initial commit

This commit is contained in:
assada 2024-05-29 17:38:50 +03:00
commit 85225f7c2d
Signed by: assada
GPG Key ID: D4860A938E541F06
25 changed files with 1405 additions and 0 deletions

1
.gitignore vendored Normal file
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builds/*

6
.vscode/extensions.json vendored Normal file
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{
"recommendations": [
"sumneko.lua",
"jep-a.lua-plus"
]
}

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{
"Lua.runtime.version": "Lua 5.4",
"Lua.diagnostics.disable": ["undefined-global", "lowercase-global"],
"Lua.diagnostics.globals": ["playdate", "import"],
"Lua.runtime.nonstandardSymbol": ["+=", "-=", "*=", "/=", "//=", "%=", "<<=", ">>=", "&=", "|=", "^="],
"Lua.workspace.library": ["$PLAYDATE_SDK_PATH/CoreLibs"],
"Lua.workspace.preloadFileSize": 1000,
}

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{
// See https://go.microsoft.com/fwlink/?LinkId=733558
// for the documentation about the tasks.json format
"version": "2.0.0",
"tasks": [
{
"label": "Invoke Build and Run script",
"type": "shell",
"command": "&",
"windows": {
"args": [
"${workspaceFolder}\\Build and Run (Simulator).ps1",
"-build",
"'${workspaceFolder}\\builds'",
"-source",
"'${workspaceFolder}\\source'",
"-name",
"'${workspaceFolderBasename}'"
],
"options": {
"shell": {
"executable": "powershell.exe"
}
}
},
"linux": {
"command": "${workspaceFolder}/build_and_run.sh",
"args": [
"build"
]
},
"presentation": {
"showReuseMessage": false,
"reveal": "always",
"panel": "shared"
}
},
{
"label": "Invoke Run script",
"type": "shell",
"command": "&",
"windows": {
"args": [
"${workspaceFolder}\\Build and Run (Simulator).ps1",
"-build",
"'${workspaceFolder}\\builds'",
"-source",
"'${workspaceFolder}\\source'",
"-name",
"'${workspaceFolderBasename}'",
"-dontbuild"
],
"options": {
"shell": {
"executable": "powershell.exe"
}
}
},
"linux": {
"command": "${workspaceFolder}/build_and_run.sh",
"args": [
"run"
]
},
"presentation": {
"showReuseMessage": false,
"reveal": "always",
"panel": "shared"
}
},
{
"label": "Build and Run (Simulator)",
"dependsOn": ["Invoke Build and Run script"],
"dependsOrder": "sequence",
"presentation": {
"showReuseMessage": false,
"reveal": "always",
"panel": "shared"
},
"problemMatcher": [],
"group": {
"kind": "build",
"isDefault": true
}
},
{
"label": "Run (Simulator)",
"dependsOn": ["Invoke Run script"],
"dependsOrder": "sequence",
"presentation": {
"showReuseMessage": false,
"reveal": "always",
"panel": "shared"
},
"problemMatcher": [],
"group": {
"kind": "test",
"isDefault": true
}
}
]
}

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README.md Normal file
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# FPV Run

