rework + cool bomber
This commit is contained in:
@@ -13,7 +13,7 @@ function scene:popCode(button)
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end
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scene.menuConfirmSound:stop()
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if scene.tickTimer.paused then
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scene.droneParts = scene:loadDrone(1, #scene.code)
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scene.droneParts = scene:loadDrone(CurrentMission.droneId, #scene.code)
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scene.tickTimer:start()
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scene.progressBar:setVisible(true)
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end
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@@ -146,16 +146,9 @@ function scene:enter()
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scene.buttonTimeout = 100
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Noble.Input.setHandler(scene.inputHandler)
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local text =
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[[The drone is assembled and operational. We are ready for the mission.
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An enemy tank is confirmed in the field. It threatens our advance.
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Your task: eliminate the target. Clear the path for our assault units.
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This operation is crucial. Execute with precision. Command out.]]
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self.dialogue = pdDialogueBox(text, 390, 46)
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CurrentMission.targetIndex = math.random(1, #Targets)
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local target = Targets[CurrentMission.targetIndex]
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self.dialogue = pdDialogueBox(target.briefing, 390, 46)
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-- self.dialogue:setPadding(4)
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end
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@@ -6,22 +6,59 @@ local elapsedTime = 0
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scene.inputHandler = {
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AButtonDown = function()
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if Drones[scene.menuIndex].locked == true then
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local drone = Drones[scene.menuIndex]
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-- If locked, try to buy
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if drone.locked == true then
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if drone.price <= 0 then return end
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local money = Noble.GameData.get("money")
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if money >= drone.price then
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Noble.GameData.set("money", money - drone.price)
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Noble.GameData.set("drone" .. drone.id, 1)
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drone.locked = false
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scene.menuConfirmSound:play(1)
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scene.purchaseText = "-$" .. drone.price
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scene.purchaseTimer = playdate.timer.new(1200, 0, 40, playdate.easingFunctions.outCubic)
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screenShake(200, 3)
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else
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screenShake(300, 5)
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scene.noMoneyTimer = playdate.timer.new(800, 0, 800, playdate.easingFunctions.linear)
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end
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return
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end
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CurrentMission.droneId = drone.id
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scene.menuConfirmSound:play(1)
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local mode = Drones[scene.menuIndex].mode
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local mode = drone.mode
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local soundTable = playdate.sound.playingSources()
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for i=1, #soundTable do
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soundTable[i]:stop()
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end
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if mode == Modes.bomber then
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local stock = Noble.GameData.get("bomberStock")
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if stock <= 0 then
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return
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end
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Noble.GameData.set("bomberStock", stock - 1)
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Noble.transition(BomberScene)
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else
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Noble.transition(Assemble)
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end
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end,
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BButtonDown = function()
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-- B on bomber drone: buy stock
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local drone = Drones[scene.menuIndex]
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if not drone.locked and drone.mode == Modes.bomber then
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local money = Noble.GameData.get("money")
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local stockPrice = drone.stockPrice or 50
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if money >= stockPrice then
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Noble.GameData.set("money", money - stockPrice)
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Noble.GameData.set("bomberStock", Noble.GameData.get("bomberStock") + 1)
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scene.menuConfirmSound:play(1)
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scene.purchaseText = "-$" .. stockPrice
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scene.purchaseY = 0
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scene.purchaseTimer = playdate.timer.new(1200, 0, 40, playdate.easingFunctions.outCubic)
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return
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end
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end
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scene.menuBackSound:play(1)
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Noble.transition(MapSelector)
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end,
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@@ -62,6 +99,10 @@ function scene:setValues()
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scene.currentX = 0
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scene.targetX = 0
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scene.purchaseText = nil
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scene.purchaseTimer = nil
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scene.noMoneyTimer = nil
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end
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function scene:init()
