cleanup: QOL improvements — gitignore, Tags constants, remove debug artifacts
- Add .DS_Store, unused/, .vscode/settings.json to .gitignore - Add .editorconfig (tabs for Lua, LF, UTF-8) - Fix duplicate submodule entry in .gitmodules - Add Tags table (player, tank, ground, granade, ammoCrate) — replace magic numbers - Add SCREEN_W/SCREEN_H constants - Fix leaked global variable `c` in Game.lua - Remove Noble.showFPS = true from BomberScene - Remove debug print() calls from granade, enemy, BomberScene - Fix clean_build_dir glob bug in both build scripts - Make PLAYDATE_SDK_PATH configurable via env var
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@@ -36,6 +36,17 @@ CollideGroups = {
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granade = 6
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}
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Tags = {
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player = 1,
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tank = 2,
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ground = 3,
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granade = 154,
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ammoCrate = 155,
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}
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SCREEN_W = 400
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SCREEN_H = 240
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Maps = {
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{
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id = 1,
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@@ -142,7 +142,7 @@ function scene:update()
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Noble.GameData.set("money", Noble.GameData.get("money") + reward)
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message = "You did it! +$" .. reward
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end
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c = notify(message, function()
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local c = notify(message, function()
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Noble.transition(DroneCardSelector)
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c:remove()
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end)
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@@ -104,7 +104,6 @@ scene.inputHandler = {
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return
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end
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print("AButtonDown")
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if not scene.grenadeCooldown then
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Granade(scene.crosshair.x, scene.crosshair.y)
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scene.grenadeCooldown = true
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@@ -144,13 +143,13 @@ end
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function scene:start()
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scene.super.start(self)
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self.optionsMenu:addMenuItem("Main Menu", function() Noble.transition(Menu) end)
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Noble.showFPS = true
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Noble.showFPS = false
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end
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function scene:hasActiveGrenades()
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local sprites = playdate.graphics.sprite.getAllSprites()
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for i = 1, #sprites do
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if sprites[i]:getTag() == 154 then
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if sprites[i]:getTag() == Tags.granade then
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return true
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end
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end
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@@ -11,7 +11,7 @@ function AmmoCrate:init(x, y)
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self:setGroups(CollideGroups.props)
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self:setCollidesWithGroups({ CollideGroups.granade })
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self:setCollideRect(0, 0, self.crateSize, self.crateSize)
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self:setTag(155)
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self:setTag(Tags.ammoCrate)
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self.removed = false
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self.bonusGrenades = 3
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@@ -30,7 +30,7 @@ function AmmoCrate:update()
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local _, _, collisions, count = self:checkCollisions(self.x, self.y)
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if count > 0 then
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for i, collision in ipairs(collisions) do
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if collision.other:getTag() == 154 and collision.other.currentRadius <= 0.05 then
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if collision.other:getTag() == Tags.granade and collision.other.currentRadius <= 0.05 then
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self:pickup()
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return
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end
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@@ -65,8 +65,7 @@ function Enemy:update()
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if numberOfCollisions > 0 then
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for i, collision in ipairs(collisions) do
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if collision.other:getTag() == 154 and collision.other.currentRadius <= 0.05 and not self.isDying then
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print("Collision with granade")
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if collision.other:getTag() == Tags.granade and collision.other.currentRadius <= 0.05 and not self.isDying then
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self:setImage(self.deadImage)
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self.hitSound:play()
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self:applyExplosionForce(collision.other.x, collision.other.y)
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@@ -74,9 +73,8 @@ function Enemy:update()
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end
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end
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if self.y > 240 + 10 then
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if self.y > SCREEN_H + 10 then
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if not self.removed then
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print("Removing enemy")
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self:remove()
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self:superRemove()
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self.removed = true
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@@ -23,7 +23,7 @@ function Granade:init(x, y)
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self:setSize(size, size)
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self:moveTo(x, y)
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self:setZIndex(10)
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self:setTag(154)
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self:setTag(Tags.granade)
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self:setCenter(0.5, 0.5)
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self:setGroups(CollideGroups.granade)
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self:setCollidesWithGroups({
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@@ -31,8 +31,6 @@ function Granade:init(x, y)
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})
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self:setCollideRect(0, 0, self:getSize())
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print("Granade init")
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print(self.x, self.y)
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self:add(x, y)
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self:markDirty()
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end
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@@ -56,7 +54,6 @@ function Granade:update()
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self.currentRadius = self.currentRadius - self.shrinkRate
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if self.currentRadius <= 0 then
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print("Granade deactivated")
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self.isActive = false
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local particleB = ParticlePoly(self.x, self.y)
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particleB:setThickness(1)
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@@ -30,7 +30,7 @@ function Player:init(x, y)
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CollideGroups.wall
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})
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self:setCollideRect(3, 19, 60, 33)
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self:setTag(1)
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self:setTag(Tags.player)
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-- Physics properties
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self.fallSpeed = 0.05
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@@ -188,13 +188,13 @@ function Player:handleMovementAndCollisions()
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end
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end
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if collisionTag == 3 then -- Ground
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if collisionTag == Tags.ground then
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self:boom()
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return
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elseif collisionTag == 154 then -- Baleba
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elseif collisionTag == Tags.granade then
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self:boom(collisionObject)
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return
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elseif collisionTag == 2 then -- Tank
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elseif collisionTag == Tags.tank then
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self:boom()
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BigBoom()
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@@ -10,7 +10,7 @@ function Tank:init(x, y, ground)
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-- Collision properties
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self:setZIndex(ZIndex.enemy)
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self:setTag(2)
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self:setTag(Tags.tank)
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self:setCollideRect(4, 56, 147, 65)
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self:setGroups(CollideGroups.enemy)
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self:setCollidesWithGroups(
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