145
build_and_run.sh Executable file
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#!/usr/bin/env bash
export PLAYDATE_SDK_PATH="/home/ut3usw/PlaydateSDK-2.5.0"
# Check for color by variable and tput command
if [[ -z $NOCOLOR && -n $(command -v tput) ]]; then
RED=$(tput setaf 1)
CYN=$(tput setaf 6)
YEL=$(tput setaf 3)
RST=$(tput sgr0)
fi
function display_help() {
printf "%s\n\n" "${0} build|run|-h|--help|"
printf "%-16s\n" "build: Builds the project and runs the Simulator"
printf "%-16s\n" "run : Skips building the project and runs the Simulator"
printf "\n"
printf "%s\n\n" "Set NOCOLOR=1 to disable terminal coloring"
exit 0
}
# We don't need fancy flags/operators for two commands
case $1 in
"build")
BUILD=1
;;
"run")
BUILD=0
;;
*)
display_help
exit 1
;;
esac
# Set some paths
BUILD_DIR="./builds"
SOURCE_DIR="./source"
PDX_PATH="${BUILD_DIR}/$(basename $(pwd)).pdx"
# Logging functions
function log() {
printf "%s\n" "${CYN}>> $1${RST}"
}
function log_warn() {
printf "%s\n" "${YEL}>! $1${RST}"
}
function log_err() {
printf "%s\n >> %s\n" "${RED}!! ERROR !!" "$1${RST}"
}
function check_pdxinfo() {
if [[ -f ./source/pdxinfo ]]; then
if grep "com.organization.package" ./source/pdxinfo 2>&1 >/dev/null; then
log_warn "PDXINFO NOTICE:"
log_warn "Don't forget to change your unique project info in 'source/pdxinfo': 'bundleID', 'name', 'author', 'description'."
log_warn "It's critical to change your game bundleID, so there will be no collisions with other games, installed via sideload."
log_warn "Read more about pdxinfo here: https://sdk.play.date/Inside%20Playdate.html#pdxinfo"
fi
fi
}
function chk_err() {
# Check for errors in last process and bail if needed
if [[ $? > 0 ]]; then
log_err "There was an issue with the previous command; exiting!"
exit 1
fi
}
function check_close_sim() {
# Check if we have 'pidof'
PIDOF=$(command -v pidof2)
# Prefer 'pidof'; use ps if not
if [[ -n $PIDOF ]]; then
SIMPID=$($PIDOF "PlaydateSimulator")
if [[ -n $SIMPID ]]; then
log "Found existing Simulator, closing..."
kill -9 $SIMPID
chk_err
fi
else
SIMPID=$(ps aux | grep PlaydateSimulator | grep -v grep | awk '{print $2}')
if [[ -n $SIMPID ]]; then
log "Found existing Simulator, closing..."
kill -9 $SIMPID
chk_err
fi
fi
}
# Create build dir
function make_build_dir() {
if [[ ! -d "${BUILD_DIR}" ]]; then
log "Creating build directory..."
mkdir -p "${BUILD_DIR}"
chk_err
fi
}
# Clean build dir
function clean_build_dir() {
if [[ -d "${BUILD_DIR}" ]]; then
log "Cleaning build directory..."
rm -rfv "${BUILD_DIR}/*"
chk_err
fi
}
# Compile the PDX
function build_pdx() {
if [[ $BUILD == 1 ]]; then
log "Building PDX with 'pdc'..."
$PLAYDATE_SDK_PATH/bin/pdc -sdkpath "${PLAYDATE_SDK_PATH}" "${SOURCE_DIR}" "${PDX_PATH}"
chk_err
fi
}
# Run the PDX with Simulator
function run_pdx() {
if [[ -d "${PDX_PATH}" ]]; then
log "Running PDX with Simulator..."
$PLAYDATE_SDK_PATH/bin/PlaydateSimulator "${PDX_PATH}"
else
log_err "PDX doesn't exist! Please 'build' the project first!"
fi
}
#### MAIN SCRIPT ####
if [[ $BUILD == 1 ]]; then
log "Attempting a build and run of PDX..."
make_build_dir
clean_build_dir
check_pdxinfo
build_pdx
check_close_sim
run_pdx
else
log "Attempting to run PDX: ${PDX_PATH}..."
check_close_sim
run_pdx
fi

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local pd <const> = playdate
local gfx <const> = playdate.graphics
class("BackGround").extends()
function BackGround:init(x, y)
gfx.sprite.setBackgroundDrawingCallback(
function (x, y, width, height)
local groundImage = playdate.graphics.image.new("sprites/bg")
gfx.setClipRect(x, y, width, height)
groundImage:draw(0,0)
gfx.clearClipRect()
end
)
end

