: Customizable field structure. E.g. stands and ads etc.
---@type pd_graphics_lib
local gfx <const>, C <const> = playdate.graphics, C
local gfx <const> = playdate.graphics
local C <const> = C
---@alias Team { benchPosition: XyPair }
---@type table<TeamId, Team>
@ -92,24 +97,20 @@ local teams <const> = {
---@field offenseState OffenseState
---@field inning number
---@field stats Statistics
---@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
--- Ephemeral data ONLY used during rendering
---@class RenderState
---@field bat BatRenderState
---@class Game
---@field private settings Settings
---@field private announcer Announcer
---@field private fielding Fielding
---@field private baserunning Baserunning
---@field private batting Batting
---@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 = {}
@ -126,23 +127,14 @@ function Game.new(settings, announcer, fielding, baserunning, npc, state)
fielding = fielding or Fielding.new()
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),
batTip = utils.xy(0, 0),
batAngleDeg = C.CrankOffsetDeg,
deltaSeconds = 0,
ball = ball,
battingTeam = battingTeam,
@ -150,9 +142,6 @@ 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 })
@ -160,15 +149,17 @@ function Game.new(settings, announcer, fielding, baserunning, npc, state)
o.baserunning = baserunning or Baserunning.new(announcer, function()
o:nextHalfInning()
end)
o.batting = Batting.new(o.baserunning)
o.userInput = UserInput.new(function(throwFly, forbidThrowHome)
return o:buttonControlledThrow(throwFly, forbidThrowHome)
end)
o.npc = npc or Npc.new(o.baserunning.runners, o.fielding.fielders)
o.fielding:resetFielderPositions(teams.home.benchPosition)
playdate.timer.new(2000, function()
o.fielding:resetFielderPositions(teams.home.benchPosition, settings.userTeam == nil)
playdate.timer.new(settings.userTeam == nil and 10 or 2000, function()
o:returnToPitcher()
end)
o.characters = Characters.new(settings.homeTeamSpriteGroup, settings.awayTeamSpriteGroup)
BootTune:play()
BootTune:setFinishCallback(function()
@ -225,6 +216,9 @@ end
---@param pitchTypeIndex number | nil
---@param accuracy number The closer to 1.0, the better
function Game:pitch(pitchFlyTimeMs, pitchTypeIndex, accuracy)
if pitchTypeIndex == nil then
return -- No throw!
end
self.state.ball:markUncatchable()
self.state.ball.heldBy = nil
self.state.pitchIsOver = false
@ -266,8 +260,6 @@ 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!")
@ -282,6 +274,8 @@ end
function Game:nextHalfInning()
pitchTracker:reset()
Fielding.celebrate()
if self:checkForGameOver() then
return
end
@ -294,17 +288,8 @@ 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
@ -378,97 +363,93 @@ function Game:strikeOut()
self:nextBatter()
end
local SwingBackDeg <const> = 30
local SwingForwardDeg <const> = 170
function Game:saveToFile()
playdate.datastore.write({ currentGame = self.state }, "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
---@param offenseHandler InputHandler
function Game:updateBatting(offenseHandler)
local ball = self.state.ball
local batDeg, batSpeed = offenseHandler:updateBat(ball, self.state.pitchIsOver, self.state.deltaSeconds)
self.state.batAngleDeg = batDeg
local batDeg, batSpeed = offenseHandler:updateBatAngle(ball, self.state.pitchIsOver, self.state.deltaSeconds)
local ballDest, isSwinging, mult = self.batting:checkForHit(batDeg, batSpeed, ball)
self.state.didSwing = self.state.didSwing or (isSwinging and not self.state.pitchIsOver)
if not self.state.pitchIsOver and batDeg > SwingBackDeg and batDeg < SwingForwardDeg then
self.state.didSwing = true
end
-- TODO? Make the bat angle work more like the throw meter.
-- Would instead constantly drift toward a default value, giving us a little more control,
-- and letting the user find a crank position and direction that works for them
local batAngle = math.rad(batDeg)
-- TODO: animate bat-flip or something
local batter = self.baserunning.batter
self.state.batBase.x = batter and (batter.x + C.BatterHandPos.x) or -999
self.state.batBase.y = batter and (batter.y + C.BatterHandPos.y) or -999
self.state.batTip.x = self.state.batBase.x + (C.BatLength * math.sin(batAngle))
self.state.batTip.y = self.state.batBase.y + (C.BatLength * math.cos(batAngle))
local ballWasHit = batSpeed > 0
and ball.y < 232
and utils.pointDirectlyUnderLine(
ball.x,
ball.y,
self.state.batBase.x,
self.state.batBase.y,
self.state.batTip.x,
self.state.batTip.y,
C.Screen.H
)
if not ballWasHit then
if not ballDest then
return
end
-- Hit!
-- TODO: animate bat-flip or something
local isFlyBall = math.random() > 0.5
self:saveToFile()
BatCrackReverb:play()
self.state.offenseState = C.Offense.running
local ballAngle = batAngle + math.rad(90)
local mult = math.abs(batSpeed / 15)
local ballVelX = mult * C.BattingPower * 10 * math.sin(ballAngle)
