714 lines
22 KiB
Lua
714 lines
22 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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--- @alias Runner {
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--- x: number,
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--- y: number,
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--- nextBase: Base,
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--- prevBase: Base | nil,
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--- forcedTo: Base | nil,
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--- }
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--- @alias Fielder {
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--- x: number,
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--- y: number,
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--- target: XYPair | nil,
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--- speed: number,
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--- }
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--- @alias EasingFunc fun(number, number, number, number): number
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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 'action-queue.lua'
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import 'announcer.lua'
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import 'dbg.lua'
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import 'field.lua'
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import 'graphics.lua'
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import 'npc.lua'
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import 'draw/overlay.lua'
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import 'draw/fielder.lua'
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-- stylua: ignore end
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-- selene: allow(shadowing)
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local gfx <const>, C <const> = playdate.graphics, C
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local PlayerImageBlipper <const> = blipper.new(100, Player, PlayerLowHat)
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local FielderDanceAnimator <const> = gfx.animator.new(1, 10, 0, utils.easingHill)
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FielderDanceAnimator.repeatCount = C.DanceBounceCount - 1
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---@alias PseudoAnimator { currentValue: fun(self): number; reset: fun(self, durationMs: number | nil) }
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---@alias Pitch { x: PseudoAnimator, y: PseudoAnimator, z: PseudoAnimator | nil }
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local ballAnimatorX = utils.staticAnimator(C.BallOffscreen)
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local ballAnimatorY = utils.staticAnimator(C.BallOffscreen)
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local ballSizeAnimator = utils.staticAnimator(C.SmallestBallRadius)
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-- TODO? Replace this AND ballSizeAnimator with a ballAnimatorZ?
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-- ...that might lose some of the magic of both. Compromise available? idk
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local ballFloatAnimator = gfx.animator.new(2000, -60, 0, utils.easingHill)
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local deltaSeconds = 0
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local BatterHandPos <const> = utils.xy(10, 25)
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local batBase <const> = utils.xy(C.Center.x - 34, 215)
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local batTip <const> = utils.xy(0, 0)
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local ball <const> = {
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x = C.Center.x --[[@as number]],
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y = C.Center.y --[[@as number]],
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z = 0,
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size = C.SmallestBallRadius,
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heldBy = nil --[[@type Runner | nil]],
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}
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---@alias Team { score: number, benchPosition: XYPair }
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---@type table<string, Team>
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local teams <const> = {
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home = {
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score = 0,
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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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score = 0,
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benchPosition = utils.xy(-10, C.Center.y),
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},
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}
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local PlayerTeam <const> = teams.home
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local battingTeam = teams.away
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local outs = 0
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local inning = 1
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local offenseMode = C.Offense.batting
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--- @type Runner[]
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local runners <const> = {}
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--- @type Runner[]
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local outRunners <const> = {}
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---@type Runner | nil
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local batter = utils.newRunner(runners)
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local throwMeter = 0
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-- TODO: Replace with a timer, repeatedly reset, instead of setting to 0
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local secondsSinceLastRunnerMove = 0
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-- TODO: Replace with a timer, repeatedly reset instead of setting to 0
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local secondsSincePitchAllowed = -5
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local catcherThrownBall = false
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local batAngleDeg = C.CrankOffsetDeg
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---@type Pitch[]
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local Pitches <const> = {
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-- Fastball
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{
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x = gfx.animator.new(0, C.PitchStartX, C.PitchStartX, playdate.easingFunctions.linear),
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y = gfx.animator.new(C.PitchFlyMs / 1.3, C.PitchStartY, C.PitchEndY, playdate.easingFunctions.linear),
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},
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-- Curve ball
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{
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x = gfx.animator.new(C.PitchFlyMs, C.PitchStartX + 20, C.PitchStartX, utils.easingHill),
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y = gfx.animator.new(C.PitchFlyMs, C.PitchStartY, C.PitchEndY, playdate.easingFunctions.linear),
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},
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-- Slider
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{
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x = gfx.animator.new(C.PitchFlyMs, C.PitchStartX - 20, C.PitchStartX, utils.easingHill),
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y = gfx.animator.new(C.PitchFlyMs, C.PitchStartY, C.PitchEndY, playdate.easingFunctions.linear),
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},
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-- Wobbbleball
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{
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x = {
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currentValue = function()
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return C.PitchStartX + (10 * math.sin((ballAnimatorY:currentValue() - C.PitchStartY) / 10))
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end,
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reset = function() end,
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},
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y = gfx.animator.new(C.PitchFlyMs * 1.3, C.PitchStartY, C.PitchEndY, playdate.easingFunctions.linear),
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},
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}
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---@return boolean playerIsOnSide, boolean playerIsOnOtherSide
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local function playerIsOn(side)
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local ret
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if PlayerTeam == battingTeam then
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ret = side == C.Sides.offense
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else
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ret = side == C.Sides.defense
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end
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return ret, not ret
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end
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--- "Throws" the ball from its current position to the given destination.