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class("Ground").extends(playdate.graphics.sprite)
function Ground:init(x, y, player)
local groundImage = playdate.graphics.image.new("sprites/groundFin")
Ground.super.init(self, groundImage)
self:moveTo(x, y)
self:setZIndex(100)
self:setTag(3)
self:setCollideRect(0, 28, 800, 10)
Ground.moveSpeed = 2
Ground.player = player
end
function Ground:setMoveSpeed(speed)
Ground.moveSpeed = speed
end
function Ground:update()
if Ground.player.isMovingRight() == false then
Ground.moveSpeed = 0.2
else
Ground.moveSpeed = 1
end
if self.x <= 0 then
self:moveWithCollisions(400, self.y)
end
self:moveWithCollisions(self.x-Ground.moveSpeed, self.y)
end

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local pd <const> = playdate
local gfx <const> = playdate.graphics
import "player"
import "ground"
import "backgroundSprite"
class("Level").extends()
-- This function relies on the use of timers, so the timer core library
-- must be imported, and updateTimers() must be called in the update loop
local function screenShake(shakeTime, shakeMagnitude)
-- Creating a value timer that goes from shakeMagnitude to 0, over
-- the course of 'shakeTime' milliseconds
local shakeTimer = playdate.timer.new(shakeTime, shakeMagnitude, 0)
-- Every frame when the timer is active, we shake the screen
shakeTimer.updateCallback = function(timer)
-- Using the timer value, so the shaking magnitude
-- gradually decreases over time
local magnitude = math.floor(timer.value)
local shakeX = math.random(-magnitude, magnitude)
local shakeY = math.random(-magnitude, magnitude)
playdate.display.setOffset(shakeX, shakeY)
end
-- Resetting the display offset at the end of the screen shake
shakeTimer.timerEndedCallback = function()
playdate.display.setOffset(0, 0)
end
end
function Level:init()
player = Player(30, 30)
player:add()
ground = Ground(400, 225, player)
ground:add()
BackGround()
local fp = playdate.sound.fileplayer.new( "audio/war" )
local hello = playdate.sound.fileplayer.new( "audio/hello" )
hello:play(1)
fp:setVolume(0.7)
fp:play(0)
Level.telemLostSound = playdate.sound.fileplayer.new( "audio/telemko" )
Level.telemLostSoundPlayed = false
end
function Level:update()
if player.isDead() then
if not Level.telemLostSoundPlayed then
Level.telemLostSound:play(1)
Level.telemLostSoundPlayed = true
screenShake(500, 5)
end
gfx.drawText("Telemetry Lost", 100, 110)
end
local bat = player.getBat()
bat = math.floor(bat/100)
gfx.drawText("Bat: " .. bat, 10, 215)
-- gfx.drawText("Dis: " .. player.dischargeRate, 100, 215)
end

