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10 changed files with 59 additions and 134 deletions

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@ -3,6 +3,5 @@
## TODO:
- [ ] Menu audio
- [x] Tags, zOffset from constants
- [ ] Tags, zOffset from constants
- [ ] Add global game state (?)
- [x] Add inertia to the player

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@ -3,8 +3,6 @@ import "CoreLibs/object"
import "CoreLibs/sprites"
import "CoreLibs/timer"
import "CoreLibs/ui"
import "CoreLibs/math"
-- Libraries
import 'libraries/noble/Noble'
@ -21,9 +19,7 @@ ZIndex = {
props = 3,
fx = 6,
ui = 10,
alert = 12,
ground = 100,
flash = 101
alert = 12
}
CollideGroups = {
player = 1,

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@ -17,25 +17,9 @@ local function screenShake(shakeTime, shakeMagnitude)
end
end
function scene:drawBackground()
local speed = 0.1
if Ground.player ~= nil and Ground.player.isMovingRight() == true then
speed = 0.2
end
if scene.distance > 0 then
scene.bgX = scene.bgX - speed
end
if scene.bgX <= -400 then
scene.bgX = 0
end
self.bg:draw(scene.bgX or 0, 0)
end
function scene:setValues()
self.bg = Graphics.image.new("assets/sprites/bgTest")
scene.bgX = 0
scene.background = Graphics.image.new("assets/sprites/bg")
scene.telemLostSound = playdate.sound.fileplayer.new("assets/audio/telemko")
scene.telemLostSoundPlayed = false
@ -51,10 +35,6 @@ function scene:setValues()
scene.levelAudio = playdate.sound.fileplayer.new("assets/audio/war")
scene.levelAudio:setVolume(0.7)
scene.helloAudio = playdate.sound.fileplayer.new("assets/audio/hello")
scene.tank = nil
scene.distance = 900
end
function scene:init()
@ -65,8 +45,6 @@ end
function scene:start()
scene.super.start(self)
playdate.ui.crankIndicator:draw() -- not sure why this is not working
self.optionsMenu:addMenuItem("Main Menu", function() Noble.transition(Menu) end)
Noble.showFPS = true
end
@ -74,37 +52,37 @@ end
function scene:spawnBaleba()
local balebaCount = #scene.balebas
if balebaCount >= 6 then
scene.balebaSpawner:remove()
return
end
--scene.balebas[balebaCount + 1] = Baleba(math.random(410, 900), math.random(10, 210), scene.player, true)
scene.balebas[balebaCount + 1] = Baleba(math.random(410, 900), math.random(10, 210), scene.player, true)
return scene.balebas[balebaCount + 1]
end
function scene:enter()
scene.super.enter(self)
scene.player = Player(150, 100)
scene.ground = Ground(0, 225, scene.player)
scene.balebaSpawner.timerEndedCallback = function()
scene:spawnBaleba()
--scene.balebas[k] = scene:spawnBaleba()
end
for i = 1, 3 do
scene:spawnBaleba()
end
--scene.helloAudio:play(1)
scene.helloAudio:play(1)
if scene.musicEnabled then
--scene.levelAudio:play(0)
scene.levelAudio:play(0)
end
end
function round(number)
local formatted = string.format("%.2f", number)
return formatted
playdate.timer.performAfterDelay(1000, function()
scene.tank = Tank(550, 190, scene.player, scene.ground)
scene:addSprite(scene.tank) -- Raw sprite
end)
end
function scene:update()
@ -114,24 +92,12 @@ function scene:update()
return
end
if scene.distance > 0 then
scene.distance = scene.distance - 1
end
if scene.distance < 850 and scene.tank == nil then
scene.tank = Tank(500, 190, scene.player, scene.ground)
scene:addSprite(scene.tank) -- Raw sprite
end
if scene.player.isDead() then
if scene.resultShowed ~= true then
Noble.Text.draw("Telemetry Lost", 200, 110, Noble.Text.ALIGN_CENTER, false, font)
end
else
local t = scene.player.getBat() / 10000
local lerpBat = playdate.math.lerp(12.0, 16.8, t)
Noble.Text.draw(round(lerpBat) .. "v", 10, 210, Noble.Text.ALIGN_LEFT, false, font)
Noble.Text.draw(scene.distance .. "m", 200, 40, Noble.Text.ALIGN_CENTER, false, font)
Noble.Text.draw("Bat: " .. math.floor(scene.player.getBat() / 100), 10, 215, Noble.Text.ALIGN_LEFT, false, font)
end
if scene.player.isDead() and not scene.telemLostSoundPlayed then
@ -141,11 +107,7 @@ function scene:update()
playdate.timer.performAfterDelay(4000, function()
scene.resultShowed = true
local message = "You failed!"
if scene.player.targetDone then
message = "You did it!"
end
c = notify(message, function()
c = notify("Nice", function()
Noble.transition(Menu)
c:remove()
end)

