Compare commits

...

7 Commits

Author SHA1 Message Date
fae2abf94e
bomber imp 2025-04-12 13:32:36 +02:00
648e4a3dc4
bomber 2025-04-11 15:15:19 +02:00
95b2c825db
map select 2025-04-11 01:25:01 +02:00
19fe3e3d13
fix: ass code l 2024-06-14 21:06:39 +03:00
a4d2684724
fix: ass code l 2024-06-14 20:50:55 +03:00
1349e92491
feat: add dialogue 2024-06-14 20:33:09 +03:00
60002df6e1
fix: player can select unavailable drone 2024-06-12 19:07:08 +03:00
56 changed files with 1641 additions and 67 deletions

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@ -28,7 +28,8 @@
],
"runtime.version": "Lua 5.4",
"workspace.library": [
"/home/ut3usw/src/playdate-luacats",
"/home/ut3usw/Projects/VSCode-PlaydateTemplate/source/libraries"
"/Users/oleksiiilienko/projects/playdate-luacats",
"/Users/oleksiiilienko/Documents/fpv2/source/libraries",
"/Users/oleksiiilienko/Documents/fpv2/source"
]
}

11
.vscode/launch.json vendored Normal file
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@ -0,0 +1,11 @@
{
"version": "0.2.0",
"configurations": [
{
"type": "playdate",
"request": "launch",
"name": "Playdate: Debug",
"preLaunchTask": "${defaultBuildTask}"
}
]
}

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@ -5,4 +5,8 @@
"Lua.runtime.nonstandardSymbol": ["+=", "-=", "*=", "/=", "//=", "%=", "<<=", ">>=", "&=", "|=", "^="],
"Lua.workspace.library": ["$PLAYDATE_SDK_PATH/CoreLibs"],
"Lua.workspace.preloadFileSize": 1000,
}
"playdate-debug.sdkPath": "/Users/oleksiiilienko/Developer/PlaydateSDK",
"playdate-debug.sourcePath": "/Users/oleksiiilienko/Documents/fpv2/source",
"playdate-debug.outputPath": "/Users/oleksiiilienko/Documents/fpv2/builds",
"playdate-debug.productName": "FPV Game"
}

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.vscode/tasks.json vendored
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@ -3,6 +3,26 @@
// for the documentation about the tasks.json format
"version": "2.0.0",
"tasks": [
{
"type": "pdc",
"problemMatcher": ["$pdc-lua", "$pdc-external"],
"label": "Playdate: Build"
},
{
"type": "playdate-simulator",
"problemMatcher": ["$pdc-external"],
"label": "Playdate: Run"
},
{
"label": "Playdate: Build and Run",
"dependsOn": ["Playdate: Build", "Playdate: Run"],
"dependsOrder": "sequence",
"problemMatcher": [],
"group": {
"kind": "build",
"isDefault": true
}
},
{
"label": "Invoke Build and Run script",
"type": "shell",
@ -29,6 +49,12 @@
"build"
]
},
"osx": {
"command": "${workspaceFolder}/build_and_run_mac.sh",
"args": [
"build"
]
},
"presentation": {
"showReuseMessage": false,
"reveal": "always",
@ -62,6 +88,12 @@
"run"
]
},
"osx": {
"command": "${workspaceFolder}/build_and_run_mac.sh",
"args": [
"run"
]
},
"presentation": {
"showReuseMessage": false,
"reveal": "always",

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@ -2,7 +2,7 @@
## TODO:
- [ ] Menu audio
- [x] Menu audio
- [x] Tags, zOffset from constants
- [ ] Add global game state (?)
- [x] Add inertia to the player

