750 lines
23 KiB
Lua
750 lines
23 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 XYPair {
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--- x: number,
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--- y: number,
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--- }
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--- @alias Base {
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--- x: number,
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--- y: number,
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--- }
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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 | nil,
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--- y: number | nil,
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--- target: XYPair | nil,
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--- speed: number,
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--- }
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import 'announcer.lua'
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import 'graphics.lua'
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import 'scoreboard.lua'
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import 'utils.lua'
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-- stylua: ignore end
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local gfx <const> = playdate.graphics
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local Screen <const> = {
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W = playdate.display.getWidth(),
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H = playdate.display.getHeight(),
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}
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local Center <const> = xy(Screen.W / 2, Screen.H / 2)
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local BootTune <const> = playdate.sound.sampleplayer.new("sounds/boot-tune.wav")
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-- local BootTune <const> = playdate.sound.sampleplayer.new("sounds/boot-tune-organy.wav")
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local TinnyBackground <const> = playdate.sound.sampleplayer.new("sounds/tinny-background.wav")
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local BatCrackSound <const> = playdate.sound.sampleplayer.new("sounds/bat-crack-reverb.wav")
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local GrassBackground <const> = gfx.image.new("images/game/grass.png") --[[@as pd_image]]
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local PlayerFrown <const> = gfx.image.new("images/game/player-frown.png") --[[@as pd_image]]
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local PlayerSmile <const> = gfx.image.new("images/game/player.png") --[[@as pd_image]]
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local PlayerBack <const> = gfx.image.new("images/game/player-back.png") --[[@as pd_image]]
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local PlayerImageBlipper <const> = blipper.new(100, "images/game/player.png", "images/game/player-lowhat.png")
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local DanceBounceMs <const> = 500
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local DanceBounceCount <const> = 4
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local FielderDanceAnimator <const> = gfx.animator.new(1, 10, 0, easingHill)
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FielderDanceAnimator.repeatCount = DanceBounceCount - 1
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-- selene: allow(unused_variable)
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function fieldersDance()
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FielderDanceAnimator:reset(DanceBounceMs)
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end
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local BallOffscreen <const> = 999
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local PitchFlyMs <const> = 1050
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local PitchStartX <const> = 195
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local PitchStartY <const>, PitchEndY <const> = 105, 240
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local ballAnimatorY = gfx.animator.new(0, BallOffscreen, BallOffscreen, playdate.easingFunctions.linear)
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local ballAnimatorX = gfx.animator.new(0, BallOffscreen, BallOffscreen, playdate.easingFunctions.linear)
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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, PitchStartX, PitchStartX, playdate.easingFunctions.linear),
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y = gfx.animator.new(PitchFlyMs / 1.3, PitchStartY, 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(PitchFlyMs, PitchStartX - 20, PitchStartX, easingHill),
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y = gfx.animator.new(PitchFlyMs, PitchStartY, 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(PitchFlyMs, PitchStartX + 20, PitchStartX, easingHill),
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y = gfx.animator.new(PitchFlyMs, PitchStartY, 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 PitchStartX + (10 * math.sin((ballAnimatorY:currentValue() - 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(PitchFlyMs * 1.3, PitchStartY, PitchEndY, playdate.easingFunctions.linear),
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},
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}
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local CrankOffsetDeg <const> = 90
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local BatOffset <const> = xy(10, 25)
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local batBase <const> = xy(Center.x - 34, 215)
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local batTip <const> = xy(0, 0)
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local TagDistance <const> = 20
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local SmallestBallRadius <const> = 6
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local ball <const> = {
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x = Center.x --[[@as number]],
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y = Center.y --[[@as number]],
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size = SmallestBallRadius,
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heldBy = nil --[[@type Runner | nil]],
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}
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local BatLength <const> = 50 --45
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local Modes <const> = {
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batting = {},
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running = {},
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}
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local currentMode = Modes.batting
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-- TODO? Replace this AND ballSizeAnimator with a ballHeightAnimator
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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, easingHill)
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local BallSizeMs = 2000
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local ballSizeAnimator = gfx.animator.new(BallSizeMs, 9, SmallestBallRadius, easingHill)
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local HitMult = 20
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local deltaSeconds = 0
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local First <const>, Second <const>, Third <const>, Home <const> = 1, 2, 3, 4
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---@type Base[]
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local Bases = {
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xy(Screen.W * 0.93, Screen.H * 0.52),
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xy(Screen.W * 0.47, Screen.H * 0.19),
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xy(Screen.W * 0.03, Screen.H * 0.52),
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xy(Screen.W * 0.474, Screen.H * 0.79),
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}
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-- Pseudo-base for batter to target
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local RightHandedBattersBox <const> = xy(Bases[Home].x - 35, Bases[Home].y)
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---@type table<Base, Base>
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local NextBaseMap <const> = {
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[Bases[First]] = Bases[Second],
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[Bases[Second]] = Bases[Third],
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[Bases[Third]] = Bases[Home],
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}
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function newFielder(name, speed)
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return {
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name = name,
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speed = speed,
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}
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end
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---@type table<string, Fielder>
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local fielders <const> = {
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first = newFielder("First", 40),
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second = newFielder("Second", 40),
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shortstop = newFielder("Shortstop", 40),
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third = newFielder("Third", 40),
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pitcher = newFielder("Pitcher", 30),
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catcher = newFielder("Catcher", 20),
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left = newFielder("Left", 40),
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center = newFielder("Center", 40),
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right = newFielder("Right", 40),
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}
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local PitcherStartPos <const> = {
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x = Screen.W * 0.48,
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y = Screen.H * 0.40,
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}
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--- Resets the target positions of all fielders to their defaults (at their field positions).