local ballVelY = mult * C.BattingPower * 5 * math.cos(ballAngle)
if ballVelY > 0 then
ballVelX = ballVelX * -1
ballVelY = ballVelY * -1
end
local ballDest = utils.xy(ball.x + ballVelX, ball.y + ballVelY)
pitchTracker:reset()
local flyTimeMs = 2000
local flyTimeMs = 8000
-- TODO? A dramatic eye-level view on a home-run could be sick.
local battingTeamStats = self:battingTeamCurrentInning()
battingTeamStats.hits[#battingTeamStats.hits + 1] = ballDest
if utils.isFoulBall(ballDest.x, ballDest.y) then
if utils.isFoulBall(ballDest) then
self.announcer:say("Foul ball!")
pitchTracker.strikes = math.min(pitchTracker.strikes + 1, 2)
-- TODO: Have a fielder chase for the fly-out
return
end
if utils.pointIsSquarelyAboveLine(utils.xy(ballDest.x, ballDest.y), C.OutfieldWall) then
playdate.timer.new(flyTimeMs, function()
-- Verify that the home run wasn't intercepted
if utils.within(1, ball.x, ballDest.x) and utils.within(1, ball.y, ballDest.y) then
self.announcer:say("HOME RUN!")
self.state.offenseState = C.Offense.homeRun
-- Linger on the home-run ball for a moment, before panning to the bases.
playdate.timer.new(1000, function()
self.panner:panTo(utils.xy(0, 0), function()
return self:pitcherIsReady()
local isPastOutfieldWall, nearbyPointAbove = utils.pointIsAboveLine(ballDest, C.OutfieldWall)
if isPastOutfieldWall then
if not isFlyBall then
-- Grounder at the wall!
ballDest.y = nearbyPointAbove.y - 8
else
-- Home run!
playdate.timer.new(flyTimeMs, function()
-- Verify that the home run wasn't intercepted
if utils.distanceBetweenPoints(ball, ballDest) < 2 then
self.announcer:say("HOME RUN!")
self.state.offenseState = C.Offense.homeRun
-- Linger on the home-run ball for a moment, before panning to the bases.
playdate.timer.new(1000, function()
self.panner:panTo(utils.xy(0, 0), function()
return self:pitcherIsReady()
end)
end)
end)
end
end)
end
end)
end
end
local hitBallScaler = gfx.animator.new(2000, 9 + (mult * mult * 0.5), C.SmallestBallRadius, utils.easingHill)
ball:launch(ballDest.x, ballDest.y, playdate.easingFunctions.outQuint, flyTimeMs, nil, hitBallScaler)
local ballHeightAnimator = isFlyBall
and gfx.animator.new(flyTimeMs, C.GloveZ, 10 + (2 * mult * mult * 0.5), utils.hitEasingHill)
or gfx.animator.new(flyTimeMs, 2 * (mult * mult), 0, utils.createBouncer(4))
ball:launch(ballDest.x, ballDest.y, playdate.easingFunctions.outQuint, flyTimeMs, nil, ballHeightAnimator, true)
self.baserunning:convertBatterToRunner()
self.fielding:haveSomeoneChase(ballDest.x, ballDest.y)
self.fielding:haveSomeoneChase(ball, ballDest)
end
---@param appliedSpeed number | fun(runner: Runner): number
---@param forcedOnly boolean
---@param isAutoRun boolean
---@return boolean runnersStillMoving, number secondsSinceLastRunnerMove
function Game:updateNonBatterRunners(appliedSpeed, forcedOnly, isAutoRun)
local runnersStillMoving, runnersScored, secondsSinceLastRunnerMove =
@ -506,6 +487,7 @@ function Game:updatePitching(defenseHandler)
end
if pitchTracker.secondsSinceLastPitch > C.ReturnToPitcherAfterSeconds and not self.state.pitchIsOver then
self:saveToFile()
local outcome = pitchTracker:updatePitchCounts(self.state.didSwing, self:fieldingTeamCurrentInning())
if outcome == PitchOutcomes.StrikeOut then
self:strikeOut()
@ -529,9 +511,17 @@ function Game:updateGameState()
playdate.resetElapsedTime()
self.state.ball:updatePosition()
local offenseHandler, defenseHandler = self:currentInputHandlers()
local fielderHoldingBall, caughtAFlyBall =
self.fielding:updateFielderPositions(self.state.ball, self.state.deltaSeconds)
if caughtAFlyBall then
local fliedOut = self.baserunning:getNewestRunner()
self.baserunning:outRunner(fliedOut, "Fly out!")
self.state.offenseState = C.Offense.fliedOut
self.baserunning:pushNewBatter()
pitchTracker.secondsSinceLastPitch = -1
end
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)
@ -586,108 +576,30 @@ 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 = 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, self.batting.state, state.battingTeam, state.ball)
if self:userIsOn("defense") then
throwMeter:drawNearFielder(ballHeldBy)
end
if not ballHeldBy then
gfx.setLineWidth(2)
gfx.setColor(gfx.kColorWhite)
gfx.fillCircleAtPoint(ball.x, ball.y, ball.size)
gfx.setColor(gfx.kColorBlack)
gfx.drawCircleAtPoint(ball.x, ball.y, ball.size)
state.ball:draw()
end
gfx.setDrawOffset(0, 0)
if math.abs(offsetX) > 10 or math.abs(offsetY) > 10 then
if math.abs(offsetX) > 10 or math.abs(offsetY) > 20 then
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
)
drawScoreboard(0, C.Screen.H * 0.77, state.stats, self.baserunning.outs, state.battingTeam, state.inning)
drawBallsAndStrikes(290, C.Screen.H - 20, pitchTracker.balls, pitchTracker.strikes)
self.announcer:draw(C.Center.x, 10)