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

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--metrics={"baseline":7,"xHeight":0,"capHeight":0,"pairs":{},"left":[],"right":[]}
datalen=1204
data=iVBORw0KGgoAAAANSUhEUgAAADgAAAAwCAYAAABE1blzAAAAAXNSR0IArs4c6QAAA0BJREFUaEPdWdtyqzAQa/7/o9uBqVMhpNUaCE17njr22uxVknMeHz//PuHv8eeD1tAG99TZ5eiwSfvjM2w3c176zxcop5XNchnbumQs62y/BDQccj7gGXc++f9Ag+EIZ55thnOpghiY647hOAaLa84/7jC+57mvLmDHuhXExLgKuQ5xgY47UwfYfVcddTFnWVW6qhSPuEsk2rnKsH/Kbr0/9bBrV25TlUG06VQAA+Nx6Z7fdUhnjhzCdVASMy1AegNU6juXoaj6+L9YSxlKVZrpgG7CqnZXc4yAtttXIFMNeYWCCUU7ASYhkVCYfd8oDRzsNkp9E75FMRIEVZCVeEj3t1EUCbSiBeY5ViUIGKxwVJCO6CsebKG0kldKWqUMqjlwEo0DTNzpFJHiUW7xJw9yxlW7pBnrnHEtunMMDF0gSSisd6oKYpvuhpY8vBJFXSW5OxxWSJ7tzEcH/a6yUUL71N3dCqjsJo5UgCWz/L1YfSO1sMKA1b+uFu1oQdUNqSIMXgn0+D70S9IME73KlBK+HZ7kCvLsnN1nlJa0pgJUQ8yc4wJkUKqUkso+82m3AywL/HYFZ75fKS2cwU3H3T2DSUi/bAYtCjUQzp11KOqo6aUoeopr3vlwJ5sO/RwPOrqoKnqY51KHVQFWYlZBNK8pRK1oqAIR9VpRL5CdtDwSIPMiU0hF+GjrzrmnU0qA3GcUrQg8IW63gq4zrli3FUzvPSWReAbVrB7lua4AcX495z1VRVWU17jtWFWoVnSasiMV8f6oqHBeuu8xbAPV4mnfzVLiza5/GwxwIPPO1Dbl21UVrNRMxaPYYmd40vLo7AzuUAp+NkTQ4TmsNOgV6Gln+ijKVXTCLdSduW6gXGk+t9mv4Fh9cKaCTn0ovqxQlYWF+hVguoLpUkcfjKDyZwTxX9qJhyuqcepoXXcz2MnoTIXTTCatiSDGyefgZYvOoGCaKcWDTM4OkNT8qrHg8xFFp7jlLxlXYvsoL6Uq3Jqfq2mCnXf8d1uQCmQcDDvkdK8IBRy3BYbtxwCgUCqhWGf/9uAQidwrWqGVI2qscIWktwbancEOj6mXydvNoKqCe3Gkl4gag1urp8j2dgde/cEvnycmPQiDA1YAAAAASUVORK5CYII=
width=8
height=8
tracking=1
0 8
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space 8
<EFBFBD> 8
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@ -0,0 +1,763 @@
------------------------------------------------
--- Dialogue classes intended to ease the ---
--- implementation of dialogue into playdate ---
--- games. Developed by: ---
--- GammaGames, PizzaFuelDev and NickSr ---
------------------------------------------------
-- You can find examples and docs at https://github.com/PizzaFuel/pdDialogue
local pd = playdate
local gfx = pd.graphics
----------------------------------------------------------------------------
-- #Section: pdDialogue
----------------------------------------------------------------------------
pdDialogue = {}
function pdDialogue.wrap(lines, width, font)
--[[
lines: an array of strings
width: the maximum width of each line (in pixels)
font: the font to use (optional, uses default font if not provided)
]]--
font = font or gfx.getFont()
local result = {}
for _, line in ipairs(lines) do
local currentWidth, currentLine = 0, ""
if line == "" or font:getTextWidth(line) <= width then
table.insert(result, line)
goto continue
end
for word in line:gmatch("%S+") do
local wordWidth = font:getTextWidth(word)
local newLine = currentLine .. (currentLine ~= "" and " " or "") .. word
local newWidth = font:getTextWidth(newLine)
if newWidth >= width then
table.insert(result, currentLine)
currentWidth, currentLine = wordWidth, word
else
currentWidth, currentLine = newWidth, newLine
end
end
if currentWidth ~= 0 then
table.insert(result, currentLine)
end
::continue::
end
return result
end
function pdDialogue.window(text, startIndex, height, font)
--[[
text: an array of strings (pre-wrapped)
startIndex: the row index to start the window
height: the height (in pixels) of the window
font: the font to use (optional, uses default font if not provided)
]]--
font = font or gfx.getFont()
local result = {text[start_index]}
local rows = pdDialogue.getRows(height, font) - 1
for index = 1, rows do
-- Check if index is out of range of the text
if start_index + index > #text then
break
end
table.insert(result, text[i])
end
return table.concat(result, "\n")
end
function pdDialogue.paginate(lines, height, font)
--[[
lines: array of strings (pre-wrapped)
height: height to limit text (in pixels)
font: optional, will get current font if not provided
]]--
local result = {}
local currentLine = {}
font = font or gfx.getFont()
local rows = pdDialogue.getRows(height, font)
for _, line in ipairs(lines) do
if line == "" then
-- If line is empty and currentLine has text...
if #currentLine > 0 then
-- Merge currentLine and add to result
table.insert(result, table.concat(currentLine, "\n"))
currentLine = {}
end
else
-- If over row count...
if #currentLine >= rows then
-- Concat currentLine, add to result, and start new line
table.insert(result, table.concat(currentLine, "\n"))
currentLine = { line }
else
table.insert(currentLine, line)
end
end
end
-- If all lines are complete and currentLine is not empty, add to result
if #currentLine > 0 then
table.insert(result, table.concat(currentLine, "\n"))
currentLine = {}
end
return result
end
function pdDialogue.process(text, width, height, font)
--[[
text: string containing the text to be processed
width: width to limit text (in pixels)
height: height to limit text (in pixels)
font: optional, will get current font if not provided
]]--
local lines = {}
font = font or gfx.getFont()
-- Split newlines in text
for line in text:gmatch("([^\n]*)\n?") do
table.insert(lines, line)
end
-- Wrap the text
local wrapped = pdDialogue.wrap(lines, width, font)
-- Paginate the wrapped text
local paginated = pdDialogue.paginate(wrapped, height, font)
return paginated
end
function pdDialogue.getRows(height, font)
font = font or gfx.getFont()
local lineHeight = font:getHeight() + font:getLeading()
return math.floor(height / lineHeight)
end
function pdDialogue.getRowsf(height, font)
font = font or gfx.getFont()
local lineHeight = font:getHeight() + font:getLeading()
return height / lineHeight
end
----------------------------------------------------------------------------
-- #Section: pdDialogueSprite
----------------------------------------------------------------------------
pdDialogueSprite = {}
class("pdDialogueSprite").extends(gfx.sprite)
function pdDialogueSprite:init(dialogue)
--[[
dialogue: an instance of pdDialogueBox
]]--
pdDialogueSprite.super.init(self)
self.image = gfx.image.new(dialogue.width, dialogue.height)
self:setImage(self.image)
self.dialogue = dialogue
-- Remove sprite when dialogue is closed
local onClose = self.dialogue.onClose
function self.dialogue.onClose()
onClose()
self:remove()
end
end
function pdDialogueSprite:add()
pdDialogueSprite.super.add(self)
if not self.dialogue.enabled then
self.dialogue:enable()
end
end
function pdDialogueSprite:update()
pdDialogueSprite.super.update(self)
-- Redraw dialogue if it has changed (update returns true)
if self.dialogue:update() then
self.image:clear(gfx.kColorClear)
gfx.pushContext(self.image)
self.dialogue:draw(0, 0)
gfx.popContext()
self:markDirty()
end
end
----------------------------------------------------------------------------
-- #Section: pdDialogueBox
----------------------------------------------------------------------------
pdDialogueBox = {}
class("pdDialogueBox").extends()
function pdDialogueBox.buttonPrompt(x, y)
gfx.setImageDrawMode(gfx.kDrawModeCopy)
gfx.getSystemFont():drawText("", x, y)
end
function pdDialogueBox.arrowPrompt(x, y, color)
gfx.setColor(color or gfx.kColorBlack)
gfx.fillTriangle(
x, y,
x + 5, y + 5,
x + 10, y
)
end
function pdDialogueBox:init(text, width, height, font)
--[[
text: optional string of text to process
