623 lines
20 KiB
Lua
623 lines
20 KiB
Lua
-- stylua: ignore start
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import 'CoreLibs/animation.lua'
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import 'CoreLibs/animator.lua'
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import 'CoreLibs/easing.lua'
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import 'CoreLibs/graphics.lua'
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import 'CoreLibs/object.lua'
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import 'CoreLibs/timer.lua'
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import 'CoreLibs/ui.lua'
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import 'CoreLibs/utilities/where.lua'
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-- stylua: ignore end
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--- @alias Scene { update: fun(self: self) }
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--- @alias EasingFunc fun(number, number, number, number): number
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---@class InputHandler
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---@field update fun(self, deltaSeconds: number)
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---@field updateBatAngle fun(self, ball: Ball, pitchIsOver: boolean, deltaSeconds: number)
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---@field runningSpeed fun(self, runner: Runner, ball: Ball)
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---@field pitch fun(self)
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---@field fielderAction fun(self, fielderHoldingBall: Fielder | nil, outedSomeRunner: boolean, ball: Ball)
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--- @alias LaunchBall fun(
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--- self: self,
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--- destX: number,
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--- destY: number,
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--- easingFunc: EasingFunc,
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--- flyTimeMs: number | nil,
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--- floaty: boolean | nil,
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--- customBallScaler: pd_animator | nil,
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--- )
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-- stylua: ignore start
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import 'utils.lua'
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import 'constants.lua'
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import 'assets.lua'
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import 'main-menu.lua'
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import 'action-queue.lua'
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import 'announcer.lua'
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import 'ball.lua'
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import 'baserunning.lua'
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import 'batting.lua'
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import 'dbg.lua'
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import 'fielding.lua'
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import 'graphics.lua'
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import 'npc.lua'
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import 'pitching.lua'
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import 'statistics.lua'
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import 'user-input.lua'
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import 'draw/ball.lua'
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import 'draw/box-score.lua'
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import 'draw/fans.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/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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-- TODO: Customizable field structure. E.g. stands and ads etc.
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---@type pd_graphics_lib
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local gfx <const> = playdate.graphics
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local C <const> = C
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---@alias Team { benchPosition: XyPair }
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---@type table<TeamId, Team>
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local teams <const> = {
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home = {
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benchPosition = utils.xy(C.Screen.W + 10, C.Center.y),
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},
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away = {
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benchPosition = utils.xy(-10, C.Center.y),
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},
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}
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---@alias TeamId 'home' | 'away'
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--- Well, maybe not "Settings", but passive state that probably won't change much, if at all, during a game.
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---@class Settings
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---@field finalInning number
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---@field userTeam TeamId | nil
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---@field awayTeamSpriteGroup SpriteCollection
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---@field homeTeamSpriteGroup SpriteCollection
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---@class MutableState
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---@field deltaSeconds number
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---@field ball Ball
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---@field battingTeam TeamId
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---@field pitchIsOver boolean
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---@field didSwing boolean
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---@field offenseState OffenseState
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---@field inning number
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---@field stats Statistics
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--- Ephemeral data ONLY used during rendering
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---@class RenderState
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---@field bat BatRenderState
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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 batting Batting
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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 panner Panner
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---@field private state MutableState
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Game = {}
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---@param settings Settings
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---@param announcer Announcer | nil
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---@param fielding Fielding | nil
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---@param baserunning Baserunning | nil
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---@param npc InputHandler | nil
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---@param state MutableState | nil
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---@return 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 = "away"
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local battingTeam = "away"
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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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panner = Panner.new(ball),
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state = state or {
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deltaSeconds = 0,
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ball = ball,
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battingTeam = battingTeam,
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offenseState = C.Offense.batting,
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inning = 1,
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pitchIsOver = true,
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didSwing = false,
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stats = Statistics.new(),
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},
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}, { __index = Game })