View File

@ -1,6 +1,6 @@
local npcBatDeg = 0
local BaseNpcBatSpeed <const> = 1500
local npcBatSpeed = 1500
local BaseNpcBatSpeed <const> = 1000
local npcBatSpeed = BaseNpcBatSpeed
---@class Npc: InputHandler
---@field runners Runner[]
@ -21,25 +21,33 @@ end
function Npc.update() end
-- TODO: FAR more nuanced NPC batting.
-- luacheck: no unused
---@param ball XyPair
---@param pitchIsOver boolean
---@param deltaSec number
---@return number batAngleDeg, number batSpeed
-- luacheck: no unused
function Npc:updateBat(ball, pitchIsOver, deltaSec)
if not pitchIsOver and ball.y > 200 and ball.y < 230 and (ball.x < C.Center.x + 15) then
function Npc:updateBatAngle(ball, pitchIsOver, deltaSec)
if
not pitchIsOver
and ball.y > 200
and ball.y < 230
and (ball.x < C.Center.x + 15)
and (ball.x > C.Center.x - 12)
then
npcBatDeg = npcBatDeg + (deltaSec * npcBatSpeed)
else
npcBatSpeed = (1 + math.random()) * BaseNpcBatSpeed
npcBatDeg = 230
npcBatDeg = utils.moveAtSpeed1d(npcBatDeg, deltaSec * BaseNpcBatSpeed, 230 - 360)
end
return npcBatDeg, (self:batSpeed() * deltaSec)
end
---@return number
function Npc:batSpeed()
return npcBatSpeed / 1.5
return npcBatSpeed * 1.25
end
---@return number flyTimeMs, number pitchId, number accuracy
function Npc:pitch()
return C.PitchFlyMs / self:pitchSpeed(), math.random(#Pitches), 0.9
end
@ -129,14 +137,16 @@ end
---@param ball { x: number, y: number, heldBy: Fielder | nil, launch: LaunchBall }
local function tryToMakeAPlay(fielders, fielder, runners, ball)
local targetX, targetY = getNextOutTarget(runners)
if targetX ~= nil and targetY ~= nil then
local nearestFielder = utils.getNearestOf(fielders, targetX, targetY)
nearestFielder.targets = { utils.xy(targetX, targetY) }
if nearestFielder == fielder then
ball.heldBy = fielder
else
ball:launch(targetX, targetY, playdate.easingFunctions.linear, nil, true)
end
if targetX == nil or targetY == nil then
return
end
local nearestFielder = utils.getNearestOf(fielders, targetX, targetY)
nearestFielder.targets = { utils.xy(targetX, targetY) }
if nearestFielder == fielder then
ball.heldBy = fielder
else
ball:launch(targetX, targetY, playdate.easingFunctions.linear, nil, true)
end
end
@ -147,14 +157,14 @@ function Npc:fielderAction(fielder, outedSomeRunner, ball)
if not fielder then
return
end
if outedSomeRunner then
-- Delay a little before the next play
playdate.timer.new(750, function()
tryToMakeAPlay(self.fielders, fielder, self.runners, ball)
end)
else
local playDelay = outedSomeRunner and 0.5 or 0.1
actionQueue:newOnly("npcFielderAction", 2000, function()
local dt = 0
while dt < playDelay do
dt = dt + coroutine.yield()
end
tryToMakeAPlay(self.fielders, fielder, self.runners, ball)
end
end)
end
---@return number

