inertia and refactor

This commit is contained in:
2024-06-03 00:31:15 +03:00
parent 3ca6427583
commit 4f6d0a6c24
9 changed files with 94 additions and 54 deletions

View File

@@ -45,6 +45,8 @@ end
function scene:start()
scene.super.start(self)
playdate.ui.crankIndicator:draw() -- not sure why this is not working
self.optionsMenu:addMenuItem("Main Menu", function() Noble.transition(Menu) end)
Noble.showFPS = true
end
@@ -52,22 +54,22 @@ end
function scene:spawnBaleba()
local balebaCount = #scene.balebas
if balebaCount >= 6 then
scene.balebaSpawner:remove()
return
end
scene.balebas[balebaCount + 1] = Baleba(math.random(410, 900), math.random(10, 210), scene.player, true)
return scene.balebas[balebaCount + 1]
--scene.balebas[balebaCount + 1] = Baleba(math.random(410, 900), math.random(10, 210), scene.player, true)
end
function scene:enter()
scene.super.enter(self)
scene.player = Player(150, 100)
scene.ground = Ground(0, 225, scene.player)
scene.balebaSpawner.timerEndedCallback = function()
--scene.balebas[k] = scene:spawnBaleba()
scene:spawnBaleba()
end
for i = 1, 3 do
@@ -107,7 +109,11 @@ function scene:update()
playdate.timer.performAfterDelay(4000, function()
scene.resultShowed = true
c = notify("Nice", function()
local message = "You failed!"
if scene.player.targetDone then
message = "You did it!"
end
c = notify(message, function()
Noble.transition(Menu)
c:remove()
end)