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o.baserunning = baserunning or Baserunning.new(announcer, function()
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o:nextHalfInning()
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end)
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o.batting = Batting.new(o.baserunning)
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o.userInput = UserInput.new(function(throwFly, forbidThrowHome)
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return o:buttonControlledThrow(throwFly, forbidThrowHome)
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end)
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o.npc = npc or Npc.new(o.baserunning.runners, o.fielding.fielders)
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o.fielding:resetFielderPositions(teams.home.benchPosition, settings.userTeam == nil)
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playdate.timer.new(settings.userTeam == nil and 10 or 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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TinnyBackground:play()
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end)
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return o
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end
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---@param teamId TeamId
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---@return TeamId
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local function getOppositeTeamId(teamId)
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if teamId == "home" then
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return "away"
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elseif teamId == "away" then
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return "home"
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else
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error("Unknown TeamId: " .. (teamId or "nil"))
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end
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end
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function Game:getFieldingTeam()
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return teams[getOppositeTeamId(self.state.battingTeam)]
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end
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---@param side Side
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---@return boolean userIsOnSide, boolean userIsOnOtherSide
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function Game:userIsOn(side)
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if self.settings.userTeam == nil then
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-- Both teams are NPC-driven
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return false, false
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end
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local ret
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if self.settings.userTeam == self.state.battingTeam then
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ret = side == "offense"
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else
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ret = side == "defense"
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end
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return ret, not ret
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end
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---@return InputHandler offense, InputHandler defense
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function Game:currentInputHandlers()
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local userOnOffense, userOnDefense = self:userIsOn("offense")
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local offenseInput = userOnOffense and self.userInput or self.npc
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local defenseInput = userOnDefense and self.userInput or self.npc
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offenseInput:update(self.state.deltaSeconds)
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defenseInput:update(self.state.deltaSeconds)
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return offenseInput, defenseInput
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end
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---@param pitchFlyTimeMs number | nil
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---@param pitchTypeIndex number | nil
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---@param accuracy number The closer to 1.0, the better
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function Game:pitch(pitchFlyTimeMs, pitchTypeIndex, accuracy)
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if pitchTypeIndex == nil then
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return -- No throw!
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end
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self.state.ball:markUncatchable()
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self.state.ball.heldBy = nil
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self.state.pitchIsOver = false
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self.state.offenseState = C.Offense.batting
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local current = Pitches[pitchTypeIndex](accuracy, self.state.ball)
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self.state.ball.xAnimator = current.x
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self.state.ball.yAnimator = current.y or Pitches[1](self.state.ball).y
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-- TODO: This would need to be sanely replaced in ball:launch() etc.
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-- if current.z then
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-- ball.floatAnimator = current.z
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-- ball.floatAnimator:reset()
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-- end
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if pitchFlyTimeMs then
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self.state.ball.xAnimator:reset(pitchFlyTimeMs)
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self.state.ball.yAnimator:reset(pitchFlyTimeMs)
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else
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self.state.ball.xAnimator:reset()
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self.state.ball.yAnimator:reset()
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end
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pitchTracker.secondsSinceLastPitch = 0
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end
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function Game:pitcherIsOnTheMound()
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return utils.distanceBetweenPoints(self.fielding.fielders.pitcher, C.PitcherStartPos) < C.BaseHitbox
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end
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function Game:pitcherIsReady()
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local pitcher = self.fielding.fielders.pitcher
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return self:pitcherIsOnTheMound()
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and (
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self.state.ball.heldBy == pitcher
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or utils.distanceBetweenPoints(pitcher, self.state.ball) < C.BallCatchHitbox
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or utils.distanceBetweenPoints(self.state.ball, C.PitchStart) < 2
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)
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end
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function Game:checkForGameOver()
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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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playdate.timer.new(3000, function()
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transitionTo(BoxScore.new(self.state.stats))
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end)
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return true
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end
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return false
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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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self.fielding:benchTo(self:getFieldingTeam().benchPosition)
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self.announcer:say("SWITCHING SIDES...")