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-----------------------------------------------
--- Sprite class extension with support of ---
--- imagetables and finite state machine, ---
--- with json configuration and autoplay. ---
--- By @Whitebrim git.brim.ml ---
-----------------------------------------------
-- You can find examples and docs at https://github.com/Whitebrim/AnimatedSprite/wiki
-- Comments use EmmyLua style
import 'CoreLibs/object'
import 'CoreLibs/sprites'
local gfx <const> = playdate.graphics
local function emptyFunc()end
class("AnimatedSprite").extends(gfx.sprite)
---@param imagetable table|string actual imagetable or path
---@param states? table If provided, calls `setStates(states)` after initialisation
---@param animate? boolean If `True`, then the animation of default state will start after initialisation. Default: `False`
function AnimatedSprite.new(imagetable, states, animate)
return AnimatedSprite(imagetable, states, animate)
end
function AnimatedSprite:init(imagetable, states, animate)
AnimatedSprite.super.init(self)
---@type table
if (type(imagetable) == "string") then
imagetable = gfx.imagetable.new(imagetable)
end
self.imagetable = imagetable
assert(self.imagetable, "Imagetable is nil. Check if it was loaded correctly.")
self:add()
self.globalFlip = gfx.kImageUnflipped
self.defaultState = "default"
self.states = {
default = {
name = "default",
---@type integer|string
firstFrameIndex = 1,
framesCount = #self.imagetable,
animationStartingFrame = 1,
tickStep = 1,
frameStep = 1,
reverse = false,
---@type boolean|integer
loop = true,
yoyo = false,
flip = gfx.kImageUnflipped,
xScale = 1,
yScale = 1,
nextAnimation = nil,
onFrameChangedEvent = emptyFunc,
onStateChangedEvent = emptyFunc,
onLoopFinishedEvent = emptyFunc,
onAnimationEndEvent = emptyFunc
}
}
self._enabled = false
self._currentFrame = 0 -- purposely
self._ticks = 1
self._previousTicks = 1
self._loopsFinished = 0
self._currentYoyoDirection = true
if (states) then
self:setStates(states)
end
if (animate) then
self:playAnimation()
end
end
local function drawFrame(self)
local state = self.states[self.currentState]
self:setImage(self._image, state.flip ~ self.globalFlip, state.xScale, state.yScale)
end
local function setImage(self)
local frames = self.states[self.currentState].frames
if (frames) then
self._image = self.imagetable[frames[self._currentFrame]]
else
self._image = self.imagetable[self._currentFrame]
end
end
---Start/resume the animation
---If `currentState` is nil then `defaultState` will be choosen as current
function AnimatedSprite:playAnimation()
local state = self.states[self.currentState]
if (type(self.currentState) == 'nil') then
self.currentState = self.defaultState
state = self.states[self.currentState]
self._currentFrame = state.animationStartingFrame + state.firstFrameIndex - 1
end
if (self._currentFrame == 0) then
self._currentFrame = state.animationStartingFrame + state.firstFrameIndex - 1
end
self._enabled = true
self._previousTicks = self._ticks
setImage(self)
drawFrame(self)
if (state.framesCount == 1) then
self._loopsFinished += 1
state.onFrameChangedEvent(self)
state.onLoopFinishedEvent(self)
else
state.onFrameChangedEvent(self)
end
end
---Stop the animation without resetting
function AnimatedSprite:pauseAnimation()
self._enabled = false
end
---Play the animation without resetting
function AnimatedSprite:resumeAnimation()
self._enabled = true
end
---Play/Pause animation based on current state
function AnimatedSprite:toggleAnimation()
if (self._enabled) then
self:pauseAnimation()
else
self:resumeAnimation()
end
end
---Stop and reset the animation
---After calling `playAnimation` the animation will start from `defaultState`
function AnimatedSprite:stopAnimation()
self:pauseAnimation()
self.currentState = nil
self._currentFrame = 0 -- purposely
self._ticks = 1
self._previousTicks = self._ticks
self._loopsFinished = 0