width: width of dialogue box (in pixels)
height: height of dialogue box (in pixels)
font: font to use for drawing text
]]--
pdDialogueBox.super.init(self)
self.speed = 0.5 -- char per frame
self.padding = 2
self.width = width
self.height = height
self.font = font
self.enabled = false
self.line_complete = false
self.dialogue_complete = false
if text ~= nil then
self:setText(text)
end
end
function pdDialogueBox:asSprite()
return pdDialogueSprite(self)
end
function pdDialogueBox:getInputHandlers()
local _speed = self:getSpeed()
return {
AButtonDown = function()
if self.dialogue_complete then
self:disable()
elseif self.line_complete then
self:nextPage()
else
self:setSpeed(_speed * 2)
end
end,
AButtonUp = function()
self:setSpeed(_speed)
end,
BButtonDown = function()
if self.line_complete then
if self.dialogue_complete then
self:disable()
else
self:nextPage()
self:finishLine()
end
else
self:finishLine()
end
end
}
end
function pdDialogueBox:enable()
self.enabled = true
self:onOpen()
end
function pdDialogueBox:disable()
self.enabled = false
self:onClose()
end
function pdDialogueBox:setText(text)
local font = self.font or gfx.getFont()
if type(font) == "table" then
font = font[gfx.font.kVariantNormal]
end
self.text = text
if text ~= nil then
self.pages = pdDialogue.process(text, self.width - self.padding * 2, self.height - self.padding * 2, font)
end
self:restartDialogue()
end
function pdDialogueBox:getText()
return self.text
end
function pdDialogueBox:setPages(pages)
self.pages = pages
self:restartDialogue()
end
function pdDialogueBox:getPages()
return self.pages
end
function pdDialogueBox:setWidth(width)
self.width = width
if self.text ~= nil then
self:setText(self.text)
end
end
function pdDialogueBox:getWidth()
return self.width
end
function pdDialogueBox:setHeight(height)
self.height = height
if self.text ~= nil then
self:setText(self.text)
end
end
function pdDialogueBox:getHeight()
return self.height
end
function pdDialogueBox:setPadding(padding)
self.padding = padding
-- Set text again because padding affects text wrapping
self:setText(self.text)
end
function pdDialogueBox:getPadding()
return self.padding
end
function pdDialogueBox:setFont(font)
self.font = font
end
function pdDialogueBox:getFont()
return self.font
end
function pdDialogueBox:setNineSlice(nineSlice)
self.nineSlice = nineSlice
end
function pdDialogueBox:getNineSlice()
return self.nineSlice
end
function pdDialogueBox:setSpeed(speed)
self.speed = speed
end
function pdDialogueBox:getSpeed()
return self.speed
end
function pdDialogueBox:restartDialogue()
self.currentPage = 1
self.currentChar = 1
self.line_complete = false
self.dialogue_complete = false
end
function pdDialogueBox:finishDialogue()
self.currentPage = #self.pages
self:finishLine()
end
function pdDialogueBox:restartLine()
self.currentChar = 1
self.line_complete = false
self.dialogue_complete = false
self.dirty = true
end
function pdDialogueBox:finishLine()
self.currentChar = #self.pages[self.currentPage]
self.line_complete = true
self.dialogue_complete = self.currentPage == #self.pages
self.dirty = true
end
function pdDialogueBox:previousPage()
if self.currentPage - 1 >= 1 then
self.currentPage -= 1
self:restartLine()
end
end
function pdDialogueBox:nextPage()
if self.currentPage + 1 <= #self.pages then
self.currentPage += 1
self:restartLine()
self:onNextPage()
end
end
function pdDialogueBox:drawBackground(x, y)
if self.nineSlice ~= nil then
gfx.setImageDrawMode(gfx.kDrawModeCopy)
self.nineSlice:drawInRect(x, y, self.width, self.height)
else
gfx.setColor(gfx.kColorWhite)
gfx.fillRect(x, y, self.width, self.height)
gfx.setColor(gfx.kColorBlack)
gfx.drawRect(x, y, self.width, self.height)
end
end
function pdDialogueBox:drawText(x, y, text)
gfx.setImageDrawMode(gfx.kDrawModeCopy)
if self.font ~= nil then
-- variable will be table if a font family
if type(self.font) == "table" then
-- Draw with font family
gfx.drawText(text, x, y, self.font)
else
-- Draw using font
self.font:drawText(text, x, y)
end
else
gfx.drawText(text, x, y)
end
end
function pdDialogueBox:drawPrompt(x, y)
pdDialogueBox.buttonPrompt(x + self.width - 20, y + self.height - 20)
end
function pdDialogueBox:draw(x, y)
local currentText = self.pages[self.currentPage]
if not self.line_complete then
currentText = currentText:sub(1, math.floor(self.currentChar))
end
self:drawBackground(x, y)
self:drawText(x + self.padding, y + self.padding, currentText)
if self.line_complete then
self:drawPrompt(x, y)
end
end
function pdDialogueBox:onOpen()
-- Overrideable by user
end
function pdDialogueBox:onPageComplete()
-- Overrideable by user
end
function pdDialogueBox:onNextPage()
-- Overrideable by user
end
function pdDialogueBox:onDialogueComplete()
-- Overrideable by user
end
function pdDialogueBox:onClose()
-- Overrideable by user
end
function pdDialogueBox:update()
local dirty = self.dirty
self.dirty = false
if not self.enabled then
return dirty
end
local pageLength = #self.pages[self.currentPage]
if self.currentChar < pageLength then
dirty = true
self.currentChar += self.speed
if self.currentChar > pageLength then
self.currentChar = pageLength
end
end
local previous_line_complete = self.line_complete
local previous_dialogue_complete = self.dialogue_complete
self.line_complete = self.currentChar == pageLength
self.dialogue_complete = self.line_complete and self.currentPage == #self.pages
if previous_line_complete ~= self.line_complete then
self:onPageComplete()
dirty = true
end
if previous_dialogue_complete ~= self.dialogue_complete then
self:onDialogueComplete()
dirty = true
end
return dirty
end
----------------------------------------------------------------------------
-- #Section: pdPortraitDialogueBox
----------------------------------------------------------------------------
pdPortraitDialogueBox = {}
class("pdPortraitDialogueBox").extends(pdDialogueBox)
function pdPortraitDialogueBox:init(name, drawable, text, width, height, font)
self.name = name
self.portrait = drawable
if self.portrait.getSize ~= nil then
self.portrait_width, self.portrait_height = self.portrait:getSize()
elseif self.portrait.getImage ~= nil then
self.portrait_width, self.portrait_height = self.portrait:getImage(1):getSize()
elseif self.portrait.image ~= nil then
if type(self.portrait.image) ~= "function" then
self.portrait_width, self.portrait_height = self.portrait.image:getSize()
else
self.portrait_width, self.portrait_height = self.portrait:image():getSize()
end
end
pdDialogueBox.init(self, text, width - self.portrait_width, height, font)
self:setAlignment(kTextAlignment.left)
end
function pdPortraitDialogueBox:setAlignment(alignment)
self.alignment = alignment
if self.alignment == kTextAlignment.left then
self.portrait_x_position = 0
else
self.portrait_x_position = self.width
end
end
function pdPortraitDialogueBox:getAlignment()
return self.alignment
end
function pdPortraitDialogueBox:draw(x, y)
local offset = self.alignment == kTextAlignment.left and self.portrait_width or 0
pdPortraitDialogueBox.super.draw(self, x + offset, y)
end
function pdPortraitDialogueBox:drawBackground(x, y)
pdPortraitDialogueBox.super.drawBackground(self, x, y)