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---@param fromOffTheField boolean If provided, also sets all runners' current position to one centralized location.
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function resetFielderPositions(fromOffTheField)
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if fromOffTheField then
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for _, fielder in pairs(fielders) do
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fielder.x = Center.x
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fielder.y = Screen.H
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end
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end
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fielders.first.target = xy(Screen.W - 65, Screen.H * 0.48)
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fielders.second.target = xy(Screen.W * 0.70, Screen.H * 0.30)
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fielders.shortstop.target = xy(Screen.W * 0.30, Screen.H * 0.30)
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fielders.third.target = xy(Screen.W * 0.1, Screen.H * 0.48)
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fielders.pitcher.target = xy(PitcherStartPos.x, PitcherStartPos.y)
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fielders.catcher.target = xy(Screen.W * 0.475, Screen.H * 0.92)
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fielders.left.target = xy(Screen.W * -1, Screen.H * -0.2)
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fielders.center.target = xy(Center.x, Screen.H * -0.4)
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fielders.right.target = xy(Screen.W * 2, fielders.left.target.y)
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end
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local BatterStartingX <const> = Bases[Home].x - 40
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local BatterStartingY <const> = Bases[Home].y - 3
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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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---@return Runner
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function newRunner()
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local new = {
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x = BatterStartingX - 60,
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y = BatterStartingY + 60,
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nextBase = RightHandedBattersBox,
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prevBase = nil,
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forcedTo = Bases[First],
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}
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runners[#runners + 1] = new
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return new
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end
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---@type Runner | nil
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local batter = newRunner()
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--- "Throws" the ball from its current position to the given destination.
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function throwBall(destX, destY, easingFunc, flyTimeMs, floaty, customBallScaler)
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if not flyTimeMs then
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flyTimeMs = distanceBetween(ball.x, ball.y, destX, destY) * 5
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end
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ball.heldBy = nil
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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, SmallestBallRadius, 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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local PitchAfterSeconds = 7
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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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function pitch()
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catcherThrownBall = false
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currentMode = Modes.batting
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local current = Pitches[math.random(#Pitches)]
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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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ballAnimatorX:reset()
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ballAnimatorY:reset()
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secondsSincePitchAllowed = 0
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end
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local elapsedSec = 0
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local crankChange = 0
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local acceleratedChange
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local BaseHitbox = 13
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--- Returns the base being touched by the runner at (x,y), or nil, if no base is being touched
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function isTouchingBase(x, y)
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for _, base in ipairs(Bases) do
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if distanceBetween(x, y, base.x, base.y) < BaseHitbox then
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return base
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end
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end
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return nil
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end
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local BallCatchHitbox = 3
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function isTouchingBall(x, y)
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local ballDistance = distanceBetween(x, y, ball.x, ball.y)
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return ballDistance < BallCatchHitbox
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end
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local teams <const> = {
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home = {
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score = 0,
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},
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away = {
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score = 0,
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},
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}
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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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---@param base Base
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---@return Runner | nil
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function getRunnerTargeting(base)
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for _, runner in pairs(runners) do
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if runner.nextBase == base then
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return runner
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end
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end
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return nil
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end
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function updateForcedRunners()
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local stillForced = true
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for _, base in ipairs(Bases) do
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local runnerTargetingBase = getRunnerTargeting(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 runnerIndex integer
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function outRunner(runnerIndex)
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outs = outs + 1
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outRunners[#outRunners + 1] = runners[runnerIndex]
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table.remove(runners, runnerIndex)
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updateForcedRunners()
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announcer:say("YOU'RE OUT!")