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@ -15,15 +15,10 @@ function Baleba:init(x, y, player, loop)
self.animation:setState("run")
-- Collision properties
self:setZIndex(ZIndex.enemy)
self:setZIndex(11)
self:setCollideRect(3, 25, 40, 15)
self:setTag(154)
self:setSize(64, 64)
self:setGroups(CollideGroups.enemy)
self:setCollidesWithGroups(
{
CollideGroups.player
})
-- Sprite properties
self.standrate = randomFloat(0.3, 2)

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@ -12,7 +12,7 @@ function BigBoom:init()
self:playAnimation()
self:setCenter(0, 0)
self:setSize(playdate.display.getSize())
self:setZIndex(ZIndex.flash)
self:setZIndex(120)
self:moveTo(0, 0)

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@ -12,7 +12,7 @@ function Danger:init(x, y, dangerousObject)
self.animation:setState("run")
-- Collision properties
self:setZIndex(ZIndex.alert)
self:setZIndex(11)
self:setTag(7)
self:setSize(64, 64)

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@ -5,14 +5,9 @@ function Ground:init(x, y, player)
Ground.super.init(self, "assets/sprites/groundFin")
-- Collision properties
self:setZIndex(ZIndex.ground)
self:setZIndex(100)
self:setTag(3)
self:setGroups(CollideGroups.wall)
self:setCollideRect(0, 28, 800, 10)
self:setCollidesWithGroups(
{
CollideGroups.player
})
self:setSize(800, 32)
-- Main properties