self:drawPortrait(x + self.portrait_x_position - self.portrait_width, y)
end
function pdPortraitDialogueBox:drawPortrait(x, y)
if self.nineSlice ~= nil then
self.nineSlice:drawInRect(x, y, self.portrait_width, self.portrait_height)
else
gfx.setColor(gfx.kColorWhite)
gfx.fillRect(x, y, self.portrait_width, self.portrait_height)
gfx.setColor(gfx.kColorBlack)
gfx.drawRect(x, y, self.portrait_width, self.height)
end
local font = self.font or gfx.getFont()
self.portrait:draw(x, y)
font:drawTextAligned(
self.name,
x + self.portrait_width / 2,
y + self.height - font:getHeight() - self.padding,
kTextAlignment.center
)
end
----------------------------------------------------------------------------
-- #Section: dialogue box used in pdDialogue
----------------------------------------------------------------------------
pdDialogue.DialogueBox_x, pdDialogue.DialogueBox_y = 5, 186
pdDialogue.DialogueBox = pdDialogueBox(nil, 390, 48)
pdDialogue.DialogueBox_Callbacks = {}
pdDialogue.DialogueBox_Say_Default = nil
pdDialogue.DialogueBox_Say_Nils = nil
pdDialogue.DialogueBox_KeyValueMap = {
width={
set=function(value) pdDialogue.DialogueBox:setWidth(value) end,
get=function() return pdDialogue.DialogueBox:getWidth() end
},
height={
set=function(value) pdDialogue.DialogueBox:setHeight(value) end,
get=function() return pdDialogue.DialogueBox:getHeight() end
},
x={
set=function(value) pdDialogue.DialogueBox_x = value end,
get=function() return pdDialogue.DialogueBox_x end
},
y={
set=function(value) pdDialogue.DialogueBox_y = value end,
get=function() return pdDialogue.DialogueBox_y end
},
padding={
set=function(value) pdDialogue.DialogueBox:setPadding(value) end,
get=function() return pdDialogue.DialogueBox:getPadding() end
},
font={
set=function(value) pdDialogue.DialogueBox:setFont(value) end,
get=function() return pdDialogue.DialogueBox:getFont() end
},
fontFamily={
set=function(value) pdDialogue.DialogueBox.fontFamily = value end,
get=function() return pdDialogue.DialogueBox.fontFamily end
},
nineSlice={
set=function(value) pdDialogue.DialogueBox:setNineSlice(value) end,
get=function() return pdDialogue.DialogueBox:getNineSlice() end
},
speed={
set=function(value) pdDialogue.DialogueBox:setSpeed(value) end,
get=function() return pdDialogue.DialogueBox:getSpeed() end
},
drawBackground={
set=function(func) pdDialogue.DialogueBox_Callbacks["drawBackground"] = func end,
get=function() return pdDialogue.DialogueBox_Callbacks["drawBackground"] end
},
drawText={
set=function(func) pdDialogue.DialogueBox_Callbacks["drawText"] = func end,
get=function() return pdDialogue.DialogueBox_Callbacks["drawText"] end
},
drawPrompt={
set=function(func) pdDialogue.DialogueBox_Callbacks["drawPrompt"] = func end,
get=function() return pdDialogue.DialogueBox_Callbacks["drawPrompt"] end
},
onOpen={
set=function(func) pdDialogue.DialogueBox_Callbacks["onOpen"] = func end,
get=function() return pdDialogue.DialogueBox_Callbacks["onOpen"] end
},
onPageComplete={
set=function(func) pdDialogue.DialogueBox_Callbacks["onPageComplete"] = func end,
get=function() return pdDialogue.DialogueBox_Callbacks["onPageComplete"] end
},
onNextPage={
set=function(func) pdDialogue.DialogueBox_Callbacks["onNextPage"] = func end,
get=function() return pdDialogue.DialogueBox_Callbacks["onNextPage"] end
},
onDialogueComplete={
set=function(func) pdDialogue.DialogueBox_Callbacks["onDialogueComplete"] = func end,
get=function() return pdDialogue.DialogueBox_Callbacks["onDialogueComplete"] end
},
onClose={
set=function(func) pdDialogue.DialogueBox_Callbacks["onClose"] = func end,
get=function() return pdDialogue.DialogueBox_Callbacks["onClose"] end
}
}
function pdDialogue.DialogueBox:drawBackground(x, y)
if pdDialogue.DialogueBox_Callbacks["drawBackground"] ~= nil then
pdDialogue.DialogueBox_Callbacks["drawBackground"](self, x, y)
else
pdDialogue.DialogueBox.super.drawBackground(self, x, y)
end
end
function pdDialogue.DialogueBox:drawText(x, y ,text)
if pdDialogue.DialogueBox_Callbacks["drawText"] ~= nil then
pdDialogue.DialogueBox_Callbacks["drawText"](self, x, y, text)
else
pdDialogue.DialogueBox.super.drawText(self, x, y, text)
end
end
function pdDialogue.DialogueBox:drawPrompt(x, y)
if pdDialogue.DialogueBox_Callbacks["drawPrompt"] ~= nil then
pdDialogue.DialogueBox_Callbacks["drawPrompt"](self, x, y)
else
pdDialogue.DialogueBox.super.drawPrompt(self, x, y)
end
end
function pdDialogue.DialogueBox:onOpen()
pd.inputHandlers.push(self:getInputHandlers(), true)
if pdDialogue.DialogueBox_Callbacks["onOpen"] ~= nil then
pdDialogue.DialogueBox_Callbacks["onOpen"]()
end
end
function pdDialogue.DialogueBox:onPageComplete()
if pdDialogue.DialogueBox_Callbacks["onPageComplete"] ~= nil then
pdDialogue.DialogueBox_Callbacks["onPageComplete"]()
end
end
function pdDialogue.DialogueBox:onNextPage()
if pdDialogue.DialogueBox_Callbacks["onNextPage"] ~= nil then
pdDialogue.DialogueBox_Callbacks["onNextPage"]()
end
end
function pdDialogue.DialogueBox:onDialogueComplete()
if pdDialogue.DialogueBox_Callbacks["onDialogueComplete"] ~= nil then
pdDialogue.DialogueBox_Callbacks["onDialogueComplete"]()
end
end
function pdDialogue.DialogueBox:onClose()
-- Make a backup of the current onClose callback
local current = pdDialogue.DialogueBox_Callbacks["onClose"]
-- This will reset all (including the callbacks)
if pdDialogue.DialogueBox_Say_Default ~= nil then
pdDialogue.setup(pdDialogue.DialogueBox_Say_Default)
pdDialogue.DialogueBox_Say_Default = nil
end
if pdDialogue.DialogueBox_Say_Nils ~= nil then
for _, key in ipairs(pdDialogue.DialogueBox_Say_Nils) do
pdDialogue.set(key, nil)
end
pdDialogue.DialogueBox_Say_Nils = nil
end
pd.inputHandlers.pop()
-- If the current wasn't nil, call it
if current ~= nil then
current()
end
end
----------------------------------------------------------------------------
-- #Section: pdDialogue main user functions
----------------------------------------------------------------------------
function pdDialogue.set(key, value)
if pdDialogue.DialogueBox_KeyValueMap[key] ~= nil then
local backup = pdDialogue.DialogueBox_KeyValueMap[key].get()
pdDialogue.DialogueBox_KeyValueMap[key].set(value)
return backup
end
return nil
end
function pdDialogue.setup(config)
-- config: table of key value pairs. Supported keys are in pdDialogue.DialogueBox_KeyValueMap
local backup = {}
local nils = {}
for key, value in pairs(config) do
local backup_value = pdDialogue.set(key, value)
if backup_value ~= nil then
backup[key] = backup_value
else
table.insert(nils, key)
end
end
return backup, nils
end
function pdDialogue.say(text, config)
--[[
text: string (can be multiline) to say
config: optional table, will provide temporary overrides for this one dialogue box
]]--
if config ~= nil then
pdDialogue.DialogueBox_Say_Default, pdDialogue.DialogueBox_Say_Nils = pdDialogue.setup(config)
end
pdDialogue.DialogueBox:setText(text)
pdDialogue.DialogueBox:enable()
return pdDialogue.DialogueBox
end
function pdDialogue.update()
if pdDialogue.DialogueBox.enabled then
pdDialogue.DialogueBox:update()
pdDialogue.DialogueBox:draw(pdDialogue.DialogueBox_x, pdDialogue.DialogueBox_y)
end
end