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if outs == 3 then
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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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fieldersDance()
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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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if battingTeam == teams.home then
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battingTeam = teams.away
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inning = inning + 1
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else
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battingTeam = teams.home
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end
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if gameOver then
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announcer:say("AND THAT'S THE BALL GAME!")
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end
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end)
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end
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end
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-- TODO: Away score
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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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---@return Base[]
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function getForcedOutTargets()
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local targets = {}
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for _, base in ipairs(Bases) do
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local runnerTargetingBase = getRunnerTargeting(base)
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if runnerTargetingBase then
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targets[#targets + 1] = base
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else
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return targets
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end
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end
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return targets
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end
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--- Returns the position,distance of the basest closest to the runner furthest from a base
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---@return Base | nil, number | nil
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function getBaseOfStrandedRunner()
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local farRunnersBase, farDistance
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for _, runner in pairs(runners) do
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local nearestBase, distance = getNearestOf(Bases, runner.x, runner.y, function(base)
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return runner.nextBase == base
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end)
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if farRunnersBase == nil or farDistance < distance then
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farRunnersBase = nearestBase
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farDistance = distance
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end
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end
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return farRunnersBase, farDistance
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end
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--- Returns x,y of the throw target
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---@return number|nil, number|nil
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function getNextThrowTarget()
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-- TODO: Handle missed throws, check for fielders at target, etc.
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local targets = getForcedOutTargets()
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if #targets ~= 0 then
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return targets[#targets].x, targets[#targets].y
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end
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local baseCloseToStrandedRunner = getBaseOfStrandedRunner()
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if baseCloseToStrandedRunner then
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return baseCloseToStrandedRunner.x, baseCloseToStrandedRunner.y
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end
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end
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function tryToThrowOut(thrower)
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local targetX, targetY = getNextThrowTarget()
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if targetX ~= nil and targetY ~= nil then
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local nearestFielder = getNearestOf(fielders, targetX, targetY)
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nearestFielder.target = xy(targetX, targetY)
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if nearestFielder == thrower then
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ball.heldBy = thrower
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else
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throwBall(targetX, targetY, playdate.easingFunctions.linear, nil, true)
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end
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end
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end
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function updateFielders()
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local touchingBaseCache = buildCache(function(runner)
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return isTouchingBase(runner.x, runner.y)
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end)
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for _, fielder in pairs(fielders) do
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-- TODO: Target unforced runners (or their target bases) for tagging
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-- With new Position-based scheme, fielders are now able to set `fielder.target = runner` to track directly
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if fielder.target ~= nil then
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local x, y, distance = normalizeVector(fielder.x, fielder.y, fielder.target.x, fielder.target.y)
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if distance > 1 then