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---@param destX number
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---@param destY number
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---@param easingFunc EasingFunc
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---@param flyTimeMs number | nil
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---@param floaty boolean | nil
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---@param customBallScaler pd_animator | nil
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local function throwBall(destX, destY, easingFunc, flyTimeMs, floaty, customBallScaler)
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ball.heldBy = nil
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throwMeter = 0
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if not flyTimeMs then
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flyTimeMs = utils.distanceBetween(ball.x, ball.y, destX, destY) * 5
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end
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if customBallScaler then
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ballSizeAnimator = customBallScaler
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else
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-- TODO? Scale based on distance?
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ballSizeAnimator = gfx.animator.new(flyTimeMs, 9, C.SmallestBallRadius, utils.easingHill)
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end
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ballAnimatorY = gfx.animator.new(flyTimeMs, ball.y, destY, easingFunc)
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ballAnimatorX = gfx.animator.new(flyTimeMs, ball.x, destX, easingFunc)
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if floaty then
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ballFloatAnimator:reset(flyTimeMs)
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end
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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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local function pitch(pitchFlyTimeMs, pitchTypeIndex)
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catcherThrownBall = false
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offenseMode = C.Offense.batting
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local current = Pitches[pitchTypeIndex]
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ballAnimatorX = current.x
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ballAnimatorY = current.y or Pitches[1].y
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-- TODO: This would need to be sanely replaced in throwBall() etc.
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-- if current.z then
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-- ballFloatAnimator = current.z
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-- ballFloatAnimator:reset()
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-- end
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if pitchFlyTimeMs then
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ballAnimatorX:reset(pitchFlyTimeMs)
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ballAnimatorY:reset(pitchFlyTimeMs)
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else
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ballAnimatorX:reset()
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ballAnimatorY:reset()
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end
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secondsSincePitchAllowed = 0
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end
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local function updateForcedRunners()
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local stillForced = true
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for _, base in ipairs(C.Bases) do
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local runnerTargetingBase = utils.getRunnerWithNextBase(runners, base)
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if runnerTargetingBase then
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if stillForced then
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runnerTargetingBase.forcedTo = base
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else
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runnerTargetingBase.forcedTo = nil
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end
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else
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stillForced = false
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end
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end
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end
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---@param runner integer | Runner
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local function outRunner(runner, message)
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if type(runner) ~= "number" then
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for i, maybe in ipairs(runners) do
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if runner == maybe then
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runner = i
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end
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end
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end
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if type(runner) ~= "number" then
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error("Expected runner to have type 'number', but was: " .. type(runner))
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end
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outRunners[#outRunners + 1] = runners[runner]
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table.remove(runners, runner)
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outs = outs + 1
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updateForcedRunners()
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announcer:say(message or "YOU'RE OUT!")
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if outs < 3 then
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return
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end
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local currentlyFieldingTeam = battingTeam == teams.home and teams.away or teams.home
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local gameOver = inning == 9 and teams.away.score ~= teams.home.score
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if not gameOver then
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FielderDanceAnimator:reset(C.DanceBounceMs)
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secondsSinceLastRunnerMove = -7
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Field:benchTo(currentlyFieldingTeam.benchPosition)
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announcer:say("SWITCHING SIDES...")
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end
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while #runners > 0 do
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outRunners[#outRunners + 1] = table.remove(runners, #runners)
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end
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-- Delay to keep end-of-inning on the scoreboard for a few seconds
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playdate.timer.new(3000, function()
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outs = 0
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battingTeam = currentlyFieldingTeam
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if gameOver then
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announcer:say("AND THAT'S THE BALL GAME!")