View File

@ -2,6 +2,6 @@ name=Batter Up!
author=Sage Vaillancourt
description=Crush dingers and hustle around the bases!
bundleID=space.sagev.batterup
imagePath=images/launcher
imagePath=assets/images/launcher
version=0.1
buildNumber=1

View File

@ -1,5 +1,5 @@
---@alias SimpleAnimator { currentValue: fun(self): number; reset: fun(self, durationMs: number | nil) }
---@alias Pitch fun(ball: Ball): { x: SimpleAnimator, y: SimpleAnimator, z: SimpleAnimator | nil }
---@alias Pitch fun(accuracy: number, ball: Ball): { x: SimpleAnimator, y: SimpleAnimator, z: SimpleAnimator | nil }
---@type pd_graphics_lib
local gfx <const> = playdate.graphics
@ -7,6 +7,8 @@ local gfx <const> = playdate.graphics
local StrikeZoneWidth <const> = C.StrikeZoneEndX - C.StrikeZoneStartX
-- TODO? Also degrade speed
---@param accuracy number
---@return number xValueToMissBy
function getPitchMissBy(accuracy)
accuracy = accuracy or 1.0
local missBy = (1 - accuracy) * StrikeZoneWidth * 3
@ -71,6 +73,9 @@ Pitches = {
end,
}
---@alias PitchOutcome "StrikeOut" | "Walk"
---@type table<string, PitchOutcome>
PitchOutcomes = {
StrikeOut = "StrikeOut",
Walk = "Walk",
@ -93,6 +98,7 @@ function pitchTracker:reset()
self.balls = 0
end
---@param ball XyPair
function pitchTracker:recordIfPassed(ball)
if ball.y < C.StrikeZoneStartY then
self.recordedPitchX = nil
@ -103,6 +109,7 @@ end
---@param didSwing boolean
---@param fieldingTeamInningData TeamInningData
---@return PitchOutcome | nil
function pitchTracker:updatePitchCounts(didSwing, fieldingTeamInningData)
if not self.recordedPitchX then
return
@ -149,8 +156,6 @@ throwMeter = {
wasPerfect = false,
}
local crankQueue = {}
local MaxPowerRatio <const> = 1.5
--- Returns nil when a throw is NOT requested.
@ -176,6 +181,11 @@ end
local CrankRecordSec <const> = 0.33
---@alias CrankQueueEntry { time: number, chargeAmount: number }
---@type CrankQueueEntry[]
local crankQueue = {}
--- If (within approx. a third of a second) the crank has moved more than 45 degrees, call that a throw.
---@param chargeAmount number
---@return number | nil

View File

@ -5,6 +5,7 @@
-- + Batting average
-- + Farthest hit ball
---@return TeamInningData
local function newTeamInning()
return {
score = 0,