self._currentYoyoDirection = true
end
local function addState(self, params)
assert(params.name, "The animation state is unnamed!")
if (self.defaultState == "default") then
self.defaultState = params.name -- Init first added state as default
end
self.states[params.name] = {}
local state = self.states[params.name]
setmetatable(state, {__index = self.states.default})
params = params or {}
state.name = params.name
if (params.frames ~= nil) then
state["frames"] = params.frames -- Custom animation for non-sequential frames from the imagetable
params.firstFrameIndex = 1
params.framesCount = #params.frames
end
if (type(params.firstFrameIndex) == "string") then
local thatState = self.states[params.firstFrameIndex]
state["firstFrameIndex"] = thatState.firstFrameIndex + thatState.framesCount
else
state["firstFrameIndex"] = params.firstFrameIndex -- index in the imagetable for the firstFrame
end
state["framesCount"] = params.framesCount and params.framesCount or (self.states.default.framesCount - state.firstFrameIndex + 1) -- This state frames count
state["nextAnimation"] = params.nextAnimation -- Animation to switch to after this finishes
if (params.nextAnimation == nil) then
state["loop"] = params.loop -- You can put in number of loops or true for endless loop
else
state["loop"] = params.loop or false
end
state["reverse"] = params.reverse -- You can reverse animation sequence
state["animationStartingFrame"] = params.animationStartingFrame or (state.reverse and state.framesCount or 1) -- Frame to start the animation from
state["tickStep"] = params.tickStep -- Speed of animation (2 = every second frame)
state["frameStep"] = params.frameStep -- Number of images to skip on next frame
state["yoyo"] = params.yoyo -- Ping-pong animation (from 1 to n to 1 to n)
state["flip"] = params.flip -- You can set up flip mode, read Playdate SDK Docs for more info
state["xScale"] = params.xScale -- Optional scale for horizontal axis
state["yScale"] = params.yScale -- Optional scale for vertical axis
state["onFrameChangedEvent"] = params.onFrameChangedEvent -- Event that will be raised when animation moves to the next frame
state["onStateChangedEvent"] = params.onStateChangedEvent -- Event that will be raised when animation state changes
state["onLoopFinishedEvent"] = params.onLoopFinishedEvent -- Event that will be raised when animation changes to the final frame
state["onAnimationEndEvent"] = params.onAnimationEndEvent -- Event that will be raised after animation in this state ends
return state
end
---Parse `json` file with animation configuration
---@param path string Path to the file
---@return table config You can use it in `setStates(states)`
function AnimatedSprite.loadStates(path)
return assert(json.decodeFile(path), "Requested JSON parse failed. Path: " .. path)
end
---Get imagetable's frame index that is currently displayed
---@return integer index Current frame index
function AnimatedSprite:getCurrentFrameIndex()
if (self.currentState and self.states[self.currentState].frames) then
return self.states[self.currentState].frames[self._currentFrame]
else
return self._currentFrame
end
end
---Get the current frame's local index in the state
---I.e. 1, 2, 3, N, where N = number of frames in this state
---Also works if `frames` property was provided
---@return integer index Current frame local index
function AnimatedSprite:getCurrentFrameLocalIndex()
return self.currentFrame - self.states[self.currentState].firstFrameIndex + 1
end
---Get reference to the current state
---@return table state Reference to the current state
function AnimatedSprite:getCurrentState()
return self.states[self.currentState]
end
---Get reference to the current states
---@return table states Reference to the current states
function AnimatedSprite:getLocalStates()
return self.states
end
---Get copy of the states
---@return table states Deepcopy of the current states
function AnimatedSprite:copyLocalStates()