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else
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Field:resetFielderPositions()
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if battingTeam == teams.home then
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inning = inning + 1
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end
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end
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end)
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end
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---@param runnerIndex number
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local function score(runnerIndex)
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outRunners[#outRunners + 1] = runners[runnerIndex]
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table.remove(runners, runnerIndex)
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battingTeam.score = battingTeam.score + 1
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announcer:say("SCORE!")
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end
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local function readThrow()
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if throwMeter > C.ThrowMeterMax then
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return (C.PitchFlyMs / (throwMeter / C.ThrowMeterMax))
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end
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return nil
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end
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---@param throwFlyMs number
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---@return boolean didThrow
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local function 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.Bases[C.Third]
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elseif playdate.buttonIsPressed(playdate.kButtonUp) then
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targetBase = C.Bases[C.Second]
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elseif playdate.buttonIsPressed(playdate.kButtonRight) then
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targetBase = C.Bases[C.First]
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elseif not forbidThrowHome and playdate.buttonIsPressed(playdate.kButtonDown) then
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targetBase = C.Bases[C.Home]
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else
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return false
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end
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-- Power for this throw has already been determined
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throwMeter = 0
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Field:playerThrowTo(targetBase, throwBall, throwFlyMs)
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secondsSinceLastRunnerMove = 0
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offenseMode = C.Offense.running
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return true
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end
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local function outEligibleRunners(fielder)
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local touchedBase = utils.isTouchingBase(fielder.x, fielder.y)
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local didOutRunner = false
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for i, runner in pairs(runners) do
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local runnerOnBase = utils.isTouchingBase(runner.x, runner.y)
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if -- Force out
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touchedBase
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and runner.prevBase -- Make sure the runner is not standing at home
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and runner.forcedTo == touchedBase
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and touchedBase ~= runnerOnBase
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-- Tag out
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or not runnerOnBase and utils.distanceBetween(runner.x, runner.y, fielder.x, fielder.y) < C.TagDistance
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then
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outRunner(i)
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didOutRunner = true
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end
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end
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return didOutRunner
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end
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local function npcFielderAction(fielder, outedSomeRunner)
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if offenseMode ~= C.Offense.running then
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return
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end
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if outedSomeRunner then
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-- Delay a little before the next play
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playdate.timer.new(750, function()
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npc.tryToMakeAPlay(fielder, runners, ball, throwBall)
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end)
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else
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npc.tryToMakeAPlay(fielder, runners, ball, throwBall)
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end
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end
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--- Returns true only if the given runner moved during this update.
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---@param runner Runner | nil
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---@param runnerIndex integer | nil May only be nil if runner == batter
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---@param appliedSpeed number
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---@return boolean
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local function updateRunner(runner, runnerIndex, appliedSpeed)
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local autoRunSpeed = 20 * deltaSeconds
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--autoRunSpeed = 140
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if not runner or not runner.nextBase then
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return false
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end
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local nearestBase, nearestBaseDistance = utils.getNearestOf(C.Bases, runner.x, runner.y)
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if
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nearestBaseDistance < 5
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and runnerIndex ~= nil
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and runner ~= batter --runner.prevBase
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and runner.nextBase == C.Bases[C.Home]
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and nearestBase == C.Bases[C.Home]
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then
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score(runnerIndex)
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end
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local nb = runner.nextBase
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local x, y, distance = utils.normalizeVector(runner.x, runner.y, nb.x, nb.y)
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if distance < 2 then
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runner.nextBase = C.NextBaseMap[runner.nextBase]
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runner.forcedTo = nil
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return false
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end
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local prevX, prevY = runner.x, runner.y
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local mult = 1
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if appliedSpeed < 0 then
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if runner.prevBase then
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mult = -1
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else
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-- Don't allow running backwards when approaching the plate
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appliedSpeed = 0
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end
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end
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local autoRun = (nearestBaseDistance > 40 or runner.forcedTo) and mult * autoRunSpeed
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or nearestBaseDistance < 5 and 0
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or (nearestBase == runner.nextBase and autoRunSpeed or -1 * autoRunSpeed)
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mult = autoRun + (appliedSpeed / 20)
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runner.x = runner.x - (x * mult)
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runner.y = runner.y - (y * mult)
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return prevX ~= runner.x or prevY ~= runner.y
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end
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local function nextBatter()
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batter = nil
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playdate.timer.new(2000, function()
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pitchTracker:reset()
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if not batter then
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batter = utils.newRunner(runners)
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end
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end)
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end
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local function walk()
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announcer:say("Walk!")
