diff --git a/source/assets/sprites/backgrounds/bomber.png b/source/assets/sprites/backgrounds/bomber.png new file mode 100644 index 0000000..02dde12 Binary files /dev/null and b/source/assets/sprites/backgrounds/bomber.png differ diff --git a/source/assets/sprites/bg1.png b/source/assets/sprites/backgrounds/fpv.png similarity index 100% rename from source/assets/sprites/bg1.png rename to source/assets/sprites/backgrounds/fpv.png diff --git a/source/assets/sprites/bg2.png b/source/assets/sprites/bg2.png deleted file mode 100644 index 3686d6e..0000000 Binary files a/source/assets/sprites/bg2.png and /dev/null differ diff --git a/source/assets/sprites/boomSplash1.png b/source/assets/sprites/bomber/boom_splash_1.png similarity index 100% rename from source/assets/sprites/boomSplash1.png rename to source/assets/sprites/bomber/boom_splash_1.png diff --git a/source/assets/sprites/boomSplash2.png b/source/assets/sprites/bomber/boom_splash_2.png similarity index 100% rename from source/assets/sprites/boomSplash2.png rename to source/assets/sprites/bomber/boom_splash_2.png diff --git a/source/assets/sprites/enemy1.png b/source/assets/sprites/bomber/enemy_alive_1.png similarity index 100% rename from source/assets/sprites/enemy1.png rename to source/assets/sprites/bomber/enemy_alive_1.png diff --git a/source/assets/sprites/enemy_2.png b/source/assets/sprites/bomber/enemy_alive_2.png similarity index 100% rename from source/assets/sprites/enemy_2.png rename to source/assets/sprites/bomber/enemy_alive_2.png diff --git a/source/assets/sprites/enemy1_3.png b/source/assets/sprites/bomber/enemy_dead.png similarity index 100% rename from source/assets/sprites/enemy1_3.png rename to source/assets/sprites/bomber/enemy_dead.png diff --git a/source/assets/sprites/groundFin.png b/source/assets/sprites/ground_1.png similarity index 100% rename from source/assets/sprites/groundFin.png rename to source/assets/sprites/ground_1.png diff --git a/source/assets/sprites/ground_2.png b/source/assets/sprites/ground_2.png new file mode 100644 index 0000000..20affb8 Binary files /dev/null and b/source/assets/sprites/ground_2.png differ diff --git a/source/assets/sprites/targets/btr.png b/source/assets/sprites/targets/btr.png new file mode 100644 index 0000000..67b3748 Binary files /dev/null and b/source/assets/sprites/targets/btr.png differ diff --git a/source/assets/sprites/targets/btr_dead.png b/source/assets/sprites/targets/btr_dead.png new file mode 100644 index 0000000..e4a9aa7 Binary files /dev/null and b/source/assets/sprites/targets/btr_dead.png differ diff --git a/source/assets/sprites/tank.png b/source/assets/sprites/targets/tank.png similarity index 100% rename from source/assets/sprites/tank.png rename to source/assets/sprites/targets/tank.png diff --git a/source/assets/sprites/tankD.png b/source/assets/sprites/targets/tank_dead.png similarity index 100% rename from source/assets/sprites/tankD.png rename to source/assets/sprites/targets/tank_dead.png diff --git a/source/assets/audio/drop.wav b/source/assets/unused/audio/drop.wav similarity index 100% rename from source/assets/audio/drop.wav rename to source/assets/unused/audio/drop.wav diff --git a/source/assets/bg_bomber.psd b/source/assets/unused/bg_bomber.psd similarity index 100% rename from source/assets/bg_bomber.psd rename to source/assets/unused/bg_bomber.psd diff --git a/source/assets/fonts/Mini Sans 2X-table-18-20.png b/source/assets/unused/fonts/Mini Sans 2X-table-18-20.png similarity index 100% rename from source/assets/fonts/Mini Sans 2X-table-18-20.png rename to source/assets/unused/fonts/Mini Sans 2X-table-18-20.png diff --git a/source/assets/fonts/Outfoxies.fnt b/source/assets/unused/fonts/Outfoxies.fnt similarity index 100% rename from source/assets/fonts/Outfoxies.fnt rename to source/assets/unused/fonts/Outfoxies.fnt diff --git a/source/assets/fonts/Play Girls.fnt b/source/assets/unused/fonts/Play Girls.fnt similarity index 100% rename from source/assets/fonts/Play Girls.fnt rename to source/assets/unused/fonts/Play Girls.fnt diff --git a/source/assets/fonts/diamond_20.fnt b/source/assets/unused/fonts/diamond_20.fnt similarity index 100% rename from source/assets/fonts/diamond_20.fnt rename to source/assets/unused/fonts/diamond_20.fnt diff --git a/source/assets/fonts/opal_9.fnt b/source/assets/unused/fonts/opal_9.fnt similarity index 100% rename from source/assets/fonts/opal_9.fnt rename to source/assets/unused/fonts/opal_9.fnt diff --git a/source/assets/images/bg_bomber33.png b/source/assets/unused/images/bg_bomber33.png similarity index 100% rename from source/assets/images/bg_bomber33.png rename to source/assets/unused/images/bg_bomber33.png diff --git a/source/assets/sprites/death.png b/source/assets/unused/sprites/death.png similarity index 100% rename from source/assets/sprites/death.png rename to source/assets/unused/sprites/death.png diff --git a/source/assets/sprites/enemy1_1.png b/source/assets/unused/sprites/enemy1_1.png similarity index 100% rename from source/assets/sprites/enemy1_1.png rename to source/assets/unused/sprites/enemy1_1.png diff --git