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@@ -78,6 +119,16 @@ end
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function scene:enter()
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scene.super.enter(self)
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-- Update locked state from GameData
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for i = 1, #Drones do
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Drones[i].locked = (Noble.GameData.get("drone" .. i) == 0)
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end
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scene.menuIndex = 1
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scene.currentX = 0
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scene.targetX = 0
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scene.cards = {}
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for i = 1, #Drones do
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scene.cards[i] = DroneCard(0, 0, Drones[i])
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@@ -108,13 +159,54 @@ function scene:update()
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scene.cards[i]:moveTo(x + scene.currentX, 25)
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end
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if Drones[scene.menuIndex].locked == false then
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local drone = Drones[scene.menuIndex]
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-- Money display
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Noble.Text.draw("$" .. Noble.GameData.get("money"), 200, 5, Noble.Text.ALIGN_CENTER, false, fontMed)
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if drone.locked and drone.price > 0 then
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self.aKey:draw(315, 207 + dy)
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Noble.Text.draw("Buy $" .. drone.price, 333, 210, Noble.Text.ALIGN_LEFT, false, fontMed)
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elseif drone.locked then
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Noble.Text.draw("Coming soon", 340, 210, Noble.Text.ALIGN_CENTER, false, fontMed)
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elseif drone.mode == Modes.bomber then
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local stock = Noble.GameData.get("bomberStock")
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self.aKey:draw(315, 207 + dy)
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Noble.Text.draw("Go (" .. stock .. "x)", 333, 210, Noble.Text.ALIGN_LEFT, false, fontMed)
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else
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self.aKey:draw(315, 207 + dy)
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Noble.Text.draw("Assemble", 333, 210, Noble.Text.ALIGN_LEFT, false, fontMed)
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end
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self.bKey:draw(15, 207 + dy)
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Noble.Text.draw("Back", 33, 210, Noble.Text.ALIGN_LEFT, false, fontMed)
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-- B button: back or buy stock
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if not drone.locked and drone.mode == Modes.bomber then
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self.bKey:draw(15, 207 + dy)
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Noble.Text.draw("Buy +1: $" .. (drone.stockPrice or 50), 33, 210, Noble.Text.ALIGN_LEFT, false, fontMed)
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else
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self.bKey:draw(15, 207 + dy)
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Noble.Text.draw("Back", 33, 210, Noble.Text.ALIGN_LEFT, false, fontMed)
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end
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-- Not enough money warning
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if scene.noMoneyTimer then
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if scene.noMoneyTimer.value < 800 then
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Noble.Text.draw("Not enough $!", 200, 190, Noble.Text.ALIGN_CENTER, false, fontMed)
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else
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scene.noMoneyTimer = nil
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end
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end
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-- Purchase animation
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if scene.purchaseText and scene.purchaseTimer then
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local offset = scene.purchaseTimer.value
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local alpha = 1.0 - (offset / 40)
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if alpha > 0 then
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Noble.Text.draw(scene.purchaseText, 200, 20 - offset, Noble.Text.ALIGN_CENTER, false, fontMed)
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else
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scene.purchaseText = nil
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scene.purchaseTimer = nil
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end
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end
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scene.paginator:moveTo(200, 207)
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end
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@@ -21,7 +21,8 @@ function scene:drawBackground()
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end
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function scene:setValues()
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self.bg = Graphics.image.new("assets/sprites/bg1")
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local bgPaths = { "assets/sprites/backgrounds/fpv", "assets/sprites/backgrounds/bomber" }
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self.bg = Graphics.image.new(bgPaths[CurrentMission.mapId])
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scene.bgX = 0
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scene.telemLostSound = playdate.sound.fileplayer.new("assets/audio/telemko")
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scene.telemLostSoundPlayed = false
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@@ -69,17 +70,17 @@ end
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function scene:enter()
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scene.super.enter(self)
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scene:setValues()
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scene.player = Player(150, 100)
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scene.ground = Ground(0, 225, scene.player)
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scene.balebaSpawner.timerEndedCallback = function()
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scene:spawnBaleba()
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-- scene:spawnBaleba()
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end
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for i = 1, 3 do
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scene:spawnBaleba()
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-- scene:spawnBaleba()
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end
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scene.helloAudio:play(1)
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@@ -135,8 +136,14 @@ function scene:update()
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if scene.player.targetDone then
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message = "You did it!"