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batter.nextBase = C.Bases[C.First]
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batter.prevBase = C.Bases[C.Home]
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offenseMode = C.Offense.walking
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batter = nil
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updateForcedRunners()
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nextBatter()
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end
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local function strikeOut()
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local outBatter = batter
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batter = nil
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outRunner(outBatter --[[@as Runner]], "Strike out!")
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nextBatter()
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end
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---@param batDeg number
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local function updateBatting(batDeg, batSpeed)
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local batAngle = math.rad(batDeg)
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-- TODO: animate bat-flip or something
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batBase.x = batter and (batter.x + BatterHandPos.x) or 0
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batBase.y = batter and (batter.y + BatterHandPos.y) or 0
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batTip.x = batBase.x + (C.BatLength * math.sin(batAngle))
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batTip.y = batBase.y + (C.BatLength * math.cos(batAngle))
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if
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batSpeed > 0
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and utils.pointDirectlyUnderLine(ball.x, ball.y, batBase.x, batBase.y, batTip.x, batTip.y, C.Screen.H)
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and ball.y < 232
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then
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BatCrackReverb:play()
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offenseMode = C.Offense.running
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local ballAngle = batAngle + math.rad(90)
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local mult = math.abs(batSpeed / 15)
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local ballVelX = mult * 10 * math.sin(ballAngle)
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local ballVelY = mult * 5 * math.cos(ballAngle)
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if ballVelY > 0 then
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ballVelX = ballVelX * -1
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ballVelY = ballVelY * -1
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end
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local ballDestX = ball.x + (ballVelX * C.BattingPower)
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local ballDestY = ball.y + (ballVelY * C.BattingPower)
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-- Hit!
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local hitBallScaler = gfx.animator.new(2000, 9 + (mult * mult * 0.5), C.SmallestBallRadius, utils.easingHill)
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throwBall(ballDestX, ballDestY, playdate.easingFunctions.outQuint, 2000, nil, hitBallScaler)
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batter.nextBase = C.Bases[C.First]
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batter.prevBase = C.Bases[C.Home]
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updateForcedRunners()
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batter.forcedTo = C.Bases[C.First]
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batter = nil -- Demote batter to a mere runner
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Field:haveSomeoneChase(ballDestX, ballDestY)
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end
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end
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--- Update non-batter runners.
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--- Returns true only if at least one of the given runners moved during this update
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---@param appliedSpeed number