a/source/assets/sprites/enemy1_2.png b/source/assets/unused/sprites/enemy1_2.png similarity index 100% rename from source/assets/sprites/enemy1_2.png rename to source/assets/unused/sprites/enemy1_2.png diff --git a/source/assets/sprites/enemy1_4.png b/source/assets/unused/sprites/enemy1_4.png similarity index 100% rename from source/assets/sprites/enemy1_4.png rename to source/assets/unused/sprites/enemy1_4.png diff --git a/source/assets/sprites/enemy2.png b/source/assets/unused/sprites/enemy2.png similarity index 100% rename from source/assets/sprites/enemy2.png rename to source/assets/unused/sprites/enemy2.png diff --git a/source/assets/sprites/old1player-table-64-64.png b/source/assets/unused/sprites/old1player-table-64-64.png similarity index 100% rename from source/assets/sprites/old1player-table-64-64.png rename to source/assets/unused/sprites/old1player-table-64-64.png diff --git a/source/main.lua b/source/main.lua index 70cbb07..156c7b2 100644 --- a/source/main.lua +++ b/source/main.lua @@ -42,12 +42,16 @@ Maps = { name = "Vovchansk", description = "This is a map", locked = false, + unlockMissions = 0, + killTarget = 10, }, { id = 2, name = "Mariupol", description = "This is a map", - locked = false, + locked = true, + unlockMissions = 3, + killTarget = 15, } } @@ -71,9 +75,10 @@ Drones = { { id = 2, mode = Modes.bomber, - name = "Drone 2", + name = "Bomber", description = "This is a drone", price = 200, + stockPrice = 50, locked = false, preview = nil, full = nil @@ -82,7 +87,7 @@ Drones = { id = 3, name = "Drone 3", description = "This is a drone", - price = 300, + price = -1, locked = true, preview = nil, full = nil @@ -91,7 +96,7 @@ Drones = { id = 4, name = "Drone 4", description = "This is a drone", - price = 400, + price = -1, locked = true, preview = nil, full = nil @@ -114,6 +119,10 @@ import "scripts/bomber/movableCrosshair" import "scripts/bomber/granade" import "scripts/bomber/explosionMark" import "scripts/bomber/enemy" +import "scripts/bomber/ammoCrate" +import "scripts/bomber/smokeCloud" +import "scripts/bomber/floatingText" +import "scripts/bomber/allyBullet" import "scripts/bomber/noiseAnimation" import "scenes/BaseScene" import 'scenes/Assemble' @@ -150,12 +159,49 @@ Noble.Settings.setup({ debug = false }) +Targets = { + { + id = "tank", + name = "Tank", + sprite = "assets/sprites/targets/tank", + spriteD = "assets/sprites/targets/tank_dead", + briefing = [[The drone is assembled and operational. We are ready for the mission. + +An enemy tank is confirmed in the field. It threatens our advance. + +Your task: eliminate the target. Clear the path for our assault units. + +This operation is crucial. Execute with precision. Command out.]], + }, + { + id = "btr", + name = "BTR", + sprite = "assets/sprites/targets/btr", + spriteD = "assets/sprites/targets/btr_dead", + briefing = [[The drone is assembled and operational. We are ready for the mission. + +An enemy BTR has been spotted moving through the area. It's transporting troops. + +Your task: hit the BTR before it reaches the frontline. Stop the reinforcements. + +Time is critical. Strike hard. Command out.]], + }, +} + +CurrentMission = { + mapId = 1, + droneId = 1, + targetIndex = 1, +} + Noble.GameData.setup({ drone1 = 0, drone2 = 0, drone3 = 0, drone4 = 0, - money = 150 + money = 500, + bomberStock = 3, + missionsCompleted = 0, }) playdate.display.setRefreshRate(50) diff --git a/source/scenes/Assemble.lua b/source/scenes/Assemble.lua index 50f1d9f..381391c 100644 --- a/source/scenes/Assemble.lua +++ b/source/scenes/Assemble.lua @@ -13,7 +13,7 @@ function scene:popCode(button) end scene.menuConfirmSound:stop() if scene.tickTimer.paused then - scene.droneParts = scene:loadDrone(1, #scene.code) + scene.droneParts = scene:loadDrone(CurrentMission.droneId, #scene.code) scene.tickTimer:start() scene.progressBar:setVisible(true) end @@ -146,16 +146,9 @@ function scene:enter() scene.buttonTimeout = 100 Noble.Input.setHandler(scene.inputHandler) - local text = - [[The drone is assembled and operational. We are ready for the mission. - -An enemy tank is confirmed in the field. It threatens our advance. - -Your task: eliminate the target. Clear the path for our assault units. - -This operation is crucial. Execute with precision. Command out.]] - - self.dialogue = pdDialogueBox(text, 390, 46) + CurrentMission.targetIndex = math.random(1, #Targets) + local target = Targets[CurrentMission.targetIndex] + self.dialogue = pdDialogueBox(target.briefing, 390, 46) -- self.dialogue:setPadding(4) end diff --git a/source/scenes/DroneCardSelector.lua b/source/scenes/DroneCardSelector.lua index c75d4cd..92039e8 100644 --- a/source/scenes/DroneCardSelector.lua +++ b/source/scenes/DroneCardSelector.lua @@ -6,22 +6,59 @@ local elapsedTime = 0 scene.inputHandler = { AButtonDown = function() - if Drones[scene.menuIndex].locked == true then + local drone = Drones[scene.menuIndex] + -- If locked, try to buy + if drone.locked == true then + if drone.price <= 0 then return end + local money = Noble.GameData.get("money") + if money >= drone.price then + Noble.GameData.set("money", money - drone.price) + Noble.GameData.set("drone" .. drone.id, 1) + drone.locked = false + scene.menuConfirmSound:play(1) + scene.purchaseText = "-$" .. drone.price + scene.purchaseTimer = playdate.timer.new(1200, 0, 40, playdate.easingFunctions.outCubic) + screenShake(200, 3) + else + screenShake(300, 5) + scene.noMoneyTimer = playdate.timer.new(800, 0, 800, playdate.easingFunctions.linear) + end return end + CurrentMission.droneId = drone.id scene.menuConfirmSound:play(1) - local mode = Drones[scene.menuIndex].mode + local mode = drone.mode local soundTable = playdate.sound.playingSources() for i=1, #soundTable do soundTable[i]:stop() end if mode == Modes.bomber then + local stock = Noble.GameData.get("bomberStock") + if stock <= 0 then + return + end + Noble.GameData.set("bomberStock", stock - 1) Noble.transition(BomberScene) else Noble.transition(Assemble) end end, BButtonDown = function() + -- B on bomber drone: buy stock + local drone = Drones[scene.menuIndex] + if not drone.locked and drone.mode == Modes.bomber then + local money = Noble.GameData.get("money") + local stockPrice = drone.stockPrice or 50 + if money >= stockPrice then + Noble.GameData.set("money", money - stockPrice) + Noble.GameData.set("bomberStock", Noble.GameData.get("bomberStock") + 1) + scene.menuConfirmSound:play(1) + scene.purchaseText = "-$" .. stockPrice + scene.purchaseY = 0 + scene.purchaseTimer = playdate.timer.new(1200, 0, 40, playdate.easingFunctions.outCubic) + return + end + end scene.menuBackSound:play(1) Noble.transition(MapSelector) end, @@ -62,6 +99,10 @@ function scene:setValues() scene.currentX = 0 scene.targetX = 0 + + scene.purchaseText = nil + scene.purchaseTimer = nil + scene.noMoneyTimer = nil end function scene:init() @@ -78,6 +119,16 @@ end function scene:enter() scene.super.enter(self) + + -- Update locked state from GameData + for i = 1, #Drones do + Drones[i].locked = (Noble.GameData.get("drone" .. i) == 0) + end + + scene.menuIndex = 1 + scene.currentX = 0 + scene.targetX = 0 + scene.cards = {} for i = 1, #Drones do scene.cards[i] = DroneCard(0, 0, Drones[i]) @@ -108,13 +159,54 @@ function scene:update() scene.cards[i]:moveTo(x + scene.currentX, 25) end - if Drones[scene.menuIndex].locked == false then + local drone = Drones[scene.menuIndex] + + -- Money display + Noble.Text.draw("$" .. Noble.GameData.get("money"), 200, 5, Noble.Text.ALIGN_CENTER, false, fontMed) + + if drone.locked and drone.price > 0 then + self.aKey:draw(315, 207 + dy) + Noble.Text.draw("Buy $" .. drone.price, 333, 210, Noble.Text.ALIGN_LEFT, false, fontMed) + elseif drone.locked then + Noble.Text.draw("Coming soon", 340, 210, Noble.Text.ALIGN_CENTER, false, fontMed) + elseif drone.mode == Modes.bomber then + local stock = Noble.GameData.get("bomberStock") + self.aKey:draw(315, 207 + dy) + Noble.Text.draw("Go (" .. stock .. "x)", 333, 210, Noble.Text.ALIGN_LEFT, false, fontMed) + else self.aKey:draw(315, 207 + dy) Noble.Text.draw("Assemble", 333, 210, Noble.Text.ALIGN_LEFT, false, fontMed) end - self.bKey:draw(15, 207 + dy) - Noble.Text.draw("Back", 33, 210, Noble.Text.ALIGN_LEFT, false, fontMed) + -- B button: back or buy stock + if not drone.locked and drone.mode == Modes.bomber then + self.bKey:draw(15, 207 + dy) + Noble.Text.draw("Buy +1: $" .. (drone.stockPrice or 50), 33, 210, Noble.Text.ALIGN_LEFT, false, fontMed) + else + self.bKey:draw(15, 207 + dy) + Noble.Text.draw("Back", 33, 210, Noble.Text.ALIGN_LEFT, false, fontMed) + end + + -- Not enough money warning + if scene.noMoneyTimer then + if scene.noMoneyTimer.value < 800 then + Noble.Text.draw("Not enough $!", 200, 190, Noble.Text.ALIGN_CENTER, false, fontMed) + else + scene.noMoneyTimer = nil + end + end + + -- Purchase animation + if scene.purchaseText and scene.purchaseTimer then + local offset = scene.purchaseTimer.value + local alpha = 1.0 - (offset / 40) + if alpha > 0 then + Noble.Text.draw(scene.purchaseText, 200, 20 - offset, Noble.Text.ALIGN_CENTER, false, fontMed) + else + scene.purchaseText = nil + scene.purchaseTimer = nil + end + end scene.paginator:moveTo(200, 207) end diff --git a/source/scenes/Game.lua b/source/scenes/Game.lua index 0b31071..b33ae4a 100644 --- a/source/scenes/Game.lua +++ b/source/scenes/Game.lua @@ -21,7 +21,8 @@ function scene:drawBackground() end function scene:setValues() - self.bg = Graphics.image.new("assets/sprites/bg1") + local bgPaths = { "assets/sprites/backgrounds/fpv", "assets/sprites/backgrounds/bomber" } + self.bg = Graphics.image.new(bgPaths[CurrentMission.mapId]) scene.bgX = 0 scene.telemLostSound = playdate.sound.fileplayer.new("assets/audio/telemko") scene.telemLostSoundPlayed = false @@ -69,17 +70,17 @@ end function scene:enter() scene.super.enter(self) - + scene:setValues() scene.player = Player(150, 100) scene.ground = Ground(0, 225, scene.player) scene.balebaSpawner.timerEndedCallback = function() - scene:spawnBaleba() + -- scene:spawnBaleba() end for i = 1, 3 do - scene:spawnBaleba() + -- scene:spawnBaleba() end scene.helloAudio:play(1) @@ -135,8 +136,14 @@ function scene:update() if scene.player.targetDone then