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self.fielding:resetFielderPositions()
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if self.state.battingTeam == "home" then
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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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playdate.timer.new(2000, function()
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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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---@return TeamInningData
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function Game:battingTeamCurrentInning()
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return self.state.stats.innings[self.state.inning][self.state.battingTeam]
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end
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---@return TeamInningData
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function Game:fieldingTeamCurrentInning()
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return self.state.stats.innings[self.state.inning][getOppositeTeamId(self.state.battingTeam)]
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end
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---@param scoredRunCount number
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function Game:score(scoredRunCount)
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local battingTeamStats = self:battingTeamCurrentInning()
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battingTeamStats.score = battingTeamStats.score + scoredRunCount
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self.announcer:say("SCORE!")
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self:checkForGameOver()
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end
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---@param throwFlyMs number
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---@return boolean didThrow
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function Game:buttonControlledThrow(throwFlyMs, forbidThrowHome)
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local targetBase
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if playdate.buttonIsPressed(playdate.kButtonLeft) then
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targetBase = C.Third
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elseif playdate.buttonIsPressed(playdate.kButtonUp) then
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targetBase = C.Second
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elseif playdate.buttonIsPressed(playdate.kButtonRight) then
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targetBase = C.First
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elseif not forbidThrowHome and playdate.buttonIsPressed(playdate.kButtonDown) then
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targetBase = C.Home
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else
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return false
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end
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self.fielding:userThrowTo(C.Bases[targetBase], self.state.ball, throwFlyMs)
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self.baserunning.secondsSinceLastRunnerMove = 0
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self.state.offenseState = C.Offense.running
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return true
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end
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function Game:nextBatter()
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pitchTracker.secondsSinceLastPitch = -3
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self.baserunning.batter = nil
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playdate.timer.new(2000, function()
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pitchTracker:reset()
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if not self.baserunning.batter then
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self.baserunning:pushNewBatter()
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end
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end)
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end
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function Game:walk()
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self.announcer:say("Walk!")
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-- TODO? Use self.baserunning:convertBatterToRunner()
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self.baserunning.batter.nextBase = C.Bases[C.First]
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self.baserunning.batter.prevBase = C.Bases[C.Home]
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self.state.offenseState = C.Offense.walking
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self.baserunning.batter = nil
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self.baserunning:updateForcedRunners()
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self:nextBatter()
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end
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function Game:strikeOut()
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local outBatter = self.baserunning.batter
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self.baserunning.batter = nil
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self.baserunning:outRunner(outBatter, "Strike out!")
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self:nextBatter()
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end
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function Game:saveToFile()
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playdate.datastore.write({ currentGame = self.state }, "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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---@param offenseHandler InputHandler
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function Game:updateBatting(offenseHandler)
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local ball = self.state.ball
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local batDeg, batSpeed = offenseHandler:updateBatAngle(ball, self.state.pitchIsOver, self.state.deltaSeconds)
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local ballDest, isSwinging, mult = self.batting:checkForHit(batDeg, batSpeed, ball)
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self.state.didSwing = self.state.didSwing or (isSwinging and not self.state.pitchIsOver)
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if not ballDest then
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return
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end
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-- Hit!
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-- TODO: animate bat-flip or something
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local isFlyBall = math.random() > 0.5
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self:saveToFile()
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BatCrackReverb:play()
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self.state.offenseState = C.Offense.running
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pitchTracker:reset()
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local flyTimeMs = 8000
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-- TODO? A dramatic eye-level view on a home-run could be sick.
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local battingTeamStats = self:battingTeamCurrentInning()
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battingTeamStats.hits[#battingTeamStats.hits + 1] = ballDest
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if utils.isFoulBall(ballDest) then
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self.announcer:say("Foul ball!")