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end
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if scene.player.targetDone then
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local reward = 100
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Noble.GameData.set("missionsCompleted", Noble.GameData.get("missionsCompleted") + 1)
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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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Noble.transition(Menu)
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Noble.transition(DroneCardSelector)
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c:remove()
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end)
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c:moveTo(200, 120)
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@@ -34,6 +34,17 @@ end
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function scene:enter()
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scene.super.enter(self)
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-- Update locked state from missionsCompleted
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local completed = Noble.GameData.get("missionsCompleted")
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for i = 1, #Maps do
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Maps[i].locked = (completed < Maps[i].unlockMissions)
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end
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scene.menuIndex = 1
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scene.currentX = 0
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scene.targetX = 0
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scene.cards = {}
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for i = 1, #Maps do
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scene.cards[i] = MapCard(0, 0, Maps[i])
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@@ -61,15 +72,18 @@ function scene:update()
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end
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-- Bottom background
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if Maps[scene.menuIndex].locked == false then
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local map = Maps[scene.menuIndex]
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if map.locked == false then
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self.aKey:draw(315, 207 + dy)
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Noble.Text.draw("Select", 333, 210, Noble.Text.ALIGN_LEFT, false, fontMed)
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else
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Noble.Text.draw(map.unlockMissions .. " missions to unlock", 200, 195, Noble.Text.ALIGN_CENTER, false, fontMed)
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end
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self.bKey:draw(15, 207 + dy)
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Noble.Text.draw("Back", 33, 210, Noble.Text.ALIGN_LEFT, false, fontMed)
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Noble.Text.draw(string.upper(Maps[scene.menuIndex].name), 200, 210, Noble.Text.ALIGN_CENTER, false, fontBig)
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Noble.Text.draw(string.upper(map.name), 200, 210, Noble.Text.ALIGN_CENTER, false, fontBig)
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end
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@@ -96,6 +110,7 @@ scene.inputHandler = {
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if Maps[scene.menuIndex].locked then
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return
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end
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CurrentMission.mapId = Maps[scene.menuIndex].id
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scene.menuConfirmSound:play(1)
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Noble.transition(DroneCardSelector)
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end,
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@@ -126,6 +126,9 @@ function scene:setupMenu(__menu)
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end
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return
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end)
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__menu:addItem("Credits", function() return end)
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__menu:addItem("Credits", function()
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Noble.GameData.resetAll()
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print("GameData reset!")
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end)
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__menu:select("Start")
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end
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@@ -7,7 +7,7 @@ local font = Graphics.font.new('assets/fonts/Mini Sans 2X')
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function scene:init()
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scene.super.init(self)
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self.bg = Graphics.image.new("assets/sprites/bg2")
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self.bg = Graphics.image.new("assets/sprites/backgrounds/bomber")
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self.bgY = 0
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self.scrollSpeed = 0.6
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@@ -31,6 +31,10 @@ function scene:init()
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scene.availableGrenades = 8
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scene.killCount = 0
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scene.killTarget = Maps[CurrentMission.mapId].killTarget or 10
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scene.missionEnded = false
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scene.enemies = {}
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scene.enemySpawnTimer = nil
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@@ -40,16 +44,43 @@ function scene:init()
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scene.minSpawnDelay = 500
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scene.maxSpawnDelay = 3500
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scene.enemySpeedBonus = 0
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scene.enemySpeedMax = 1.5
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scene.enemySpeedRamp = 0.0005
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scene.crateTimer = 0
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scene.crateInterval = math.random(400, 800)
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scene.allyBulletTimer = 0
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scene.allyBulletInterval = math.random(200, 500)
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-- Drone battery (in frames, ~60 seconds at 50fps)
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scene.battery = 3000
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scene.batteryMax = 3000
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-- Falling state
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scene.falling = false
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-- Combo tracking
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scene.comboCount = 0
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scene.comboText = nil
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scene.comboTextTimer = nil
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BomberScene.instance = self
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end
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function scene:drawBackground()
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if scene.missionEnded and scene.falling then
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Graphics.clear(Graphics.kColorBlack)
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return
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end
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self.bgY = self.bgY + self.scrollSpeed
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if self.bgY >= 720 then
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self.bgY = 0
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end
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self.bg:draw(0, self.bgY - 720)
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self.bg:draw(0, self.bgY)
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end
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@@ -116,31 +147,206 @@ function scene:start()