message = "You did it!" end + if scene.player.targetDone then + local reward = 100 + Noble.GameData.set("missionsCompleted", Noble.GameData.get("missionsCompleted") + 1) + Noble.GameData.set("money", Noble.GameData.get("money") + reward) + message = "You did it! +$" .. reward + end c = notify(message, function() - Noble.transition(Menu) + Noble.transition(DroneCardSelector) c:remove() end) c:moveTo(200, 120) diff --git a/source/scenes/MapSelector.lua b/source/scenes/MapSelector.lua index 8e379f9..1cd6d2a 100644 --- a/source/scenes/MapSelector.lua +++ b/source/scenes/MapSelector.lua @@ -34,6 +34,17 @@ end function scene:enter() scene.super.enter(self) + + -- Update locked state from missionsCompleted + local completed = Noble.GameData.get("missionsCompleted") + for i = 1, #Maps do + Maps[i].locked = (completed < Maps[i].unlockMissions) + end + + scene.menuIndex = 1 + scene.currentX = 0 + scene.targetX = 0 + scene.cards = {} for i = 1, #Maps do scene.cards[i] = MapCard(0, 0, Maps[i]) @@ -61,15 +72,18 @@ function scene:update() end -- Bottom background - if Maps[scene.menuIndex].locked == false then + local map = Maps[scene.menuIndex] + if map.locked == false then self.aKey:draw(315, 207 + dy) Noble.Text.draw("Select", 333, 210, Noble.Text.ALIGN_LEFT, false, fontMed) + else + Noble.Text.draw(map.unlockMissions .. " missions to unlock", 200, 195, Noble.Text.ALIGN_CENTER, false, fontMed) end self.bKey:draw(15, 207 + dy) Noble.Text.draw("Back", 33, 210, Noble.Text.ALIGN_LEFT, false, fontMed) - Noble.Text.draw(string.upper(Maps[scene.menuIndex].name), 200, 210, Noble.Text.ALIGN_CENTER, false, fontBig) + Noble.Text.draw(string.upper(map.name), 200, 210, Noble.Text.ALIGN_CENTER, false, fontBig) end @@ -96,6 +110,7 @@ scene.inputHandler = { if Maps[scene.menuIndex].locked then return end + CurrentMission.mapId = Maps[scene.menuIndex].id scene.menuConfirmSound:play(1) Noble.transition(DroneCardSelector) end, diff --git a/source/scenes/Menu.lua b/source/scenes/Menu.lua index f7b7b8f..0deae1a 100644 --- a/source/scenes/Menu.lua +++ b/source/scenes/Menu.lua @@ -126,6 +126,9 @@ function scene:setupMenu(__menu) end return end) - __menu:addItem("Credits", function() return end) + __menu:addItem("Credits", function() + Noble.GameData.resetAll() + print("GameData reset!") + end) __menu:select("Start") end diff --git a/source/scenes/bomber/BomberScene.lua b/source/scenes/bomber/BomberScene.lua index d0f0215..e7bc11a 100644 --- a/source/scenes/bomber/BomberScene.lua +++ b/source/scenes/bomber/BomberScene.lua @@ -7,7 +7,7 @@ local font = Graphics.font.new('assets/fonts/Mini Sans 2X') function scene:init() scene.super.init(self) - self.bg = Graphics.image.new("assets/sprites/bg2") + self.bg = Graphics.image.new("assets/sprites/backgrounds/bomber") self.bgY = 0 self.scrollSpeed = 0.6 @@ -31,6 +31,10 @@ function scene:init() scene.availableGrenades = 8 + scene.killCount = 0 + scene.killTarget = Maps[CurrentMission.mapId].killTarget or 10 + scene.missionEnded = false + scene.enemies = {} scene.enemySpawnTimer = nil @@ -40,16 +44,43 @@ function scene:init() scene.minSpawnDelay = 500 scene.maxSpawnDelay = 3500 + scene.enemySpeedBonus = 0 + scene.enemySpeedMax = 1.5 + scene.enemySpeedRamp = 0.0005 + + scene.crateTimer = 0 + scene.crateInterval = math.random(400, 800) + + scene.allyBulletTimer = 0 + scene.allyBulletInterval = math.random(200, 500) + + -- Drone battery (in frames, ~60 seconds at 50fps) + scene.battery = 3000 + scene.batteryMax = 3000 + + -- Falling state + scene.falling = false + + -- Combo tracking + scene.comboCount = 0 + scene.comboText = nil + scene.comboTextTimer = nil + BomberScene.instance = self end function scene:drawBackground() + if scene.missionEnded and scene.falling then + Graphics.clear(Graphics.kColorBlack) + return + end + self.bgY = self.bgY + self.scrollSpeed - + if self.bgY >= 720 then self.bgY = 0 end - + self.bg:draw(0, self.bgY - 720) self.bg:draw(0, self.bgY) end @@ -116,31 +147,206 @@ function scene:start() Noble.showFPS = true end +function scene:hasActiveGrenades() + local sprites = playdate.graphics.sprite.getAllSprites() + for i = 1, #sprites do + if sprites[i]:getTag() == 154 then + return true + end + end + return false +end + function scene:update() scene.super.update(self) + if scene.missionEnded then return end + + local killsBefore = scene.killCount + + -- Ramp up enemy speed over time + if scene.enemySpeedBonus < scene.enemySpeedMax then + scene.enemySpeedBonus = scene.enemySpeedBonus + scene.enemySpeedRamp + end + + -- Drone battery + scene.battery = scene.battery - 1 + if scene.battery <= 0 and not scene.falling then + scene.falling = true + scene.fallTimer = 0 + scene.fallDuration = 120 + -- Stop spawning new enemies + if scene.enemySpawnTimer then + scene.enemySpawnTimer:remove() + end + end + + if scene.falling then + scene.fallTimer = scene.fallTimer + 1 + + if scene.fallTimer == 1 then + scene.crosshair:setVisible(false) + scene.fallSnapshot = playdate.graphics.getDisplayImage():copy() + -- Remove all gameplay sprites during fall + local allSprites = playdate.graphics.sprite.getAllSprites() + for