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fielder.x = fielder.x - (x * fielder.speed * deltaSeconds)
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fielder.y = fielder.y - (y * fielder.speed * deltaSeconds)
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else
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fielder.target = nil
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end
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end
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if currentMode == Modes.running and isTouchingBall(fielder.x, fielder.y) then
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-- TODO: Check for double-plays or other available outs.
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local touchedBase = isTouchingBase(fielder.x, fielder.y)
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for i, runner in pairs(runners) do
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if
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( -- 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 ~= touchingBaseCache.get(runner)
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)
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or ( -- Tag out
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not touchingBaseCache.get(runner)
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and distanceBetween(runner.x, runner.y, fielder.x, fielder.y) < TagDistance
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)
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then
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outRunner(i)
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playdate.timer.new(750, function()
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tryToThrowOut(fielder)
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end)
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else
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tryToThrowOut(fielder)
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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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--- Returns true if at least one runner is still moving
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---@return boolean
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function updateRunners(currentRunners)
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local autoRunSpeed = 20 * deltaSeconds
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--autoRunSpeed = 140
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-- TODO: Filter for the runner closest to the currently-held direction button
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local runnerMoved = false
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for runnerIndex, runner in ipairs(currentRunners) do
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local appliedSpeed = crankChange -- TODO: Allow for individual runner control via buttons
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local nearestBase, nearestBaseDistance = getNearestOf(Bases, runner.x, runner.y)
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if
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nearestBaseDistance < 5
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and runner.prevBase
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and runner.nextBase == Bases[Home]
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and nearestBase == Bases[Home]
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then
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score(runnerIndex)
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end
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if runner.nextBase then
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local nb = runner.nextBase
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local x, y, distance = normalizeVector(runner.x, runner.y, nb.x, nb.y)
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if distance > 1 then
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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
|
|
mult = -1
|
|
else
|
|
-- Don't allow running backwards when approaching the plate
|
|
appliedSpeed = 0
|
|
end
|
|
end
|
|
|
|
-- TODO: Also move if forced to 😅
|
|
local autoRun = (nearestBaseDistance > 40 or runner.forcedTo) and mult * autoRunSpeed
|
|
or nearestBaseDistance < 5 and 0
|
|
or (nearestBase == runner.nextBase and autoRunSpeed or -1 * autoRunSpeed)
|
|
mult = autoRun + (appliedSpeed / 20)
|
|
runner.x = runner.x - (x * mult)
|
|
runner.y = runner.y - (y * mult)
|
|
|
|
runnerMoved = runnerMoved or prevX ~= runner.x or prevY ~= runner.y
|
|
else
|
|
runner.nextBase = NextBaseMap[runner.nextBase]
|
|
runner.forcedTo = nil
|
|
end
|
|
end
|
|
end
|
|
|
|
return runnerMoved
|
|
end
|
|
|
|
local ResetFieldersAfterSeconds = 2
|
|
-- TODO: Replace with a timer, repeatedly reset instead of setting to 0
|
|
local secondsSinceLastRunnerMove = 0
|
|
|
|
function init()
|
|
playdate.display.setRefreshRate(50)
|
|
gfx.setBackgroundColor(gfx.kColorWhite)
|
|
playdate.setMenuImage(gfx.image.new("images/game/menu-image.png"))
|
|
resetFielderPositions(true)
|
|
playdate.getSystemMenu():addMenuItem("Restart game", function() end) -- TODO?
|
|
|
|
playdate.timer.new(2000, function()
|
|
throwBall(PitchStartX, PitchStartY, playdate.easingFunctions.linear, nil, false)
|
|
end)
|
|
BootTune:play()
|
|
BootTune:setFinishCallback(function()
|
|
TinnyBackground:play()
|
|
end)
|
|
end
|
|
|
|
local batAngleDeg
|
|
|
|
function updateBatting()
|
|
if ball.y < BallOffscreen then
|
|
ball.y = ballAnimatorY:currentValue() + ballFloatAnimator:currentValue()
|
|
ball.size = SmallestBallRadius -- ballFloatAnimator:currentValue()
|
|
end
|
|
|
|
batAngleDeg = (playdate.getCrankPosition() + CrankOffsetDeg) % 360
|
|
local batAngle = math.rad(batAngleDeg)
|
|
-- TODO: animate bat-flip or something
|
|
batBase.x = batter and (batter.x + BatOffset.x) or 0
|
|
batBase.y = batter and (batter.y + BatOffset.y) or 0
|
|
batTip.x = batBase.x + (BatLength * math.sin(batAngle))
|
|
batTip.y = batBase.y + (BatLength * math.cos(batAngle))
|
|
|
|
if
|
|
acceleratedChange >= 0
|
|
and pointDirectlyUnderLine(ball.x, ball.y, batBase.x, batBase.y, batTip.x, batTip.y, Screen.H)
|
|
then
|
|
BatCrackSound:play()
|
|
currentMode = Modes.running
|
|
local ballAngle = batAngle + math.rad(90)
|
|
|
|
local mult = math.abs(crankChange / 15)
|
|
local ballVelX = mult * 10 * math.sin(ballAngle)
|
|
local ballVelY = mult * 5 * math.cos(ballAngle)
|
|
if ballVelY > 0 then
|
|
ballVelX = ballVelX * -1
|
|
ballVelY = ballVelY * -1
|
|
end
|
|
local ballDestX = ball.x + (ballVelX * HitMult)
|
|
local ballDestY = ball.y + (ballVelY * HitMult)
|
|
-- Hit!