View File

@ -569,7 +569,7 @@ function ParticlePixel:update()
for part = 1, #self.particles, 1 do
local pix = self.particles[part]
playdate.graphics.drawPixel(pix.x,pix.y,pix.size)
playdate.graphics.drawPixel(pix.x,pix.y)
pix.x += math.sin(math.rad(pix.dir)) * pix.speed
pix.y -= math.cos(math.rad(pix.dir)) * pix.speed

View File

@ -10,6 +10,7 @@ import 'libraries/noble/Noble'
import "libraries/AnimatedSprite"
import "libraries/pdParticles"
import "libraries/playout"
import "libraries/pdDialogue"
import 'utilities/enum'
import 'utilities/ui'
@ -33,9 +34,30 @@ CollideGroups = {
wall = 5
}
Maps = {
{
id = 1,
name = "Vovchansk",
description = "This is a map",
locked = false,
},
{
id = 2,
name = "Mariupol",
description = "This is a map",
locked = false,
}
}
Modes = {
fpv = "FPV",
bomber = "Bomber"
}
Drones = {
{
id = 1,
mode = Modes.fpv,
name = "Quad FPV",
description =
"This is a quadrocopter with a camera on it. It's a good drone for beginners. It's easy to control and has a good battery life.",
@ -46,10 +68,11 @@ Drones = {
},
{
id = 2,
mode = Modes.bomber,
name = "Drone 2",
description = "This is a drone",
price = 200,
locked = true,
locked = false,
preview = nil,
full = nil
},
@ -75,6 +98,7 @@ Drones = {
import "scripts/player"
import "scripts/bigBoomSprite"
import "scripts/bomber/boom"
import "scripts/groundSprite"
import "scripts/balebaSprite"
import "scripts/dangerSprite"
@ -83,12 +107,18 @@ import "scripts/progressBar"
import "scripts/selectionSprite"
import "scripts/DroneCard"
import "scripts/pageSprite"
import "scripts/MapCard"
import "scripts/bomber/movableCrosshair"
import "scripts/bomber/granade"
import "scripts/bomber/explosionMark"
import "scenes/BaseScene"
import 'scenes/Assemble'
import 'scenes/DroneCardSelector'
import 'scenes/Menu'
import 'scenes/Game'
import 'scenes/MapSelector'
import 'scenes/bomber/BomberScene'
Difficulty = {
Easy = "Easy",
@ -114,7 +144,7 @@ DifficultySettings = {
Noble.Settings.setup({
difficulty = Difficulty.Medium,
music = true,
debug = true
debug = false
})
Noble.GameData.setup({
@ -129,4 +159,4 @@ playdate.display.setRefreshRate(50)
Noble.showFPS = false
Noble.new(Menu)
Noble.new(BomberScene)

View File

@ -2,7 +2,7 @@ name=FPV Game
author=ut3usw
description=This is a FPV Game
bundleID=guru.dead.fpv
version=0.1.1
buildNumber=2
version=0.2.0
buildNumber=10
imagePath=assets/launcher/
launchSoundPath=assets/launcher/sound.wav

View File

@ -104,7 +104,6 @@ function scene:setValues()
scene.timeToClick = DifficultySettings[scene.difficulty].assebleTime
scene.menuConfirmSound = playdate.sound.fileplayer.new("assets/audio/confirm")
self.aKey = Graphics.image.new("assets/sprites/buttons/A")
scene.musicEnabled = Noble.Settings.get("music")
@ -133,21 +132,31 @@ end
function scene:start()
scene.super.start(self)
self.optionsMenu:addMenuItem("Main Menu", function() Noble.transition(Menu) end)
Noble.showFPS = false
if scene.musicEnabled then
scene.levelAudio:play(0)
end
end
function scene:enter()
scene.super.enter(self)
scene.buttonTimeout = 100
Noble.Input.setHandler(scene.inputHandler)
local text =
[[The drone is assembled and operational. We are ready for the mission.
if scene.musicEnabled then
scene.levelAudio:play(0)
end
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)
-- self.dialogue:setPadding(4)
end
function round(number)
@ -158,45 +167,71 @@ end
local elapsedTime = 0
function scene:update()
scene.super.update(self)
elapsedTime = elapsedTime + 1 / playdate.display.getRefreshRate()
local sddy = 4 * math.sin(10 * elapsedTime)
local sdy = 4 * math.sin(7 * elapsedTime)
local sddx = 2 * math.cos(5 * elapsedTime)
elapsedTime = elapsedTime + 1 / playdate.display.getRefreshRate()
local sddy = 0
local sdy = 0
local sddx = 0
if #scene.code == 0 then
if self.dialogue.enabled ~= true then
Noble.Input.setHandler(self.dialogue:getInputHandlers())
function self.dialogue:onClose()
Noble.Transition.setDefaultProperties(Noble.Transition.SpotlightMask, {
x = 325,
y = 95,
xEnd = 96,
yEnd = 100,
invert = false
})
scene.menuConfirmSound:play(1)
Noble.transition(Game, nil, Noble.Transition.SpotlightMask)
end
self.dialogue:enable()
return
else
scene.droneParts[#scene.droneParts]:draw(100, 20)
local dy = 1 * math.sin(10 * elapsedTime)
self.dialogue:update()
self.dialogue:draw(5, 186 + dy)
end
self.progressBar:remove()
self.tickTimer:remove()
end
if #scene.code ~= 0 then -- TODO: this is a hack. no, it's not. it's a SHIT. Why i am do this? What i do with my life?
sddy = 4 * math.sin(10 * elapsedTime)
sdy = 4 * math.sin(7 * elapsedTime)
sddx = 2 * math.cos(5 * elapsedTime)
end
screwDriver:draw(300 + sddx, 100 + sddy)
solder:draw(0, 100 + sdy)
if #scene.code == 0 then
return
end
if scene.tickTimer.paused then
Noble.Text.draw("Assemble the drone!", 200, 110, Noble.Text.ALIGN_CENTER, false, font)
end
if #scene.code == 0 then
local dy = 1 * math.sin(10 * elapsedTime)
Noble.Transition.setDefaultProperties(Noble.Transition.SpotlightMask, {
x = 325,
y = 95,
xEnd = 96,
yEnd = 100,
invert = false
})
self.aKey:draw(200, 170 + dy)
Noble.Text.draw("Start Mission", 218, 175, Noble.Text.ALIGN_LEFT, false, fontMed)
self.progressBar:remove()
self.tickTimer:remove()
return
end
if scene.buttonTimeout <= 0 then
Noble.Text.draw("LOSE!", 200, 110, Noble.Text.ALIGN_CENTER, false, font)
Noble.Text.draw("Fuck!", 200, 110, Noble.Text.ALIGN_CENTER, false, font)
self.progressBar:remove()
self.tickTimer:remove()
screenShake(100, 5)
Noble.Input.setEnabled(false)
playdate.timer.performAfterDelay(2500, function() -- Return to the start after failure
Noble.Input.setEnabled(true)
Noble.transition(DroneCardSelector, nil, Noble.Transition.SpotlightMask);
end)
return
end
screwDriver:draw(300 + sddx, 100 + sddy)
solder:draw(0, 100 + sdy)
if scene.droneParts ~= nil and scene.dronePartIndex ~= nil and scene.dronePartIndex > 0 and #scene.droneParts > 0 then
scene.droneParts[scene.dronePartIndex]:draw(100, 20)
end