View File

@ -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 = {

View File

@ -2,6 +2,7 @@
---@field buttonControlledThrow: fun(throwFlyMs: number, forbidThrowHome: boolean): boolean didThrow
UserInput = {}
---@return UserInput
function UserInput.new(buttonControlledThrow)
return setmetatable({
buttonControlledThrow = buttonControlledThrow,
@ -10,13 +11,16 @@ end
function UserInput:update()
self.crankChange = playdate.getCrankChange()
local crankLimited = self.crankChange == 0 and 0 or (math.log(math.abs(self.crankChange)) * C.CrankPower)
self.crankLimited = math.abs(crankLimited)
self.crankLimited = self.crankChange == 0 and 0 or (math.log(math.abs(self.crankChange)) * C.CrankPower)
if self.crankChange < 0 then
self.crankLimited = self.crankLimited * -1
end
end
function UserInput:updateBat()
---@return number batAngleDeg, number batSpeed
function UserInput:updateBatAngle()
local batAngleDeg = (playdate.getCrankPosition() + C.CrankOffsetDeg) % 360
local batSpeed = self.crankLimited
local batSpeed = math.abs(self.crankLimited)
return batAngleDeg, batSpeed
end
@ -43,6 +47,7 @@ local function userPitch(throwFlyMs, accuracy)
return nil, nil, nil
end
---@return number | nil pitchFlyTimeMs, number | nil pitchTypeIndex, number | nil accuracy
function UserInput:pitch()
local powerRatio, accuracy = throwMeter:readThrow(self.crankChange)
if powerRatio then