i = 1, #allSprites do + allSprites[i]:remove() + end + end + + local t = scene.fallTimer / scene.fallDuration + local scale = 1 + t * t * 5 + + local w = math.floor(400 * scale) + local h = math.floor(240 * scale) + local x = math.floor((400 - w) / 2) + local y = math.floor((240 - h) / 2) + + Graphics.clear(Graphics.kColorBlack) + scene.fallSnapshot:drawScaled(x, y, scale) + + if scene.fallTimer >= scene.fallDuration and not scene.missionEnded then + scene.missionEnded = true + scene.fallSnapshot = nil + + -- Remove all gameplay sprites + local allSprites = playdate.graphics.sprite.getAllSprites() + for i = 1, #allSprites do + allSprites[i]:remove() + end + + -- Crash effects + BigBoom() + screenShake(1500, 8) + local random = math.random(1, 4) + local crashSound = playdate.sound.fileplayer.new("assets/audio/boom" .. random) + crashSound:setVolume(0.8) + crashSound:play(1) + + playdate.timer.performAfterDelay(2000, function() + local c + c = notify("Battery dead!", function() + Noble.transition(DroneCardSelector) + c:remove() + end) + c:moveTo(200, 120) + c:add() + end) + end + return + end + + -- Spawn ammo crates + scene.crateTimer = scene.crateTimer + 1 + if scene.crateTimer >= scene.crateInterval then + scene.crateTimer = 0 + scene.crateInterval = math.random(400, 800) + AmmoCrate(math.random(30, 370), -20) + end + + -- Ally bullets (steal kills) + scene.allyBulletTimer = scene.allyBulletTimer + 1 + if scene.allyBulletTimer >= scene.allyBulletInterval then + scene.allyBulletTimer = 0 + scene.allyBulletInterval = math.random(200, 500) + -- Find a random alive enemy to target + local alive = {} + for i = 1, #scene.enemies do + if scene.enemies[i] and not scene.enemies[i].removed and not scene.enemies[i].isDying then + alive[#alive + 1] = scene.enemies[i] + end + end + if #alive > 0 then + local target = alive[math.random(1, #alive)] + AllyBullet(target) + end + end + + -- Victory check + if scene.killCount >= scene.killTarget then + scene.missionEnded = true + scene.crosshair:setVisible(false) + local reward = 100 + Noble.GameData.set("missionsCompleted", Noble.GameData.get("missionsCompleted") + 1) + Noble.GameData.set("money", Noble.GameData.get("money") + reward) + local c + c = notify("Mission Complete! +$" .. reward, function() + Noble.transition(DroneCardSelector) + c:remove() + end) + c:moveTo(200, 120) + c:add() + return + end + + -- Defeat check: no grenades left and no active grenades on screen + if scene.availableGrenades <= 0 and not scene.grenadeCooldown and not scene:hasActiveGrenades() then + scene.missionEnded = true + scene.crosshair:setVisible(false) + local c + c = notify("Mission Failed!", function() + Noble.transition(DroneCardSelector) + c:remove() + end) + c:moveTo(200, 120) + c:add() + return + end + if scene.grenadeCooldown and not scene.autoReload and not playdate.isCrankDocked() then local change = playdate.getCrankChange() - + if change > 0 or change < 0 then scene.reloadProgress = scene.reloadProgress + (change * scene.crankSensitivity) if scene.reloadProgress > scene.progressBarMax then scene.reloadProgress = scene.progressBarMax - + scene.grenadeCooldown = false scene.progressBar:setVisible(false) end - + scene.progressBar:set(scene.reloadProgress) end end + -- Combo detection + local frameKills = scene.killCount - killsBefore + if frameKills >= 2 then + scene.comboText = "x" .. frameKills .. " COMBO!" + scene.comboTextTimer = playdate.timer.new(1500, 0, 1500, playdate.easingFunctions.linear) + scene.availableGrenades = scene.availableGrenades + (frameKills - 1) + end + + -- HUD: kill count + Noble.Text.draw(scene.killCount .. "/" .. scene.killTarget, 350, 10, Noble.Text.ALIGN_RIGHT, false, font) + + -- HUD: battery bar + local batW = 40 + local batH = 6 + local batX = 180 + local batY = 10 + local batFill = (scene.battery / scene.batteryMax) * batW + Graphics.drawRect(batX, batY, batW, batH) + Graphics.fillRect(batX, batY, batFill, batH) + + -- HUD: combo text + if scene.comboText and scene.comboTextTimer then + if scene.comboTextTimer.value < 1500 then + Noble.Text.draw(scene.comboText, 200, 100, Noble.Text.ALIGN_CENTER, false, font) + else + scene.comboText = nil + scene.comboTextTimer = nil + end + end + Noble.Text.draw(scene.availableGrenades .. "x", 10, 210, Noble.Text.ALIGN_LEFT, false, font) - if scene.availableGrenades <= 0 then + if scene.availableGrenades <= 0 and not scene:hasActiveGrenades() then Noble.Text.draw("No grenades left", 200, 110, Noble.Text.ALIGN_CENTER, false, font) scene.crosshair:setVisible(false) scene.progressBar:setVisible(false) + elseif scene.availableGrenades <= 0 then + -- grenades still flying, wait elseif playdate.isCrankDocked() then Noble.Text.draw("Crank it to reload!", 200, 110, Noble.Text.ALIGN_CENTER, false, font) playdate.ui.crankIndicator:draw() @@ -157,7 +363,8 @@ function scene:spawnEnemies() end if activeEnemies < self.maxEnemies then - scene.enemies[scene.nextEnemyIndex] = Enemy(math.random(30, 370), -20) + local isScout = math.random() < 0.1 + scene.enemies[scene.nextEnemyIndex] = Enemy(math.random(30, 