View File

@ -7,26 +7,25 @@ class("BaseScene").extends(NobleScene)
function BaseScene:init()
BaseScene.super.init(self)
pd.resetElapsedTime() -- Reset time so each scene starts at 0
self.optionsMenu = pd.getSystemMenu() -- Store this so we have access to it in all scenes
pd.resetElapsedTime() -- Reset time so each scene starts at 0
self.optionsMenu = pd.getSystemMenu() -- Store this so we have access to it in all scenes
end
function BaseScene:update()
BaseScene.super.update(self)
Particles:update() -- Update our particle library
Particles:update()
end
function BaseScene:exit()
BaseScene.super.exit(self)
self.optionsMenu:removeAllMenuItems() -- Remove all custom menu items and reset menu image
self.optionsMenu:removeAllMenuItems() -- Remove all custom menu items and reset menu image
pd.setMenuImage(nil)
end
function BaseScene:drawBackground()
BaseScene.super.drawBackground(self)
BaseScene.super.drawBackground(self)
if self.background ~= nil then -- Helper so you can set a scene's background to an image
if self.background ~= nil then -- Helper so you can set a scene's background to an image
self.background:draw(0, 0)
end
end
end

View File

@ -6,10 +6,25 @@ local elapsedTime = 0
scene.inputHandler = {
AButtonDown = function()
if Drones[scene.menuIndex].locked == true then
return
end
scene.menuConfirmSound:play(1)
Noble.transition(Assemble)
mode = Drones[scene.menuIndex].mode
local soundTable = playdate.sound.playingSources()
for i=1, #soundTable do
soundTable[i]:stop()
end
if mode == Modes.bomber then
Noble.transition(BomberScene)
else
Noble.transition(Assemble)
end
end,
BButtonDown = function()
scene.menuBackSound:play(1)
Noble.transition(MapSelector)
end,
BButtonDown = function() end,
downButtonDown = function()
end,
leftButtonDown = function()
@ -38,7 +53,9 @@ function scene:setValues()
self.menuIndex = 1
self.aKey = Graphics.image.new("assets/sprites/buttons/A")
self.bKey = Graphics.image.new("assets/sprites/buttons/B")
scene.menuConfirmSound = playdate.sound.fileplayer.new("assets/audio/confirm")
scene.menuBackSound = playdate.sound.fileplayer.new("assets/audio/back")
scene.menuSelSound = playdate.sound.fileplayer.new("assets/audio/menu_select")
scene.menuSelSound:setVolume(0.5)
@ -61,12 +78,10 @@ end
function scene:enter()
scene.super.enter(self)
scene.cards = {
DroneCard(0, 0, Drones[1]),
DroneCard(0, 0, Drones[2]),
DroneCard(0, 0, Drones[3]),
DroneCard(0, 0, Drones[4]),
}
scene.cards = {}
for i = 1, #Drones do
scene.cards[i] = DroneCard(0, 0, Drones[i])
end
scene.paginator = PageSprite(200, 207)
end
@ -88,7 +103,7 @@ function scene:update()
end
local x = 0
for i = 1, 4 do
for i = 1, #scene.cards do
x = 29 + (339 + 16) * (i - 1)
scene.cards[i]:moveTo(x + scene.currentX, 25)
end
@ -98,12 +113,15 @@ function scene:update()
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)
scene.paginator:moveTo(200, 207)
end
function scene:exit()
scene.super.exit(self)
for i = 1, 4 do
for i = 1, #scene.cards do
scene.cards[i]:remove()
end
Noble.showFPS = false

View File

@ -129,6 +129,7 @@ function scene:update()
end
if scene.player.isDead() then
scene.ground:setMoveSpeed(0)
if scene.resultShowed ~= true then
Noble.Text.draw("Telemetry Lost", 200, 110, Noble.Text.ALIGN_CENTER, false, font)
end