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@ -5,7 +5,7 @@ function Player:init(x, y)
Player.super.init(self, "assets/sprites/player", true)
-- Animation properties
self.animation:addState("run", 8, 14)
self.animation:addState("run", 1, 7)
self.animation.run.frameDuration = 2
self.animation:addState("up", 1, 7)
self.animation.up.frameDuration = 6
@ -22,39 +22,27 @@ function Player:init(x, y)
-- Collision properties
self:setSize(64, 64)
self:moveTo(x, y)
self:setZIndex(ZIndex.player)
self:setGroups(CollideGroups.player)
self:setCollidesWithGroups(
{
CollideGroups.enemy,
CollideGroups.wall
})
self:setCollideRect(3, 19, 60, 33)
self:setZIndex(10)
self:setCollideRect(3, 19, 63, 33)
self:setTag(1)
-- Physics properties
self.fallSpeed = 0.05
self.xVelocity = -0.5
self.yVelocity = self.fallSpeed
self.xVelocity = 0
self.yVelocity = 0
self.maxXSpeed = 2
self.maxYSpeed = 5
self.acceleration = 0.05
self.friction = 0.95
self.yInertia = 0
self.maxFallSpeed = 0.7
self.frictionAccel = 0.3
self.fallSpeed = 0.05
self.maxFallSpeed = 0.4
-- Player State
self.touchingGround = false
self.touchingCeiling = false
self.touchingWall = false
Player.dead = false
Player.fullBat = 10000
Player.bat = Player.fullBat
Player.bat = 10000
Player.dischargeRate = 1
self.cantDown = false
Player.moveRight = false
self.lastDirection = nil
self.targetDone = false
end
function Player:handleInput()
@ -64,53 +52,54 @@ function Player:handleInput()
local crankChange, acceleratedChange = playdate.getCrankChange()
-- X velocity
if not playdate.buttonIsPressed(playdate.kButtonLeft) and not playdate.buttonIsPressed(playdate.kButtonRight) then
self.xVelocity = self.xVelocity * self.friction
Player.moveRight = false
self.animation:setState("down")
if playdate.buttonJustReleased(playdate.kButtonLeft) or playdate.buttonJustReleased(playdate.kButtonRight) then
self.cantDown = false
end
local isChangingDirection = false
if playdate.buttonIsPressed(playdate.kButtonLeft) then
if self.lastDirection == "right" then
isChangingDirection = true
end
self:changeToRunState("left")
self.lastDirection = "left"
self.xVelocity = self.xVelocity - self.acceleration
self:setRotation(10)
self.cantDown = true
Player.moveRight = false
elseif playdate.buttonIsPressed(playdate.kButtonRight) then
if self.lastDirection == "left" then
isChangingDirection = true
end
self:changeToRunState("right")
self:setRotation(10)
self.cantDown = true
Player.moveRight = true
self.lastDirection = "right"
self.xVelocity = self.xVelocity + self.acceleration
end
if isChangingDirection then
self.xVelocity = self.xVelocity * self.frictionAccel
end
-- Y velocity
if crankChange ~= 0 then
local force = 0.01
if crankChange > 0 then
self.animation:setState("up")
else
self.animation:setState("down")
force = 0.05
end
self.yInertia = self.yInertia - (acceleratedChange * 0.007)
self.yVelocity = self.yVelocity - acceleratedChange * force
elseif self.cantDown == false then
self.cantDown = false
self:changeToDownState()
else
self.yInertia = self.yInertia * self.friction
self.yVelocity = self.fallSpeed
end
end
function Player:changeToDownState()
Player.moveRight = false
self.yVelocity = self.fallSpeed
self.xVelocity = 0
self.animation:setState("down")
self:setRotation(0)
end
function Player:changeToRunState(direction)
if direction == "left" then
self.xVelocity = -self.maxXSpeed
self.animation.direction = Noble.Animation.DIRECTION_LEFT
self.animation:setState("run")
elseif direction == "right" then
self.xVelocity = self.maxXSpeed
self.animation.direction = Noble.Animation.DIRECTION_RIGHT
self.animation:setState("run")
end
@ -140,13 +129,12 @@ function Player:handleMovementAndCollisions()
end
local xVel = self.xVelocity
local yVel = self.yVelocity + self.yInertia + self.fallSpeed
if (self.x < 20 and xVel < 0) or (self.x > 380 and xVel > 0) then -- Screen bounds
xVel = 0
end
local _, _, collisions, length = self:checkCollisions(self.x + xVel, self.y + yVel)
local _, _, collisions, length = self:checkCollisions(self.x + xVel, self.y + self.yVelocity)
self.touchingGround = false
self.touchingCeiling = false
@ -173,13 +161,12 @@ function Player:handleMovementAndCollisions()
self:boom()
return
elseif collisionTag == 154 then -- Baleba
--self:boom(collisionObject)
-- self:boom(collisionObject)
return
elseif collisionTag == 2 then -- Tank
self:boom()
BigBoom()
self.targetDone = true
local particleC = ParticlePoly(collisionObject.x, collisionObject.y)
particleC:setThickness(5)
particleC:setAngular(-15, 15)
@ -193,8 +180,7 @@ function Player:handleMovementAndCollisions()
return
end
end
self:moveTo(self.x + xVel, self.y + yVel)
self:moveTo(self.x + xVel, self.y + self.yVelocity)
end
function Player:handleDischarge(state)
@ -204,7 +190,7 @@ function Player:handleDischarge(state)
if Player.bat <= 0 then
Player.bat = 0
self.fallSpeed = 2
self.animation:setState("down")
self:changeToDownState()
return
end
@ -212,10 +198,6 @@ function Player:handleDischarge(state)
self.fallSpeed = self.maxFallSpeed
end
if Player.bat < 3000 then
self.frictionAccel = 0.4
end
if state == "run" then
Player.dischargeRate = 5
elseif state == "up" then
@ -234,6 +216,7 @@ end
function Player:update()
self:handleMovementAndCollisions()
if Player.dead then
print("Player is dead")
return
end

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@ -16,14 +16,9 @@ function Tank:init(x, y, player, ground)
Graphics.popContext()
-- Collision properties
self:setZIndex(ZIndex.enemy)
self:setZIndex(99)
self:setTag(2)
self:setCollideRect(4, 56, 147, 65)
self:setGroups(CollideGroups.enemy)
self:setCollidesWithGroups(
{
CollideGroups.player
})
-- Main properties
Tank.moveSpeed = 2