BatterUp/src/draw/characters.lua

152 lines
5.0 KiB
Lua

---@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