View File

@ -0,0 +1,123 @@
MapSelector = {}
class("MapSelector").extends(BaseScene)
local scene = MapSelector
local fontMed = Graphics.font.new('assets/fonts/onyx_9')
local fontBig = Graphics.font.new('assets/fonts/opal_12')
local elapsedTime = 0
function scene:init()
playdate.graphics.setImageDrawMode(playdate.graphics.kDrawModeXOR)
scene.super.init(self)
scene.menuIndex = 1
self.aKey = Graphics.image.new("assets/sprites/buttons/A")
self.bKey = Graphics.image.new("assets/sprites/buttons/B")
scene.menuConfirmSound = playdate.sound.fileplayer.new("assets/audio/confirm")
scene.menuBackSound = playdate.sound.fileplayer.new("assets/audio/back")
scene.menuSelSound = playdate.sound.fileplayer.new("assets/audio/menu_select")
scene.menuSelSound:setVolume(0.5)
scene.currentX = 0
scene.targetX = 0
end
function scene:start()
scene.super.start(self)
Noble.showFPS = false
self.optionsMenu:addMenuItem("Main Menu", function() Noble.transition(Menu) end)
end
function scene:enter()
scene.super.enter(self)
scene.cards = {}
for i = 1, #Maps do
scene.cards[i] = MapCard(0, 0, Maps[i])
end
end
function scene:update()
scene.super.update(self)
elapsedTime = elapsedTime + 1 / playdate.display.getRefreshRate()
local dy = 2 * math.sin(20 * elapsedTime)
local speed = 40
if math.abs(scene.targetX - scene.currentX) < speed then
scene.currentX = scene.targetX
else
scene.currentX = scene.currentX + speed * ((scene.targetX > scene.currentX) and 1 or -1)
end
local x = 0
for i = 1, #scene.cards do
x = 400 * (i - 1)
scene.cards[i]:moveTo(x + scene.currentX, 0)
end
-- Bottom background
if Maps[scene.menuIndex].locked == false then
self.aKey:draw(315, 207 + dy)
Noble.Text.draw("Select", 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)
Noble.Text.draw(string.upper(Maps[scene.menuIndex].name), 200, 210, Noble.Text.ALIGN_CENTER, false, fontBig)
end
function scene:exit()
scene.super.exit(self)
for i = 1, #scene.cards do
scene.cards[i]:remove()
end
Noble.showFPS = false
playdate.graphics.setImageDrawMode(playdate.graphics.kDrawModeXOR)
end
function scene:finish()
scene.super.finish(self)
for i = 1, #scene.cards do
scene.cards[i]:remove()
end
playdate.display.setScale(1)
end
scene.inputHandler = {
AButtonDown = function()
if Maps[scene.menuIndex].locked then
return
end
scene.menuConfirmSound:play(1)
Noble.transition(DroneCardSelector)
end,
BButtonDown = function()
scene.menuBackSound:play(1)
Noble.transition(Menu)
end,
leftButtonDown = function()
if scene.menuIndex <= 1 then
return
end
scene.menuSelSound:play(1)
scene.targetX = scene.targetX + 400
scene.menuIndex = scene.menuIndex - 1
end,
rightButtonDown = function()
if scene.menuIndex >= #Maps then
return
end
scene.menuSelSound:play(1)
scene.targetX = scene.targetX - 400
scene.menuIndex = scene.menuIndex + 1
end,
upButtonDown = function()
end,
}

View File

@ -24,6 +24,10 @@ function scene:setValues()
end
function scene:init()
local soundTable = playdate.sound.playingSources()
for i=1, #soundTable do
soundTable[i]:stop()
end
scene.super.init(self)
local menuSelSound = playdate.sound.fileplayer.new("assets/audio/menu_select")
@ -106,13 +110,13 @@ end
function scene:exit()
scene.super.exit(self)
scene.levelAudio:stop()
-- scene.levelAudio:stop()
self.sequence = Sequence.new():from(self.menuY):to(self.menuYTo, 0.5, Ease.inSine)
self.sequence:start()
end
function scene:setupMenu(__menu)
__menu:addItem("Start", function() Noble.transition(DroneCardSelector, nil, Noble.Transition.DipToWhite) end)
__menu:addItem("Start", function() Noble.transition(MapSelector, nil, Noble.Transition.DipToWhite) end)
__menu:addItem("Tutorial", function()
local debug = Noble.Settings.get("debug")
if debug then

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@ -0,0 +1,113 @@
BomberScene = {}
class("BomberScene").extends(BaseScene)
local scene = BomberScene
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.bgY = 0
self.scrollSpeed = 0.6
scene.progressBar = ProgressBar(50, 210, 50, 5)
scene.progressBar:set(0)
scene.progressBar:setVisible(false)
scene.grenadeCooldown = false
scene.grenadeCooldownTimer = nil
scene.grenadeCooldownDuration = 100
scene.progressBarMax = 100
scene.availableGrenades = 8
BomberScene.instance = self
end
function scene:drawBackground()
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
scene.inputHandler = {
upButtonHold = function()
scene.crosshair:moveUp()
end,
downButtonHold = function()
scene.crosshair:moveDown()
end,
leftButtonHold = function()
scene.crosshair:moveLeft()
end,
rightButtonHold = function()
scene.crosshair:moveRight()
end,
AButtonDown = function()
if scene.availableGrenades <= 0 then
return
end
print("AButtonDown")
if not scene.grenadeCooldown then
Granade(scene.crosshair.x, scene.crosshair.y)
scene.grenadeCooldown = true
scene.progressBar:set(0)
scene.progressBar:setVisible(true)
scene.availableGrenades = scene.availableGrenades - 1
scene.grenadeCooldownTimer = playdate.timer.new(scene.grenadeCooldownDuration, function()
scene.grenadeCooldown = false
scene.progressBar:setVisible(false)
end)
scene.grenadeCooldownTimer.updateCallback = function(timer)
local percentage = (scene.grenadeCooldownDuration - timer.timeLeft) / scene.grenadeCooldownDuration * scene.progressBarMax
scene.progressBar:set(percentage)
end
end
end
}
function scene:enter()
scene.super.enter(self)
Noble.Input.setHandler(scene.inputHandler)
scene.crosshair = MovableCrosshair(100, 100)
end
function scene:start()
scene.super.start(self)
self.optionsMenu:addMenuItem("Main Menu", function() Noble.transition(Menu) end)
Noble.showFPS = true
end
function scene:update()
scene.super.update(self)
Noble.Text.draw(scene.availableGrenades .. "x", 10, 210, Noble.Text.ALIGN_LEFT, false, font)
if scene.availableGrenades <= 0 then
Noble.Text.draw("No grenades left", 200, 110, Noble.Text.ALIGN_CENTER, false, font)
scene.crosshair:setVisible(false)
end
if playdate.isCrankDocked() then
Noble.Text.draw("Crank it to reload!", 200, 110, Noble.Text.ALIGN_CENTER, false, font)
playdate.ui.crankIndicator:draw()
end
end
-- TODO: to reset grenades spin crank
-- TODO: random spawn of enemies
-- TODO: random spawn some decorations
-- TODO: add some music
-- TODO: add some sound effects
-- TODO: add clouds or smoke
-- TODO: random disactivate granades

View File

@ -0,0 +1,11 @@
local pd <const> = playdate
local gfx <const> = Graphics
class('MapCard').extends(gfx.sprite)
function MapCard:init(x, y, map)
self:setImage(gfx.image.new('assets/images/maps/map_' .. map.id .. '.png'))
self:setCenter(0, 0)
self:moveTo(x, y)
self:add()
end

View File

@ -0,0 +1,28 @@
SmallBoom = {}
class("SmallBoom").extends(AnimatedSprite)
local smallBoomImageTable = Graphics.imagetable.new("assets/sprites/smallboom")
function SmallBoom:init()
SmallBoom.super.init(self, smallBoomImageTable)
-- Animation properties
self:addState("play", 1, 3, { tickStep = 1, loop = 2 })
self:setDefaultState("play")
self:playAnimation()
self:setCenter(0, 0)
self:setSize(playdate.display.getSize())
self:setZIndex(ZIndex.flash)
self:moveTo(0, 0)
self:add()
end
function SmallBoom:update()
self:updateAnimation()
end
function SmallBoom:stopAnimation()
self:remove()
end

