rework + cool bomber
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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)
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c:moveTo(200, 120)
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c:add()
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return
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end
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-- Defeat check: no grenades left and no active grenades on screen
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if scene.availableGrenades <= 0 and not scene.grenadeCooldown and not scene:hasActiveGrenades() then
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scene.missionEnded = true
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scene.crosshair:setVisible(false)
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local c
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c = notify("Mission Failed!", 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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return
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end
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if scene.grenadeCooldown and not scene.autoReload and not playdate.isCrankDocked() then
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local change = playdate.getCrankChange()
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if change > 0 or change < 0 then
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scene.reloadProgress = scene.reloadProgress + (change * scene.crankSensitivity)
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if scene.reloadProgress > scene.progressBarMax then
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scene.reloadProgress = scene.progressBarMax
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scene.grenadeCooldown = false
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scene.progressBar:setVisible(false)
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end
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scene.progressBar:set(scene.reloadProgress)
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end
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end
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-- Combo detection
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local frameKills = scene.killCount - killsBefore
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if frameKills >= 2 then
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scene.comboText = "x" .. frameKills .. " COMBO!"
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scene.comboTextTimer = playdate.timer.new(1500, 0, 1500, playdate.easingFunctions.linear)
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scene.availableGrenades = scene.availableGrenades + (frameKills - 1)
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end
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-- HUD: kill count
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Noble.Text.draw(scene.killCount .. "/" .. scene.killTarget, 350, 10, Noble.Text.ALIGN_RIGHT, false, font)
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-- HUD: battery bar
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local batW = 40
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local batH = 6
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local batX = 180
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local batY = 10
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local batFill = (scene.battery / scene.batteryMax) * batW
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Graphics.drawRect(batX, batY, batW, batH)
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Graphics.fillRect(batX, batY, batFill, batH)
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-- HUD: combo text
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if scene.comboText and scene.comboTextTimer then
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if scene.comboTextTimer.value < 1500 then
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Noble.Text.draw(scene.comboText, 200, 100, Noble.Text.ALIGN_CENTER, false, font)
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else
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scene.comboText = nil
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scene.comboTextTimer = nil
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end
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end
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Noble.Text.draw(scene.availableGrenades .. "x", 10, 210, Noble.Text.ALIGN_LEFT, false, font)
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if scene.availableGrenades <= 0 then
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if scene.availableGrenades <= 0 and not scene:hasActiveGrenades() then
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Noble.Text.draw("No grenades left", 200, 110, Noble.Text.ALIGN_CENTER, false, font)
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scene.crosshair:setVisible(false)
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scene.progressBar:setVisible(false)
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elseif scene.availableGrenades <= 0 then
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-- grenades still flying, wait
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elseif playdate.isCrankDocked() then
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Noble.Text.draw("Crank it to reload!", 200, 110, Noble.Text.ALIGN_CENTER, false, font)
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playdate.ui.crankIndicator:draw()
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@@ -157,7 +363,8 @@ function scene:spawnEnemies()
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end
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if activeEnemies < self.maxEnemies then
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scene.enemies[scene.nextEnemyIndex] = Enemy(math.random(30, 370), -20)
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local isScout = math.random() < 0.1
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scene.enemies[scene.nextEnemyIndex] = Enemy(math.random(30, 370), -20, isScout)
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scene.nextEnemyIndex = scene.nextEnemyIndex + 1
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end
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@@ -174,23 +381,22 @@ end
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function scene:finish()
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scene.themeSound:stop()
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scene.enemySpawnTimer:remove()
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for i = 1, #scene.enemies do
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if scene.enemies[i] then
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scene.enemies[i]:remove()
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end
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-- Remove ALL sprites to prevent leaking into next scene
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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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scene.enemies = {}
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if scene.progressBar then
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scene.progressBar:remove()
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end
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scene.progressBar = nil
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if scene.grenadeCooldownTimer then
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scene.grenadeCooldownTimer:remove()
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end
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scene.grenadeCooldownTimer = nil
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scene.crosshair:remove()
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scene.crosshair = nil
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BomberScene.instance = nil
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NoiseAnimation.isJamming = false
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end
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-- TODO: random spawn some decorations
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