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---@return boolean
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local function updateRunning(appliedSpeed, forcedOnly)
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local runnerMoved = false
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-- TODO: Filter for the runner closest to the currently-held direction button
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for runnerIndex, runner in ipairs(runners) do
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if runner ~= batter and (not forcedOnly or runner.forcedTo) then
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runnerMoved = updateRunner(runner, runnerIndex, appliedSpeed) or runnerMoved
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end
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end
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return runnerMoved
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end
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local function walkAwayOutRunners()
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for i, runner in ipairs(outRunners) do
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if runner.x < C.Screen.W + 50 and runner.y < C.Screen.H + 50 then
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runner.x = runner.x + (deltaSeconds * 25)
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runner.y = runner.y + (deltaSeconds * 25)
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else
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table.remove(outRunners, i)
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end
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end
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end
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local function playerPitch(throwFly)
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local aButton = playdate.buttonIsPressed(playdate.kButtonA)
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local bButton = playdate.buttonIsPressed(playdate.kButtonB)
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if not aButton and not bButton then
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pitch(throwFly, 1)
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elseif aButton and not bButton then
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pitch(throwFly, 2)
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elseif not aButton and bButton then
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pitch(throwFly, 3)
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elseif aButton and bButton then
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pitch(throwFly, 4)
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end
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end
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local function updateGameState()
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deltaSeconds = playdate.getElapsedTime() or 0
|
|
playdate.resetElapsedTime()
|
|
local crankChange = playdate.getCrankChange() --[[@as number]]
|
|
local crankLimited = crankChange == 0 and 0 or (math.log(math.abs(crankChange)) * C.CrankPower)
|
|
if crankChange < 0 then
|
|
crankLimited = crankLimited * -1
|
|
end
|
|
|
|
if ball.heldBy then
|
|
ball.x = ball.heldBy.x
|
|
ball.y = ball.heldBy.y
|
|
ball.size = C.SmallestBallRadius
|
|
else
|
|
ball.x = ballAnimatorX:currentValue()
|
|
ball.z = ballFloatAnimator:currentValue()
|
|
ball.y = ballAnimatorY:currentValue() + ball.z
|
|
ball.size = ballSizeAnimator:currentValue()
|
|
end
|
|
|
|
local playerOnOffense, playerOnDefense = playerIsOn(C.Sides.offense)
|
|
|
|
if playerOnDefense then
|
|
throwMeter = math.max(0, throwMeter - (deltaSeconds * C.ThrowMeterDrainPerSec))
|
|
throwMeter = throwMeter + math.abs(crankLimited * C.PitchPower)
|
|
end
|
|
|
|
if offenseMode == C.Offense.batting then
|
|
if ball.y < C.StrikeZoneStartY then
|
|
pitchTracker.recordedPitchX = nil
|
|
elseif not pitchTracker.recordedPitchX then
|
|
pitchTracker.recordedPitchX = ball.x
|
|
end
|
|
|
|
local pitcher = Field.fielders.pitcher
|
|
if utils.distanceBetween(pitcher.x, pitcher.y, C.PitchStartX, C.PitchStartY) < C.BaseHitbox then
|
|
secondsSincePitchAllowed = secondsSincePitchAllowed + deltaSeconds
|
|
end
|
|
|
|
if secondsSincePitchAllowed > 3.5 and not catcherThrownBall then
|
|
local outcome = pitchTracker:updatePitchCounts()
|
|
if outcome == PitchOutcomes.StrikeOut then