View File

@ -0,0 +1,20 @@
ExplosionMark = {}
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) -- TODO: make it random
self:setImage(self.markImage)
self:moveTo(x, y)
self:setZIndex(5)
self:add(x, y)
end
function ExplosionMark:update()
self:moveBy(0, BomberScene.instance.scrollSpeed)
if self.y > 240 + 32 then
self:remove()
end
end

View File

@ -0,0 +1,91 @@
Granade = {}
class('Granade').extends(NobleSprite)
local function screenShake(shakeTime, shakeMagnitude)
local shakeTimer = playdate.timer.new(shakeTime, shakeMagnitude, 0)
shakeTimer.updateCallback = function(timer)
local magnitude = math.floor(timer.value)
local shakeX = math.random(-magnitude, magnitude)
local shakeY = math.random(-magnitude, magnitude)
playdate.display.setOffset(shakeX, shakeY)
end
shakeTimer.timerEndedCallback = function()
playdate.display.setOffset(0, 0)
end
end
function Granade:init(x, y)
Granade.super.init(self)
self.initialRadius = 10
self.currentRadius = self.initialRadius
self.shrinkRate = 0.2
random = math.random(1, 4)
self.boomSound = playdate.sound.fileplayer.new("assets/audio/boom" .. random)
self.boomSound:setVolume(0.5)
self.isActive = true
-- Variables for random movement
self.randomMovementTimer = 0
self.randomXVelocity = 0
self.randomYVelocity = 0
local size = self.initialRadius * 2
self.spriteSize = size
self:setSize(size, size)
self:moveTo(x, y)
self:setCenter(0.5, 0.5)
print("Granade init")
print(self.x, self.y)
self:add(x, y)
self:markDirty()
end
function Granade:update()
if self.isActive then
if BomberScene.instance then
self:moveBy(0, BomberScene.instance.scrollSpeed - 0.2)
self.randomMovementTimer = self.randomMovementTimer + 1
if self.randomMovementTimer >= 10 then
self.randomMovementTimer = 0
self.randomXVelocity = math.random(-50, 50) / 100
self.randomYVelocity = math.random(-5, 10) / 100
end
self:moveBy(self.randomXVelocity, self.randomYVelocity)
end
self.currentRadius = self.currentRadius - self.shrinkRate
if self.currentRadius <= 0 then
print("Granade deactivated")
self.isActive = false
local particleB = ParticlePoly(self.x, self.y)
particleB:setThickness(1)
particleB:setAngular(-5, 5122)
particleB:setSize(1, 2)
particleB:setSpeed(1, 20)
particleB:setMode(Particles.modes.STAY)
particleB:setBounds(0, 0, 400, 240)
particleB:setColour(Graphics.kColorXOR)
particleB:add(20)
self.boomSound:play(1)
screenShake(1000, 5)
SmallBoom()
ExplosionMark(self.x, self.y)
self:remove()
end
end
self:markDirty()
end
function Granade:draw()
local centerX = self.spriteSize / 2
local centerY = self.spriteSize / 2
playdate.graphics.fillCircleAtPoint(centerX, centerY, self.currentRadius)
end

View File

@ -0,0 +1,89 @@
MovableCrosshair = {}
class('MovableCrosshair').extends(playdate.graphics.sprite)
function MovableCrosshair:init()
MovableCrosshair.super.init(self)
-- Parameters for crosshair
self.lineLength = 10
self.gapSize = 3
-- Parameters for movement
self.baseX = 200
self.baseY = 150
self.moveRadius = 2
self.moveSpeed = 2
self.time = 0
-- Calculate size based on crosshair dimensions
local totalSize = (self.lineLength + self.gapSize) * 2 + 10
self:setSize(totalSize, totalSize)
-- Set the drawing offset to middle of sprite
self.drawOffsetX = totalSize / 2
self.drawOffsetY = totalSize / 2
self:add(self.baseX, self.baseY)
self:setCenter(0.5, 0.5)
self:markDirty()
end
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
self:moveTo(self.baseX + offsetX, self.baseY + offsetY)
self:markDirty()
end
function MovableCrosshair:draw()
local centerX = self.drawOffsetX
local centerY = self.drawOffsetY
playdate.graphics.drawLine(
centerX - self.lineLength - self.gapSize, centerY,
centerX - self.gapSize, centerY
)
playdate.graphics.drawLine(
centerX + self.gapSize, centerY,
centerX + self.lineLength + self.gapSize, centerY
)
playdate.graphics.drawLine(
centerX, centerY - self.lineLength - self.gapSize,
centerX, centerY - self.gapSize
)
playdate.graphics.drawLine(
centerX, centerY + self.gapSize,
centerX, centerY + self.lineLength + self.gapSize
)
end
function MovableCrosshair:moveUp()
if self.baseY > 5 then
self.baseY = self.baseY - 1
end
end
function MovableCrosshair:moveDown()
if self.baseY < 235 then
self.baseY = self.baseY + 1
end
end
function MovableCrosshair:moveLeft()
if self.baseX > 5 then
self.baseX = self.baseX - 1
end
end
function MovableCrosshair:moveRight()
if self.baseX < 395 then
self.baseX = self.baseX + 1
end
end

View File

@ -63,6 +63,7 @@ end
function Player:handleInput()
if Player.bat <= 0 or Player.dead then
self.yInertia = self.yInertia * self.friction
return
end
@ -104,13 +105,17 @@ function Player:handleInput()
-- Y velocity
if crankChange ~= 0 then
if Player.moveRight == false and Player.moveLeft == false then
if crankChange > 0 then
self.animation:setState("up")
if crankChange < 0 then -- TODO: animation depending on inertia
if self.animation.current == "down" then -- TODO: ABSOLUTE BULLSHIT
self.animation:setState("up")
end
else
self.animation:setState("down")
if self.animation.current == "up" then
self.animation:setState("down")
end
end
end
self.yInertia = self.yInertia - (acceleratedChange * 0.007)
self.yInertia = self.yInertia - (acceleratedChange * 0.02)
else
self.yInertia = self.yInertia * self.friction
end
@ -156,6 +161,10 @@ function Player:handleMovementAndCollisions()
xVel = 0
end
if self.y < -20 and yVel < 0 and Player.bat > 0 then
yVel = 0
end
local _, _, collisions, length = self:checkCollisions(self.x + xVel, self.y + yVel)
self.touchingGround = false
@ -183,9 +192,9 @@ function Player:handleMovementAndCollisions()
self:boom()
return
elseif collisionTag == 154 then -- Baleba
if self.debug then
return
end
-- if self.debug then TODO: why debug always true?
-- return
-- end
self:boom(collisionObject)
return
elseif collisionTag == 2 then -- Tank