|
|
throwBall(
|
|
ballDestX,
|
|
ballDestY,
|
|
playdate.easingFunctions.outQuint,
|
|
2000,
|
|
nil,
|
|
gfx.animator.new(2000, 9 + (mult * mult * 0.5), SmallestBallRadius, easingHill)
|
|
)
|
|
|
|
fielders.first.target = Bases[First]
|
|
batter.nextBase = Bases[First]
|
|
batter.prevBase = Bases[Home]
|
|
updateForcedRunners()
|
|
batter.forcedTo = Bases[First]
|
|
batter = nil -- Demote batter to a mere runner
|
|
|
|
local chasingFielder = getNearestOf(fielders, ballDestX, ballDestY)
|
|
chasingFielder.target = { x = ballDestX, y = ballDestY }
|
|
end
|
|
end
|
|
|
|
function updateRunning()
|
|
local nonBatterRunners = filter(runners, function(runner)
|
|
return runner ~= batter
|
|
end)
|
|
ball.size = ballSizeAnimator:currentValue()
|
|
if updateRunners(nonBatterRunners) then
|
|
secondsSinceLastRunnerMove = 0
|
|
else
|
|
secondsSinceLastRunnerMove = secondsSinceLastRunnerMove + deltaSeconds
|
|
if secondsSinceLastRunnerMove > ResetFieldersAfterSeconds then
|
|
throwBall(PitchStartX, PitchStartY, playdate.easingFunctions.linear, nil, true)
|
|
resetFielderPositions(false)
|
|
currentMode = Modes.batting
|
|
batter = newRunner()
|
|
end
|
|
end
|
|
end
|
|
|
|
function updateOutRunners()
|
|
for i, runner in ipairs(outRunners) do
|
|
if runner.x < Screen.W + 50 and runner.y < Screen.H + 50 then
|
|
runner.x = runner.x + (deltaSeconds * 25)
|
|
runner.y = runner.y + (deltaSeconds * 25)
|
|
else
|
|
table.remove(outRunners, i)
|
|
end
|
|
end
|
|
end
|
|
|
|
function updateGameState()
|
|
deltaSeconds = playdate.getElapsedTime() or 0
|
|
playdate.resetElapsedTime()
|
|
elapsedSec = elapsedSec + deltaSeconds
|
|
crankChange, acceleratedChange = playdate.getCrankChange() --[[@as number, number]]
|
|
|
|
if ball.heldBy then
|
|
ball.x = ball.heldBy.x
|
|
ball.y = ball.heldBy.y
|
|
else
|
|
ball.x = ballAnimatorX:currentValue()
|
|
ball.y = ballAnimatorY:currentValue() + ballFloatAnimator:currentValue()
|
|
end
|
|
|
|
if currentMode == Modes.batting then
|
|
secondsSincePitchAllowed = secondsSincePitchAllowed + deltaSeconds
|
|
if secondsSincePitchAllowed > 3.5 and not catcherThrownBall then
|
|
throwBall(PitchStartX, PitchStartY, playdate.easingFunctions.linear, nil, true)
|
|
catcherThrownBall = true
|
|
end
|
|
if secondsSincePitchAllowed > PitchAfterSeconds then
|
|
pitch()
|
|
end
|
|
updateBatting()
|
|
updateRunners({ batter })
|
|
elseif currentMode == Modes.running then
|
|
updateRunning()
|
|
end
|
|
|
|
updateFielders()
|
|
updateOutRunners()
|
|
end
|
|
|
|
-- TODO
|
|
function drawMinimap() end
|
|
|
|
function playdate.update()
|
|
playdate.timer.updateTimers()
|
|
|
|
updateGameState()
|
|
gfx.animation.blinker.updateAll()
|
|
|
|
gfx.clear()
|
|
gfx.setColor(gfx.kColorBlack)
|
|
|
|
local offsetX, offsetY = 0, 0
|
|
if ball.x < BallOffscreen then
|
|
offsetX, offsetY = getDrawOffset(Screen.W, Screen.H, ball.x, ball.y)
|
|
gfx.setDrawOffset(offsetX, offsetY)
|
|
end
|
|
|
|
GrassBackground:draw(-400, -240)
|
|
|
|
local fielderDanceHeight = FielderDanceAnimator:currentValue()
|
|
for _, fielder in pairs(fielders) do
|
|
gfx.fillRect(fielder.x, fielder.y - fielderDanceHeight, 14, 25)
|
|
end
|
|
|
|
if currentMode == Modes.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? Change blip speed depending on runner speed?
|
|
for _, runner in pairs(runners) do
|
|
if runner == batter then
|
|
if batAngleDeg > 50 and batAngleDeg < 200 then
|
|
PlayerBack:draw(runner.x, runner.y)
|
|
else
|
|
PlayerSmile:draw(runner.x, runner.y)
|
|
end
|
|
else
|
|
-- TODO? Scale sprites down as y increases
|
|
PlayerImageBlipper:draw(false, runner.x, runner.y)
|
|
end
|
|
end
|
|
for _, runner in pairs(outRunners) do
|
|
PlayerFrown:draw(runner.x, runner.y)
|
|
end
|
|
|
|
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)
|
|
|
|
gfx.setDrawOffset(0, 0)
|
|
if offsetX > 0 or offsetY > 0 then
|
|
drawMinimap()
|
|
end
|
|
drawScoreboard(0, Screen.H * 0.77, teams, outs, battingTeam, inning)
|
|
announcer:draw(Center.x, 10)
|
|
end
|
|
|
|
init()
|