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Noble.showFPS = true
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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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return true
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end
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end
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return false
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end
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function scene:update()
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scene.super.update(self)
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if scene.missionEnded then return end
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local killsBefore = scene.killCount
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-- Ramp up enemy speed over time
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if scene.enemySpeedBonus < scene.enemySpeedMax then
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scene.enemySpeedBonus = scene.enemySpeedBonus + scene.enemySpeedRamp
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end
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-- Drone battery
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scene.battery = scene.battery - 1
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if scene.battery <= 0 and not scene.falling then
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scene.falling = true
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scene.fallTimer = 0
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scene.fallDuration = 120
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-- Stop spawning new enemies
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if scene.enemySpawnTimer then
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scene.enemySpawnTimer:remove()
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end
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end
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if scene.falling then
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scene.fallTimer = scene.fallTimer + 1
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if scene.fallTimer == 1 then
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scene.crosshair:setVisible(false)
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scene.fallSnapshot = playdate.graphics.getDisplayImage():copy()
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-- Remove all gameplay sprites during fall
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local allSprites = playdate.graphics.sprite.getAllSprites()
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for i = 1, #allSprites do
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allSprites[i]:remove()
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end
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end
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local t = scene.fallTimer / scene.fallDuration
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local scale = 1 + t * t * 5
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local w = math.floor(400 * scale)
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local h = math.floor(240 * scale)
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local x = math.floor((400 - w) / 2)
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local y = math.floor((240 - h) / 2)
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Graphics.clear(Graphics.kColorBlack)
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scene.fallSnapshot:drawScaled(x, y, scale)
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if scene.fallTimer >= scene.fallDuration and not scene.missionEnded then
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scene.missionEnded = true
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scene.fallSnapshot = nil
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-- Remove all gameplay sprites
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local allSprites = playdate.graphics.sprite.getAllSprites()
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for i = 1, #allSprites do
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allSprites[i]:remove()
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end
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-- Crash effects
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BigBoom()
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screenShake(1500, 8)
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local random = math.random(1, 4)
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local crashSound = playdate.sound.fileplayer.new("assets/audio/boom" .. random)
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crashSound:setVolume(0.8)
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crashSound:play(1)
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playdate.timer.performAfterDelay(2000, function()
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local c
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c = notify("Battery dead!", function()
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Noble.transition(DroneCardSelector)
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c:remove()
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end)
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c:moveTo(200, 120)
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c:add()
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end)
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end
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return
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end
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-- Spawn ammo crates
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scene.crateTimer = scene.crateTimer + 1
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if scene.crateTimer >= scene.crateInterval then
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scene.crateTimer = 0
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scene.crateInterval = math.random(400, 800)
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AmmoCrate(math.random(30, 370), -20)
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end
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-- Ally bullets (steal kills)
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scene.allyBulletTimer = scene.allyBulletTimer + 1
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if scene.allyBulletTimer >= scene.allyBulletInterval then
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scene.allyBulletTimer = 0
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scene.allyBulletInterval = math.random(200, 500)
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-- Find a random alive enemy to target
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local alive = {}
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for i = 1, #scene.enemies do
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if scene.enemies[i] and not scene.enemies[i].removed and not scene.enemies[i].isDying then
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alive[#alive + 1] = scene.enemies[i]
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end
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end
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if #alive > 0 then
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local target = alive[math.random(1, #alive)]
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AllyBullet(target)
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end
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end
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-- Victory check
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if scene.killCount >= scene.killTarget then
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scene.missionEnded = true
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scene.crosshair:setVisible(false)
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local reward = 100
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Noble.GameData.set("missionsCompleted", Noble.GameData.get("missionsCompleted") + 1)
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Noble.GameData.set("money", Noble.GameData.get("money") + reward)
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local c
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c = notify("Mission Complete! +$" .. reward, function()
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Noble.transition(DroneCardSelector)
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c:remove()
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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
|
||||
|
||||
Reference in New Issue
Block a user