|
|
strikeOut()
|
|
elseif outcome == PitchOutcomes.Walk then
|
|
walk()
|
|
end
|
|
throwBall(C.PitchStartX, C.PitchStartY, playdate.easingFunctions.linear, nil, true)
|
|
catcherThrownBall = true
|
|
end
|
|
|
|
local batSpeed
|
|
if playerOnOffense then
|
|
batAngleDeg = (playdate.getCrankPosition() + C.CrankOffsetDeg) % 360
|
|
batSpeed = crankLimited
|
|
else
|
|
batAngleDeg = npc.updateBatAngle(ball, catcherThrownBall, deltaSeconds)
|
|
batSpeed = npc.batSpeed() * deltaSeconds
|
|
end
|
|
|
|
updateBatting(batAngleDeg, batSpeed)
|
|
|
|
-- TODO: Ensure batter can't be nil, here
|
|
updateRunner(batter, nil, crankLimited)
|
|
|
|
if secondsSincePitchAllowed > C.PitchAfterSeconds then
|
|
if playerOnDefense then
|
|
local throwFly = readThrow()
|
|
if throwFly and not buttonControlledThrow(throwFly, true) then
|
|
playerPitch(throwFly)
|
|
end
|
|
else
|
|
pitch(C.PitchFlyMs, math.random(#Pitches))
|
|
end
|
|
end
|
|
elseif offenseMode == C.Offense.running then
|
|
local appliedSpeed = playerOnOffense and crankLimited or npc.runningSpeed(runners)
|
|
if updateRunning(appliedSpeed) then
|
|
secondsSinceLastRunnerMove = 0
|
|
else
|
|
secondsSinceLastRunnerMove = secondsSinceLastRunnerMove + deltaSeconds
|
|
if secondsSinceLastRunnerMove > C.ResetFieldersAfterSeconds then
|
|
throwBall(C.PitchStartX, C.PitchStartY, playdate.easingFunctions.linear, nil, true)
|
|
Field:resetFielderPositions()
|
|
offenseMode = C.Offense.batting
|
|
if not batter then
|
|
batter = utils.newRunner(runners)
|
|
end
|
|
end
|
|
end
|
|
elseif offenseMode == C.Offense.walking then
|
|
updateForcedRunners()
|
|
if not updateRunning(C.WalkedRunnerSpeed, true) then
|
|
offenseMode = C.Offense.batting
|
|
end
|
|
end
|
|
|
|
local fielderHoldingBall = Field:updateFielderPositions(ball, deltaSeconds)
|
|
|
|
if playerOnDefense then
|
|
local throwFly = readThrow()
|
|
if throwFly then
|
|
buttonControlledThrow(throwFly)
|
|
end
|
|
end
|
|
if fielderHoldingBall then
|
|
local outedSomeRunner = outEligibleRunners(fielderHoldingBall)
|
|
if playerOnOffense then
|
|
npcFielderAction(fielderHoldingBall, outedSomeRunner)
|
|
end
|
|
end
|
|
|
|
walkAwayOutRunners()
|
|
actionQueue:runWaiting(deltaSeconds)
|
|
end
|
|
|
|
function playdate.update()
|
|
playdate.timer.updateTimers()
|
|
gfx.animation.blinker.updateAll()
|
|
updateGameState()
|
|
|
|
gfx.clear()
|
|
gfx.setColor(gfx.kColorBlack)
|
|
|
|
local offsetX, offsetY = getDrawOffset(ball.x, ball.y)
|
|
gfx.setDrawOffset(offsetX, offsetY)
|
|
|
|
GrassBackground:draw(-400, -240)
|
|
|
|
local fielderDanceHeight = FielderDanceAnimator:currentValue()
|
|
local ballIsHeld = false
|
|
for _, fielder in pairs(Field.fielders) do
|
|
ballIsHeld = drawFielder(ball, fielder.x, fielder.y + fielderDanceHeight) or ballIsHeld
|
|
end
|
|
|
|
if offenseMode == C.Offense.batting then
|
|
gfx.setLineWidth(5)
|
|
gfx.drawLine(batBase.x, batBase.y, batTip.x, batTip.y)
|
|
end
|
|
|
|
if playdate.isCrankDocked() then
|
|
playdate.ui.crankIndicator:draw()
|
|
end
|
|
|
|
-- TODO? Scale sprites down as y increases
|
|
for _, runner in pairs(runners) do
|
|
if runner == batter then
|
|
if batAngleDeg > 50 and batAngleDeg < 200 then
|
|
PlayerBack:draw(runner.x, runner.y)
|
|
else
|
|
Player:draw(runner.x, runner.y)
|
|
end
|
|
else
|
|
-- TODO? Change blip speed depending on runner speed?
|
|
PlayerImageBlipper:draw(false, runner.x, runner.y)
|
|
end
|
|
end
|
|
|
|
for _, runner in pairs(outRunners) do
|
|
PlayerFrown:draw(runner.x, runner.y)
|
|
end
|
|
|
|
if not ballIsHeld 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)
|
|
end
|
|
|
|
gfx.setDrawOffset(0, 0)
|
|
if math.abs(offsetX) > 10 or math.abs(offsetY) > 10 then
|
|
drawMinimap(runners)
|
|
end
|
|
drawScoreboard(0, C.Screen.H * 0.77, teams, outs, battingTeam, inning)
|
|
drawBallsAndStrikes(290, C.Screen.H - 20, pitchTracker.balls, pitchTracker.strikes)
|
|
announcer:draw(C.Center.x, 10)
|
|
end
|
|
|
|
local function init()
|
|
playdate.display.setRefreshRate(50)
|
|
gfx.setBackgroundColor(gfx.kColorWhite)
|
|
playdate.setMenuImage(gfx.image.new("images/game/menu-image.png"))
|
|
Field:resetFielderPositions(teams.home.benchPosition)
|
|
playdate.getSystemMenu():addMenuItem("Restart game", function() end) -- TODO?
|
|
|
|
playdate.timer.new(2000, function()
|
|
throwBall(C.PitchStartX, C.PitchStartY, playdate.easingFunctions.linear, nil, false)
|
|
end)
|
|
BootTune:play()
|
|
BootTune:setFinishCallback(function()
|
|
TinnyBackground:play()
|
|
end)
|
|
end
|
|
|
|
init()
|