370), -20, isScout) scene.nextEnemyIndex = scene.nextEnemyIndex + 1 end @@ -174,23 +381,22 @@ end function scene:finish() scene.themeSound:stop() scene.enemySpawnTimer:remove() - for i = 1, #scene.enemies do - if scene.enemies[i] then - scene.enemies[i]:remove() - end + + -- Remove ALL sprites to prevent leaking into next scene + local allSprites = playdate.graphics.sprite.getAllSprites() + for i = 1, #allSprites do + allSprites[i]:remove() end + scene.enemies = {} - if scene.progressBar then - scene.progressBar:remove() - end scene.progressBar = nil if scene.grenadeCooldownTimer then scene.grenadeCooldownTimer:remove() end scene.grenadeCooldownTimer = nil - scene.crosshair:remove() scene.crosshair = nil BomberScene.instance = nil + NoiseAnimation.isJamming = false end -- TODO: random spawn some decorations diff --git a/source/scripts/bomber/allyBullet.lua b/source/scripts/bomber/allyBullet.lua new file mode 100644 index 0000000..70ee946 --- /dev/null +++ b/source/scripts/bomber/allyBullet.lua @@ -0,0 +1,68 @@ +AllyBullet = {} +class('AllyBullet').extends(playdate.graphics.sprite) + +local killPhrases = { "stolen!", "mine!", "gotcha", "sorry :)", "too slow", "ez" } + +function AllyBullet:init(targetEnemy) + AllyBullet.super.init(self) + + self.target = targetEnemy + self.speed = 3 + self.removed = false + + self:setSize(4, 8) + self:setCenter(0.5, 0.5) + self:setZIndex(ZIndex.fx) + self:moveTo(targetEnemy.x + math.random(-30, 30), 250) + self:add() + self:markDirty() +end + +function AllyBullet:update() + if self.removed then return end + + -- Fly upward toward target + local dx = 0 + local dy = -self.speed + if self.target and not self.target.removed and not self.target.isDying then + dx = (self.target.x - self.x) * 0.05 + end + self:moveBy(dx, dy) + + -- Rotate to match flight vector + local angle = math.deg(math.atan(dy, dx)) + 90 + self:setRotation(angle) + + -- Check if reached target + if self.target and not self.target.removed and not self.target.isDying then + local dist = math.abs(self.y - self.target.y) + math.abs(self.x - self.target.x) + if dist < 20 then + -- Kill enemy without counting toward player score + self.target:setImage(self.target.deadImage) + self.target.isDying = true + self.target.vx = math.random(-2, 2) + self.target.vy = math.random(-1, 1) + self.target:setRotation(math.random() * 360) + + -- Show "stolen" text + local phrase = killPhrases[math.random(1, #killPhrases)] + FloatingText.spawnCustom(self.target.x, self.target.y, phrase) + + self.removed = true + self:remove() + return + end + end + + -- Off screen + if self.y < -10 then + self.removed = true + self:remove() + end + + self:markDirty() +end + +function AllyBullet:draw() + playdate.graphics.fillRect(0, 0, 4, 8) +end diff --git a/source/scripts/bomber/ammoCrate.lua b/source/scripts/bomber/ammoCrate.lua new file mode 100644 index 0000000..ee41193 --- /dev/null +++ b/source/scripts/bomber/ammoCrate.lua @@ -0,0 +1,71 @@ +AmmoCrate = {} +class('AmmoCrate').extends(playdate.graphics.sprite) + +function AmmoCrate:init(x, y) + AmmoCrate.super.init(self) + + self.crateSize = 20 + self:setSize(self.crateSize, self.crateSize) + self:setCenter(0.5, 0.5) + self:setZIndex(ZIndex.props) + self:setGroups(CollideGroups.props) + self:setCollidesWithGroups({ CollideGroups.granade }) + self:setCollideRect(0, 0, self.crateSize, self.crateSize) + self:setTag(155) + + self.removed = false + self.bonusGrenades = 3 + + self:moveTo(x, y) + self:add() + self:markDirty() +end + +function AmmoCrate:update() + if self.removed then return end + if not BomberScene.instance then return end + + self:moveBy(0, BomberScene.instance.scrollSpeed) + + local _, _, collisions, count = self:checkCollisions(self.x, self.y) + if count > 0 then + for i, collision in ipairs(collisions) do + if collision.other:getTag() == 154 and collision.other.currentRadius <= 0.05 then + self:pickup() + return + end + end + end + + if self.y > 260 then + self.removed = true + self:remove() + end +end + +function AmmoCrate:pickup() + self.removed = true + BomberScene.availableGrenades = BomberScene.availableGrenades + self.bonusGrenades + + local particle = ParticlePoly(self.x, self.y) + particle:setThickness(1) + particle:setSize(1, 2) + particle:setSpeed(1, 5) + particle:setColour(Graphics.kColorXOR) + particle:add(8) + + self:remove() +end + +function AmmoCrate:draw() + local s = self.crateSize + -- Box outline + playdate.graphics.drawRect(0, 0, s, s) + -- Cross pattern + playdate.graphics.drawLine(0, 0, s, s) + playdate.graphics.drawLine(s, 0, 0, s) + -- Inner + symbol + local mid = s / 2 + playdate.graphics.drawLine(mid - 3, mid, mid + 3, mid) + playdate.graphics.drawLine(mid, mid - 3, mid, mid + 3) +end diff --git a/source/scripts/bomber/enemy.lua b/source/scripts/bomber/enemy.lua index 7e3c025..ed9754c 100644 --- a/source/scripts/bomber/enemy.lua +++ b/source/scripts/bomber/enemy.lua @@ -1,13 +1,13 @@ Enemy = {} class('Enemy').extends(NobleSprite) -function Enemy:init(x,y) +function Enemy:init(x, y, isScout) Enemy.super.init(self) self:moveTo(x, y) self:setZIndex(4) self:add(x,y) - self.markImage = Graphics.image.new("assets/sprites/enemy"..math.random(1,2)) -- TODO: make it random - self.deadImage = Graphics.image.new("assets/sprites/enemy1_3") + self.markImage = Graphics.image.new("assets/sprites/bomber/enemy_alive_"..math.random(1,2)) + self.deadImage = Graphics.image.new("assets/sprites/bomber/enemy_dead") self.hitSound = playdate.sound.fileplayer.new("assets/audio/hit1") self:setImage(self.markImage) self.removed = false @@ -18,11 +18,21 @@ function Enemy:init(x,y) }) self:setCollideRect(-6, -6, 46, 46) self:setSize(32, 32) - + self.vx = 0 self.vy = 0 self.isDying = false self.friction = 0.95 + + self.isScout = isScout or false + if self.isScout then + self.baseSpeed = math.random(8, 14) / 10 + self.zigzagTime = math.random() * 100 + self.zigzagAmplitude = math.random(8, 15) / 10 + self.zigzagFrequency = math.random(4, 8) / 100 + else + self.baseSpeed = math.random(2, 8) / 10 + end end function Enemy:update() @@ -40,8 +50,13 @@ function Enemy:update() self.removed = true end elseif not self.removed then - speed = math.random(0, 7)/10 - self:moveBy(0, BomberScene.instance.scrollSpeed + speed) + speed = self.baseSpeed + (BomberScene.enemySpeedBonus or 0) + local dx = 0 + if self.isScout then + self.zigzagTime = self.zigzagTime + self.zigzagFrequency + dx = math.sin(self.zigzagTime) * self.zigzagAmplitude + end + self:moveBy(dx, BomberScene.instance.scrollSpeed + speed) else self:moveBy(0, BomberScene.instance.scrollSpeed) end @@ -89,6 +104,9 @@ function Enemy:applyExplosionForce(explosionX, explosionY) self.vy = dy * force * 0.5 self.isDying = true - + + BomberScene.killCount = BomberScene.killCount + 1 + FloatingText(self.x, self.y) + self:setRotation(math.random() * 360) end diff --git a/source/scripts/bomber/explosionMark.lua b/source/scripts/bomber/explosionMark.lua index 78335d0..1658460 100644 --- a/source/scripts/bomber/explosionMark.lua +++ b/source/scripts/bomber/explosionMark.lua @@ -4,7 +4,7 @@ class('ExplosionMark').extends(NobleSprite) function ExplosionMark:init(x, y) ExplosionMark.super.init(self) self.id = math.random(1, 2) - self.markImage = Graphics.image.new("assets/sprites/boomSplash" .. self.id) + self.markImage = Graphics.image.new("assets/sprites/bomber/boom_splash_" .. self.id) self:setImage(self.markImage) self:moveTo(x, y) self:setZIndex(5) diff --git a/source/scripts/bomber/floatingText.lua b/source/scripts/bomber/floatingText.lua new file mode 100644 index 0000000..5a79624 --- /dev/null +++ b/source/scripts/bomber/floatingText.lua @@ -0,0 +1,59 @@ +FloatingText = {} +class('FloatingText').extends(playdate.graphics.sprite) + +local floatFont = Graphics.font.new('assets/fonts/Mini Sans 2X') + +local phrases = { "-1", "nice", "200", "dead", "done", "nice shot", "boom", "rip", "lol", "ez" } + +function FloatingText.spawnCustom(x, y, text) + local ft = FloatingText(x, y) + ft.text = text + local w = floatFont:getTextWidth(text) + 4 + ft:setSize(w, 16) + ft:markDirty() + return ft +end + +function FloatingText:init(x, y) + FloatingText.super.init(self) + + self.text = phrases[math.random(1, #phrases)] + self.life = 0 + self.maxLife = 60 + self.driftX = math.random(-20, 20) / 10 + self.driftY = -math.random(10, 20) / 10 + + local w = floatFont:getTextWidth(self.text) + 4 + self:setSize(w, 16) + self:setCenter(0.5, 0.5) + self:setZIndex(ZIndex.ui + 1) + self:moveTo(x, y) + self:add() + self:markDirty() +end + +function FloatingText:update() + self.life = self.life + 1 + if self.life >= self.maxLife then + self:remove() + return + end + + self:moveBy(self.driftX, self.driftY) + self.driftY = self.driftY + 0.03 + self:markDirty() +end + +function FloatingText:draw() + local t = 1 - (self.life / self.maxLife) + if t > 0.5 then + floatFont:drawText(self.text, 2, 0) + else + local dither = playdate.graphics.image.kDitherTypeBayer4x4 + local img = Graphics.image.new(self.width, self.height) + Graphics.pushContext(img) + floatFont:drawText(self.text, 2, 0) + Graphics.popContext() + img:drawFaded(0, 0, t * 2, dither) + end +end diff --git a/source/scripts/bomber/granade.lua b/source/scripts/bomber/granade.lua index 7701939..9287a8d 100644 --- a/source/scripts/bomber/granade.lua +++ b/source/scripts/bomber/granade.lua @@ -71,7 +71,8 @@ function Granade:update() screenShake(1000, 5) SmallBoom() ExplosionMark(self.x, self.y) - + SmokeCloud(self.x, self.y) + self:remove() end end diff --git a/source/scripts/bomber/movableCrosshair.lua b/source/scripts/bomber/movableCrosshair.lua index 03c4c77..b5b2360 100644 --- a/source/scripts/bomber/movableCrosshair.lua +++ b/source/scripts/bomber/movableCrosshair.lua @@ -29,9 +29,19 @@ function MovableCrosshair:update() MovableCrosshair.super.update(self) self.time = self.time + playdate.display.getRefreshRate() / 1000 - local offsetX = math.sin(self.time) * self.moveRadius - local offsetY = math.cos(self.time * 1.3) * self.moveRadius - + local radius = self.moveRadius + if NoiseAnimation.isJamming then + radius = 8 + end + + local offsetX = math.sin(self.time) * radius + local offsetY = math.cos(self.time * 1.3) * radius + + if NoiseAnimation.isJamming