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pitchTracker.strikes = math.min(pitchTracker.strikes + 1, 2)
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-- TODO: Have a fielder chase for the fly-out
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return
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end
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local isPastOutfieldWall, nearbyPointAbove = utils.pointIsAboveLine(ballDest, C.OutfieldWall)
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if isPastOutfieldWall then
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if not isFlyBall then
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-- Grounder at the wall!
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ballDest.y = nearbyPointAbove.y - 8
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else
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-- Home run!
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playdate.timer.new(flyTimeMs, function()
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-- Verify that the home run wasn't intercepted
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if utils.distanceBetweenPoints(ball, ballDest) < 2 then
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self.announcer:say("HOME RUN!")
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self.state.offenseState = C.Offense.homeRun
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-- Linger on the home-run ball for a moment, before panning to the bases.
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playdate.timer.new(1000, function()
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self.panner:panTo(utils.xy(0, 0), function()
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return self:pitcherIsReady()
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end)
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end)
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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 ballHeightAnimator = isFlyBall
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and gfx.animator.new(flyTimeMs, C.GloveZ, 10 + (2 * mult * mult * 0.5), utils.hitEasingHill)
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or gfx.animator.new(flyTimeMs, 2 * (mult * mult), 0, utils.createBouncer(4))
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ball:launch(ballDest.x, ballDest.y, playdate.easingFunctions.outQuint, flyTimeMs, nil, ballHeightAnimator, true)
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self.baserunning:convertBatterToRunner()
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self.fielding:haveSomeoneChase(ball, ballDest)
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end
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---@param appliedSpeed number | fun(runner: Runner): number
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---@param forcedOnly boolean
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---@param isAutoRun boolean
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---@return boolean runnersStillMoving, number secondsSinceLastRunnerMove
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function Game:updateNonBatterRunners(appliedSpeed, forcedOnly, isAutoRun)
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local runnersStillMoving, runnersScored, secondsSinceLastRunnerMove =
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self.baserunning:updateNonBatterRunners(appliedSpeed, forcedOnly, isAutoRun, self.state.deltaSeconds)
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if runnersScored ~= 0 then
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self:score(runnersScored)
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end
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return runnersStillMoving, secondsSinceLastRunnerMove
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end
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function Game:returnToPitcher()
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self.fielding:resetFielderPositions()
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if self:pitcherIsReady() then
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return -- Don't then!
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end
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actionQueue:newOnly("returnToPitcher", 60 * 1000, function()
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while not self:pitcherIsOnTheMound() do
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coroutine.yield()
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end
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if not self.baserunning.batter then
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self.baserunning:pushNewBatter()
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end
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self.state.ball:launch(C.PitchStart.x, C.PitchStart.y, playdate.easingFunctions.linear, nil, true)
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end)
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end
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---@param defenseHandler InputHandler
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function Game:updatePitching(defenseHandler)