return table.deepcopy(self.states)
end
---Add all states from the `states` to the current state machine (overwrites values in case of conflicts)
---@param states table State machine state list, you can get one by calling `loadStates`
---@param animate? boolean If `True`, then the animation of default/current state will start immediately after. Default: `False`
---@param defaultState? string If provided, changes default state
function AnimatedSprite:setStates(states, animate, defaultState)
local statesCount = #states
local function proceedState(state)
if (state.name ~= "default") then
addState(self, state)
else
local default = self.states.default
for key, value in pairs(state) do
default[key] = value
end
end
end
if (statesCount == 0) then
proceedState(states)
if (defaultState) then
self.defaultState = defaultState
end
if (animate) then
self:playAnimation()
end
return
end
for i = 1, statesCount do
proceedState(states[i])
end
if (defaultState) then
self.defaultState = defaultState
end
if (animate) then
self:playAnimation()
end
end
---Add new state to the state machine
---@param name string Name of the state, should be unique, used as id
---@param startFrame? integer Index of the first frame in the imagetable (starts from 1). Default: `1` (from states.default)
---@param endFrame? integer Index of the last frame in the imagetable. Default: last frame (from states.default)
---@param params? table See examples
---@param animate? boolean If `True`, then the animation of this state will start immediately after. Default: `False`
function AnimatedSprite:addState(name, startFrame, endFrame, params, animate)
params = params or {}
params.firstFrameIndex = startFrame or 1
params.framesCount = endFrame and (endFrame - params.firstFrameIndex + 1) or nil
params.name = name
addState(self, params)
if (animate) then
self.currentState = name
self:playAnimation()
end
return {
asDefault = function ()
self.defaultState = name
end
}
end
---Change current state to an existing state
---@param name string New state name
---@param play? boolean If new animation should be played right away. Default: `True`
function AnimatedSprite:changeState(name, play)
if (name == self.currentState) then
return
end
play = type(play) == "nil" and true or play
local state = self.states[name]
assert (state, "There's no state named \""..name.."\".")
self.currentState = name
self._currentFrame = 0 -- purposely
self._loopsFinished = 0
self._currentYoyoDirection = true
state.onStateChangedEvent(self)
if (play) then
self:playAnimation()
end
end
---Change current state to an existing state and start from selected frame
---If new state is the same as current state, nothing will change
---@param name string New state name
---@param frameIndex integer Local frame index of this state. Indexing starts from 1. Default: `1`
---@param play? boolean If new animation should be played right away. Default: `True`
function AnimatedSprite:changeStateAndSelectFrame(name, frameIndex, play)
if (name == self.currentState) then
return
end
play = type(play) == "nil" and true or play
frameIndex = frameIndex or 1
local state = self.states[name]
assert (state, "There's no state named \""..name.."\".")
self.currentState = name
self._currentFrame = state.firstFrameIndex + frameIndex - 1
self._loopsFinished = 0
self._currentYoyoDirection = true
state.onStateChangedEvent(self)
if (play) then
self:playAnimation()
end
end
---Force animation state machine to switch to the next state
---@param instant? boolean If `False` change will be performed after the final frame of this loop iteration. Default: `True`
---@param state? string Name of the state to change to. If not provided, animator will try to change to the next animation, else stop the animation
function AnimatedSprite:forceNextAnimation(instant, state)
instant = type(instant) == "nil" and true or instant
local currentState = self.states[self.currentState]