then + offsetX = offsetX + math.random(-3, 3) + offsetY = offsetY + math.random(-3, 3) + end + self:moveTo(self.baseX + offsetX, self.baseY + offsetY) self:markDirty() end diff --git a/source/scripts/bomber/noiseAnimation.lua b/source/scripts/bomber/noiseAnimation.lua index 54c6f44..da7f07f 100644 --- a/source/scripts/bomber/noiseAnimation.lua +++ b/source/scripts/bomber/noiseAnimation.lua @@ -1,6 +1,9 @@ NoiseAnimation = {} class('NoiseAnimation').extends(NobleSprite) +-- Global EW (РЕБ) state accessible by crosshair +NoiseAnimation.isJamming = false + function NoiseAnimation:init(x, y) NoiseAnimation.super.init(self, "assets/sprites/noise", true) self.animation:addState("run", 2, 11) @@ -13,24 +16,40 @@ function NoiseAnimation:init(x, y) self:moveTo(x, y) self.state = "idle" - self.idleFrames = 0 + self.timer = 0 + + -- РЕБ timing: long idle periods, short jam bursts + self.minIdleDuration = 300 + self.maxIdleDuration = 600 + self.minJamDuration = 40 + self.maxJamDuration = 120 + + self.nextSwitch = math.random(self.minIdleDuration, self.maxIdleDuration) end function NoiseAnimation:update() - if self.state == "idle" then - self.idleFrames -= 1 - if self.idleFrames <= 0 then - self.state = "run" + self.timer = self.timer + 1 + + if self.timer >= self.nextSwitch then + self.timer = 0 + if self.state == "idle" then + self.state = "jamming" self.animation:setState("run") - end - else - local r = math.random(0) - if r < 0.01 then - self.state = "idle" - self.idleFrames = math.random(30, 100) - self.animation:setState("idle") + self.nextSwitch = math.random(self.minJamDuration, self.maxJamDuration) + NoiseAnimation.isJamming = true else - self.animation:setState("run") + self.state = "idle" + self.animation:setState("idle") + self.nextSwitch = math.random(self.minIdleDuration, self.maxIdleDuration) + NoiseAnimation.isJamming = false + playdate.display.setOffset(0, 0) end end + + -- Micro screen shake during jamming + if self.state == "jamming" then + local sx = math.random(-1, 1) + local sy = math.random(-1, 1) + playdate.display.setOffset(sx, sy) + end end diff --git a/source/scripts/bomber/smokeCloud.lua b/source/scripts/bomber/smokeCloud.lua new file mode 100644 index 0000000..ef974ff --- /dev/null +++ b/source/scripts/bomber/smokeCloud.lua @@ -0,0 +1,54 @@ +SmokeCloud = {} +class('SmokeCloud').extends(playdate.graphics.sprite) + +function SmokeCloud:init(x, y) + SmokeCloud.super.init(self) + + self.radius = 25 + self.maxLife = 150 + self.life = self.maxLife + + local size = self.radius * 2 + 4 + self:setSize(size, size) + self:setCenter(0.5, 0.5) + self:setZIndex(ZIndex.fx - 1) + self:moveTo(x, y) + self:add() + self:markDirty() +end + +function SmokeCloud:update() + if not BomberScene.instance then + self:remove() + return + end + + self:moveBy(0, BomberScene.instance.scrollSpeed) + self.life = self.life - 1 + + if self.life <= 0 or self.y > 280 then + self:remove() + return + end + + self:markDirty() +end + +function SmokeCloud:draw() + local t = self.life / self.maxLife + local r = self.radius * t + local cx = self.width / 2 + local cy = self.height / 2 + + local dither = playdate.graphics.image.kDitherTypeBayer4x4 + if t < 0.3 then + dither = playdate.graphics.image.kDitherTypeBayer8x8 + elseif t < 0.6 then + dither = playdate.graphics.image.kDitherTypeBayer4x4 + end + + playdate.graphics.setColor(playdate.graphics.kColorBlack) + playdate.graphics.setDitherPattern(1 - t * 0.6, dither) + playdate.graphics.fillCircleAtPoint(cx, cy, r) + playdate.graphics.setColor(playdate.graphics.kColorBlack) +end diff --git a/source/scripts/groundSprite.lua b/source/scripts/groundSprite.lua index 07c5f02..6a024b5 100644 --- a/source/scripts/groundSprite.lua +++ b/source/scripts/groundSprite.lua @@ -2,7 +2,7 @@ Ground = {} class("Ground").extends(NobleSprite) function Ground:init(x, y, player) - Ground.super.init(self, "assets/sprites/groundFin") + Ground.super.init(self, "assets/sprites/ground_2") -- Collision properties self:setZIndex(ZIndex.ground) diff --git a/source/scripts/tankSprite.lua b/source/scripts/tankSprite.lua index 8f82d02..738992b 100644 --- a/source/scripts/tankSprite.lua +++ b/source/scripts/tankSprite.lua @@ -3,18 +3,11 @@ Tank = {} class("Tank").extends(Graphics.sprite) function Tank:init(x, y, ground) - self.tankImage = Graphics.image.new("assets/sprites/tank") - self.tankImageD = Graphics.image.new("assets/sprites/tankD") + local target = Targets[CurrentMission.targetIndex] + self.tankImage = Graphics.image.new(target.sprite) + self.tankImageD = Graphics.image.new(target.spriteD) Tank.super.init(self) - local width, height = self.tankImage:getSize() - - self.faded_image = Graphics.image.new(width, height, Graphics.kColorClear) - - Graphics.pushContext(self.faded_image) - self.tankImageD:drawBlurred(0, 0, 2, 2, Graphics.image.kDitherTypeFloydSteinberg) - Graphics.popContext() - -- Collision properties self:setZIndex(ZIndex.enemy) self:setTag(2) @@ -38,7 +31,7 @@ function Tank:fadein() end function Tank:fadeout() - self:setImage(self.faded_image) + self:setImage(self.tankImageD) end function Tank:update()