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pitchTracker:recordIfPassed(self.state.ball)
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if self:pitcherIsOnTheMound() then
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pitchTracker.secondsSinceLastPitch = pitchTracker.secondsSinceLastPitch + self.state.deltaSeconds
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end
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if pitchTracker.secondsSinceLastPitch > C.ReturnToPitcherAfterSeconds and not self.state.pitchIsOver then
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self:saveToFile()
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local outcome = pitchTracker:updatePitchCounts(self.state.didSwing, self:fieldingTeamCurrentInning())
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if outcome == PitchOutcomes.StrikeOut then
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self:strikeOut()
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elseif outcome == PitchOutcomes.Walk then
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self:walk()
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end
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self:returnToPitcher()
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self.state.pitchIsOver = true
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self.state.didSwing = false
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end
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if pitchTracker.secondsSinceLastPitch > C.PitchAfterSeconds then
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self:pitch(defenseHandler:pitch())
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end
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end
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function Game:updateGameState()
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playdate.timer.updateTimers()
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gfx.animation.blinker.updateAll()
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self.state.deltaSeconds = playdate.getElapsedTime() or 0
|
|
playdate.resetElapsedTime()
|
|
self.state.ball:updatePosition()
|
|
|
|
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 offenseHandler, defenseHandler = self:currentInputHandlers()
|
|
|
|
if self.state.offenseState == C.Offense.batting then
|
|
self:updatePitching(defenseHandler)
|
|
self:updateBatting(offenseHandler)
|
|
|
|
-- Walk batter to the plate
|
|
self.baserunning:updateRunner(self.baserunning.batter, nil, 0, false, self.state.deltaSeconds)
|
|
elseif self.state.offenseState == C.Offense.running then
|
|
local appliedSpeed = function(runner)
|
|
return offenseHandler:runningSpeed(runner, self.state.ball)
|
|
end
|
|
|
|
local _, secondsSinceLastRunnerMove = self:updateNonBatterRunners(appliedSpeed, false, false)
|
|
if secondsSinceLastRunnerMove > C.ResetFieldersAfterSeconds then
|
|
-- End of play. Throw the ball back to the pitcher
|
|
self.state.offenseState = C.Offense.batting
|
|
self:returnToPitcher()
|
|
end
|
|
|
|
local outedSomeRunner = false
|
|
if fielderHoldingBall then
|
|
outedSomeRunner = self.baserunning:outEligibleRunners(fielderHoldingBall)
|
|
end
|
|
defenseHandler:fielderAction(fielderHoldingBall, outedSomeRunner, self.state.ball)
|
|
elseif self.state.offenseState == C.Offense.walking then
|
|
if not self:updateNonBatterRunners(C.WalkedRunnerSpeed, true, true) then
|
|
self.state.offenseState = C.Offense.batting
|
|
end
|
|
elseif self.state.offenseState == C.Offense.homeRun then
|
|
self:updateNonBatterRunners(C.WalkedRunnerSpeed * 2, false, true)
|
|
if #self.baserunning.runners == 0 then
|
|
-- Give the player a moment to enjoy their home run.
|
|
playdate.timer.new(1500, function()
|
|
self:returnToPitcher()
|
|
actionQueue:upsert("waitForPitcherToHaveBall", 10000, function()
|
|
while not self:pitcherIsReady() do
|
|
coroutine.yield()
|
|
end
|
|
self.state.offenseState = C.Offense.batting
|
|
end)
|
|
end)
|
|
end
|
|
end
|
|
|
|
self.baserunning:walkAwayOutRunners(self.state.deltaSeconds)
|
|
actionQueue:runWaiting(self.state.deltaSeconds)
|
|
end
|
|
|
|
function Game:update()
|
|
self:updateGameState()
|
|
|
|
gfx.clear()
|
|
gfx.setColor(gfx.kColorBlack)
|
|
|
|
local state = self.state
|
|
local offsetX, offsetY = self.panner:get(state.deltaSeconds)
|
|
gfx.setDrawOffset(offsetX, offsetY)
|
|
|
|
fans.draw()
|
|
GrassBackground:draw(-400, -720)
|
|
|
|
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
|
|
state.ball:draw()
|
|
end
|
|
|
|
gfx.setDrawOffset(0, 0)
|
|
if math.abs(offsetX) > 10 or math.abs(offsetY) > 20 then
|
|
drawMinimap(self.baserunning.runners, self.fielding.fielders)
|
|
end
|
|
|
|
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)
|
|
|
|
if playdate.isCrankDocked() then
|
|
-- luacheck: ignore
|
|
playdate.ui.crankIndicator:draw()
|
|
end
|
|
end
|
|
|
|
-- luacheck: ignore
|
|
if not playdate or playdate.TEST_MODE then
|
|
return Game
|
|
end
|
|
|
|
playdate.display.setRefreshRate(50)
|
|
gfx.setBackgroundColor(gfx.kColorWhite)
|
|
playdate.setMenuImage(gfx.image.new("images/game/menu-image.png"))
|
|
playdate.getSystemMenu():addMenuItem("Restart game", function() end) -- TODO?
|
|
|
|
MainMenu.start(Game)
|