self.forcedState = state
if (instant) then
self.forcedSwitchOnLoop = nil
currentState.onAnimationEndEvent(self)
if (currentState.name == self.currentState) then -- If state was not changed during the event then proceed
if (type(self.forcedState) == "string") then
self:changeState(self.forcedState)
self.forcedState = nil
elseif (currentState.nextAnimation) then
self:changeState(currentState.nextAnimation)
else
self:stopAnimation()
end
end
else
self.forcedSwitchOnLoop = self._loopsFinished + 1
end
end
---Set default state
---@param name string Name of an existing state
function AnimatedSprite:setDefaultState(name)
assert (self.states[name], "State name is nil.")
self.defaultState = name
end
---Print all states from this state machine to the console for debug purposes
function AnimatedSprite:printAllStates()
printTable(self.states)
end
---Procees the animation to the next step without redrawing the sprite
local function processAnimation(self)
local state = self.states[self.currentState]
local function changeFrame(value)
value += state.firstFrameIndex
self._currentFrame = value
state.onFrameChangedEvent(self)
end
local reverse = state.reverse
local frame = self._currentFrame - state.firstFrameIndex
local framesCount = state.framesCount
local frameStep = state.frameStep
if (self._currentFrame == 0) then -- true only after changing state
self._currentFrame = state.animationStartingFrame + state.firstFrameIndex - 1
if (framesCount == 1) then
self._loopsFinished += 1
state.onFrameChangedEvent(self)
state.onLoopFinishedEvent(self)
return
else
state.onFrameChangedEvent(self)
end
setImage(self)
return
end
if (framesCount == 1) then -- if this state is only 1 frame long
self._loopsFinished += 1
state.onFrameChangedEvent(self)
state.onLoopFinishedEvent(self)
return
end
if (state.yoyo) then
if (reverse ~= self._currentYoyoDirection) then
if (frame + frameStep + 1 < framesCount) then
changeFrame(frame + frameStep)
else
if (frame ~= framesCount - 1) then
self._loopsFinished += 1
changeFrame(2 * framesCount - frame - frameStep - 2)
state.onLoopFinishedEvent(self)
else
changeFrame(2 * framesCount - frame - frameStep - 2)
end
self._currentYoyoDirection = not self._currentYoyoDirection
end
else
if (frame - frameStep > 0) then
changeFrame(frame - frameStep)
else
if (frame ~= 0) then
self._loopsFinished += 1
changeFrame(frameStep - frame)
state.onLoopFinishedEvent(self)
else
changeFrame(frameStep - frame)
end
self._currentYoyoDirection = not self._currentYoyoDirection
end
end
else
if (reverse) then
if (frame - frameStep > 0) then
changeFrame(frame - frameStep)
else
if (frame ~= 0) then
self._loopsFinished += 1
changeFrame((frame - frameStep) % framesCount)
state.onLoopFinishedEvent(self)
else
changeFrame((frame - frameStep) % framesCount)
end
end
else
if (frame + frameStep + 1 < framesCount) then
changeFrame(frame + frameStep)
else
if (frame ~= framesCount - 1) then
self._loopsFinished += 1
changeFrame((frame + frameStep) % framesCount)
state.onLoopFinishedEvent(self)
else
changeFrame((frame + frameStep) % framesCount)
end
end
end
end
setImage(self)
end
---Called by default in the `:update()` function.
---Must be called once per frame if you overwrite `:update()`.
---Invoke manually to move the animation to the next frame.
function AnimatedSprite:updateAnimation()
if (self._enabled) then
self._ticks += 1
if ((self._ticks - self._previousTicks) >= self.states[self.currentState].tickStep) then
local state = self.states[self.currentState]
local loop = state.loop
local loopsFinished = self._loopsFinished
if (type(loop) == "number" and loop <= loopsFinished or
type(loop) == "boolean" and not loop and loopsFinished >= 1 or
self.forcedSwitchOnLoop == loopsFinished) then
self:forceNextAnimation(true)
return
end
processAnimation(self)
drawFrame(self)
self._previousTicks += state.tickStep
end
end
end
function AnimatedSprite:update()
self:updateAnimation()
end