View File

@ -1,16 +1,14 @@
-- luacheck no new globals
utils = {}
--- @alias XyPair {
--- x: number,
--- y: number,
--- }
---@class XyPair
---@field x: number,
---@field y: number,
--- @alias Point3d {
--- x: number,
--- y: number,
--- z: number,
--- }
---@class Point3d
---@field x number,
---@field y number,
---@field z number,
local sqrt <const> = math.sqrt
@ -22,6 +20,25 @@ function utils.easingHill(t, b, c, d)
return (c * t) + b
end
function utils.hitEasingHill(t, b, c, d)
c = c + 0.0 -- convert to float to prevent integer overflow
t = 1 - (t / d)
local extraDrop = -C.GloveZ * t
t = ((t * 2) - 1)
t = t * t
return (c * t) + b + extraDrop
end
function utils.createBouncer(bounceCount)
return function(t, b, c, d)
c = c + 0.0 -- convert to float to prevent integer overflow
local percComplete = t / d
local x = percComplete * math.pi * bounceCount
local weird = -math.abs((2 / x) * math.sin(x)) / math.pi * 2
return b + c + (c * weird)
end
end
--- @alias StaticAnimator {
--- currentValue: fun(self): number;
--- reset: fun(self, durationMs: number | nil);
@ -65,6 +82,29 @@ function utils.normalizeVector(x1, y1, x2, y2)
return x / distance, y / distance, distance
end
function utils.normalizeVectorZ(x1, y1, z1, x2, y2, z2)
local distance, x, y, z = utils.distanceBetweenZ(x1, y1, z1, x2, y2, z2)
return x / distance, y / distance, z / distance, distance
end
---@param current number
---@param speed number Must not be negative!
---@param target number
---@return number newValue, boolean didMove
function utils.moveAtSpeed1d(current, speed, target)
local distance = math.abs(current - target)
if distance == 0 then
return target, false
end
if distance < speed then
return target, true
end
if target > current then
return current + speed, true
end
return current - speed, true
end
--- Push the given obect at the given speed toward a target. Speed should be pre-multiplied by the frame's delta time.
--- Stops when within 1. Returns true only if the object did actually move.
---@param mover { x: number, y: number }
@ -90,8 +130,29 @@ function utils.moveAtSpeed(mover, speed, target, tau)
return true
end
function utils.within(within, n1, n2)
return math.abs(n1 - n2) < within
---@param mover Point3d
---@param speed number
---@param target Point3d
---@param tau number | nil
---@return boolean isStillMoving
function utils.moveAtSpeedZ(mover, speed, target, tau)
local x, y, distance = utils.normalizeVectorZ(mover.x, mover.y, mover.z, target.x, target.y, target.z)
if distance == 0 then
return false
end
if distance > (tau or 1) then
mover.x = mover.x - (x * speed)
mover.y = mover.y - (y * speed)
mover.z = mover.z - (z * speed)
else
mover.x = target.x
mover.y = target.y
mover.z = target.z
end
return true
end
---@generic T
@ -121,6 +182,10 @@ function utils.first(array, condition)
return nil
end
---@param x1 number
---@param y1 number
---@param x2 number
---@param y2 number
---@return number distance, number x, number y
function utils.distanceBetween(x1, y1, x2, y2)
local x = x1 - x2
@ -137,6 +202,12 @@ function utils.distanceBetweenPoints(point1, point2)
return sqrt((x * x) + (y * y)), x, y
end
---@param x1 number
---@param y1 number
---@param z1 number
---@param x2 number
---@param y2 number
---@param z2 number
---@return number distance, number x, number y, number z
function utils.distanceBetweenZ(x1, y1, z1, x2, y2, z2)
local x = x1 - x2
@ -164,34 +235,55 @@ function utils.getRunnerWithNextBase(runners, base)
end
--- Returns true only if the point is below the given line, within the x bounds of said line, and above the bottomBound.
---@param point XyPair
---@param line1 XyPair
---@param line2 XyPair
---@param bottomBound number
---@return boolean
function utils.pointDirectlyUnderLine(pointX, pointY, lineX1, lineY1, lineX2, lineY2, bottomBound)
function utils.pointOnOrUnderLine(point, line1, line2, bottomBound)
-- This check currently assumes right-handedness.
-- I.e. it assumes the ball is to the right of batBaseX
if pointX < lineX1 or pointX > lineX2 or pointY > bottomBound then
if point.x < line1.x or point.x > line2.x or point.y > bottomBound then
return false
end
return utils.pointUnderLine(pointX, pointY, lineX1, lineY1, lineX2, lineY2)
return utils.pointUnderLine(point.x, point.y, line1.x, line1.y - 2, line2.x, line2.y - 2)
end
--- Returns true if the given point is anywhere above the given line, with no upper bound.
--- This, if used for home run calculations, would not take into account balls that curve around the foul poles.
--- This, used for home run calculations, does not *precesely* take into account balls that curve around the foul poles.
--- If left of first linePoint and above it, returns true. Similarly if right of the last linePoint.
---@param point XyPair
---@param linePoints XyPair[]
---@return boolean
function utils.pointIsSquarelyAboveLine(point, linePoints)
---@return boolean, XyPair | nil nearbyPointAbove
function utils.pointIsAboveLine(point, linePoints, by)
by = by or 0
local pointY = point.y + by
if point.x < linePoints[1].x and pointY < linePoints[1].y then
return true, linePoints[1]
end
for i = 2, #linePoints do
local prev = linePoints[i - 1]
local next = linePoints[i]
if point.x >= prev.x and point.x <= next.x then
return not utils.pointUnderLine(point.x, point.y, prev.x, prev.y, next.x, next.y)
if not utils.pointUnderLine(point.x, pointY, prev.x, prev.y, next.x, next.y) then
return true, prev
end
end
end
return false
if point.x > linePoints[#linePoints].x and pointY < linePoints[#linePoints].y then
return true, linePoints[#linePoints]
end
return false, nil
end
--- Returns true only if the point is below the given line.
---@param pointX number
---@param pointY number
---@param lineX1 number
---@param lineY1 number
---@param lineX2 number
---@param lineY2 number
---@return boolean
function utils.pointUnderLine(pointX, pointY, lineX1, lineY1, lineX2, lineY2)
local m = (lineY2 - lineY1) / (lineX2 - lineX1)
@ -207,14 +299,13 @@ function utils.pointUnderLine(pointX, pointY, lineX1, lineY1, lineX2, lineY2)
end
--- Returns true if a ball landing at destX,destY will be foul.
---@param destX number
---@param destY number
function utils.isFoulBall(destX, destY)
---@param dest XyPair
function utils.isFoulBall(dest)
local leftLine = C.LeftFoulLine
local rightLine = C.RightFoulLine
return utils.pointUnderLine(destX, destY, leftLine.x1, leftLine.y1, leftLine.x2, leftLine.y2)
or utils.pointUnderLine(destX, destY, rightLine.x1, rightLine.y1, rightLine.x2, rightLine.y2)
return utils.pointUnderLine(dest.x, dest.y, leftLine.x1, leftLine.y1, leftLine.x2, leftLine.y2)
or utils.pointUnderLine(dest.x, dest.y, rightLine.x1, rightLine.y1, rightLine.x2, rightLine.y2)
end
--- Returns the nearest position object from the given point, as well as its distance from that point
@ -222,6 +313,7 @@ end
---@param array T[]
---@param x number
---@param y number
---@param extraCondition fun(t: T): boolean
---@return T nearest,number |nil distance
function utils.getNearestOf(array, x, y, extraCondition)
local nearest, nearestDistance = nil, nil