55
source/main.lua Normal file
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-- CoreLibs
import "CoreLibs/object"
import "CoreLibs/graphics"
import "CoreLibs/sprites"
import "CoreLibs/timer"
import "CoreLibs/crank"
local pd <const> = playdate
local gfx <const> = pd.graphics
TAGS = {
Pickup = 1,
Player = 2,
Hazard = 3
}
Z_INDEXES = {
Ground = 100,
Pickup = 50,
Player = 20
}
local font = gfx.font.new('font/Mini Sans 2X')
gfx.setFont(font)
-- Libraries
import "lib/AnimatedSprite"
playdate.display.setRefreshRate(50)
-- Game
import "level"
level = nil
local function initialize()
-- Make it different, every time!
math.randomseed(playdate.getSecondsSinceEpoch())
-- Init all the things!
level = Level()
playdate.resetElapsedTime()
end
initialize()
function pd.update()
gfx.sprite.update()
pd.timer.updateTimers()
pd.drawFPS(10,0)
if level then
level.update()
end
end

0
source/menu.lua Normal file
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6
source/pdxinfo Normal file
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name=FPVRun
author=ut3usw
description=My first game
bundleID=com.ut3usw.fpv
version=0.0.1
buildNumber=1

189
source/player.lua Normal file
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local pd <const> = playdate
local gfx <const> = playdate.graphics
class('Player').extends(AnimatedSprite)
function Player:init(x, y, gameManager)
self.gameManager = gameManager
local playerImageTable = gfx.imagetable.new("sprites/player-table-48-48")
Player.super.init(self, playerImageTable)
self:addState("run", 8,14, {tickStep = 2})
self:addState("up", 1,7, {tickStep = 6})
self:addState("down", 1,7, {tickStep = 6})
self:addState("boom", 15,21, {tickStep = 10, loop = false})
self:setDefaultState("down")
self:playAnimation()
-- Sprite properties
self:moveTo(x, y)
self:setZIndex(10)
self:setCollideRect(3, 19, 63, 33)
self:setTag(1)
self:changeState("down")
-- Physics properties
self.xVelocity = 0
self.yVelocity = 0
self.maxXSpeed = 2
self.maxYSpeed = 5
self.fallSpeed = 0.4
-- Player State
self.touchingGround = false
self.touchingCeiling = false
self.touchingWall = false
Player.dead = false
Player.bat = 10000
Player.dischargeRate = 1
self.cantDown = false
Player.moveRight = false
end
function Player:handleGroundInput(state)
if Player.bat <= 0 or Player.dead then
return
end
local change, acceleratedChange = playdate.getCrankChange()
if pd.buttonJustReleased(pd.kButtonLeft) or pd.buttonJustReleased(pd.kButtonRight) then
self.cantDown = false
end
if pd.buttonIsPressed(pd.kButtonLeft) then
self:changeToRunState("left")
self.cantDown = true
Player.moveRight = false
elseif pd.buttonIsPressed(pd.kButtonRight) then
self:changeToRunState("right")
self.cantDown = true
Player.moveRight = true
end
if change ~= 0 then
local force = 0.01
if change > 0 then
self:changeState("up")
else
self:changeState("down")
force = 0.05
end
self.yVelocity = self.yVelocity - acceleratedChange * force
elseif self.cantDown == false then
self.cantDown = false
self:changeToDownState()
else
self.yVelocity = self.fallSpeed
end
end
function Player:changeToDownState()
Player.moveRight = false
self.yVelocity = self.fallSpeed
self.xVelocity = 0
self:changeState("down")
end
function Player:changeToRunState(direction)
if direction == "left" then
self.xVelocity = -self.maxXSpeed
self.globalFlip = 1
self:changeState("run")
elseif direction == "right" then
self.xVelocity = self.maxXSpeed
self.globalFlip = 0
self:changeState("run")
end
end
function Player:handleMovementAndCollisions()
local _, _, collisions, length = self:moveWithCollisions(self.x + self.xVelocity, self.y + self.yVelocity)
self.touchingGround = false
self.touchingCeiling = false
self.touchingWall = false
for i=1,length do
local collision = collisions[i]
local collisionType = collision.type
local collisionObject = collision.other
local collisionTag = collisionObject:getTag()
if collisionType == gfx.sprite.kCollisionTypeSlide then
if collision.normal.y == -1 then
self.touchingGround = true
elseif collision.normal.y == 1 then
self.touchingCeiling = true
end
if collision.normal.x ~= 0 then
self.touchingWall = true
end
end
if collisionTag == 3 then
Player.dead = true
self:changeState("boom")
-- elseif collisionTag == TAGS.Pickup then
-- collisionObject:pickUp(self)
end
end
end
function Player:isMovingRight()
return Player.moveRight
end
function Player:isDead()
return Player.dead
end
function Player:getBat()
return Player.bat
end
function Player:handleDischarge(state)
if Player.dead then
return
end
if Player.bat <= 0 then
Player.bat = 0
self.fallSpeed = 2
self:changeToDownState()
end
if state == "run" then
Player.dischargeRate = 5
elseif state == "up" then
Player.dischargeRate = 10
else
Player.dischargeRate = 1
end
Player.bat = Player.bat - Player.dischargeRate
end
function Player:update()
self:updateAnimation()
if Player.dead then
return
end
local state = self:getCurrentState()["name"]
self:handleDischarge(state)
self:handleGroundInput(state)
self:handleMovementAndCollisions()
end

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