Compare commits
3 Commits
fae2abf94e
...
348bd4fe64
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348bd4fe64
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8a039adc05
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9eb426021e
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16
.editorconfig
Normal file
@@ -0,0 +1,16 @@
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root = true
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[*]
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indent_style = tab
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indent_size = 4
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end_of_line = lf
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charset = utf-8
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trim_trailing_whitespace = true
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insert_final_newline = true
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[*.md]
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trim_trailing_whitespace = false
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[*.sh]
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indent_style = space
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indent_size = 4
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15
.gitignore
vendored
@@ -1 +1,14 @@
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builds/*
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builds/
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source/assets/unused/
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# OS
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.DS_Store
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Thumbs.db
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# IDE (machine-specific)
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.vscode/settings.json
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# Editors
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*.swp
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*.swo
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*~
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3
.gitmodules
vendored
@@ -1,6 +1,3 @@
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[submodule "Noble Engine"]
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path = source/libraries/noble
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url = https://github.com/NobleRobot/NobleEngine.git
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[submodule "source/libraries/noble"]
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path = source/libraries/noble
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url = https://github.com/NobleRobot/NobleEngine.git
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@@ -1,6 +1,6 @@
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#!/usr/bin/env bash
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export PLAYDATE_SDK_PATH="/home/ut3usw/PlaydateSDK-2.5.0"
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export PLAYDATE_SDK_PATH="${PLAYDATE_SDK_PATH:-/home/ut3usw/PlaydateSDK-2.5.0}"
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# Check for color by variable and tput command
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if [[ -z $NOCOLOR && -n $(command -v tput) ]]; then
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@@ -103,7 +103,7 @@ function make_build_dir() {
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function clean_build_dir() {
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if [[ -d "${BUILD_DIR}" ]]; then
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log "Cleaning build directory..."
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rm -rfv "${BUILD_DIR}/*"
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rm -rfv "${BUILD_DIR}"/*
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chk_err
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fi
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}
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@@ -1,6 +1,6 @@
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#!/usr/bin/env bash
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export PLAYDATE_SDK_PATH="/Users/oleksiiilienko/Developer/PlaydateSDK"
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export PLAYDATE_SDK_PATH="${PLAYDATE_SDK_PATH:-/Users/oleksiiilienko/Developer/PlaydateSDK}"
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# Check for color by variable and tput command
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if [[ -z $NOCOLOR && -n $(command -v tput) ]]; then
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@@ -103,7 +103,7 @@ function make_build_dir() {
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function clean_build_dir() {
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if [[ -d "${BUILD_DIR}" ]]; then
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log "Cleaning build directory..."
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rm -rfv "${BUILD_DIR}/*"
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rm -rfv "${BUILD_DIR}"/*
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chk_err
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fi
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}
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BIN
source/.DS_Store
vendored
BIN
source/assets/.DS_Store
vendored
BIN
source/assets/audio/bomberTheme.mp3
Normal file
BIN
source/assets/audio/drop1.wav
Normal file
BIN
source/assets/audio/hit1.wav
Normal file
BIN
source/assets/images/.DS_Store
vendored
BIN
source/assets/sprites/backgrounds/bomber.png
Normal file
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After Width: | Height: | Size: 72 KiB |
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Before Width: | Height: | Size: 18 KiB After Width: | Height: | Size: 18 KiB |
|
Before Width: | Height: | Size: 19 KiB |
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Before Width: | Height: | Size: 297 B After Width: | Height: | Size: 297 B |
|
Before Width: | Height: | Size: 535 B After Width: | Height: | Size: 535 B |
BIN
source/assets/sprites/bomber/enemy_alive_1.png
Normal file
|
After Width: | Height: | Size: 369 B |
BIN
source/assets/sprites/bomber/enemy_alive_2.png
Normal file
|
After Width: | Height: | Size: 854 B |
BIN
source/assets/sprites/bomber/enemy_dead.png
Normal file
|
After Width: | Height: | Size: 396 B |
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Before Width: | Height: | Size: 2.6 KiB After Width: | Height: | Size: 2.6 KiB |
BIN
source/assets/sprites/ground_2.png
Normal file
|
After Width: | Height: | Size: 3.4 KiB |
BIN
source/assets/sprites/noise-table-400-240.png
Normal file
|
After Width: | Height: | Size: 154 KiB |
BIN
source/assets/sprites/targets/btr.png
Normal file
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After Width: | Height: | Size: 6.6 KiB |
BIN
source/assets/sprites/targets/btr_dead.png
Normal file
|
After Width: | Height: | Size: 4.1 KiB |
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Before Width: | Height: | Size: 4.1 KiB After Width: | Height: | Size: 4.1 KiB |
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Before Width: | Height: | Size: 11 KiB After Width: | Height: | Size: 11 KiB |
BIN
source/assets/unused/audio/drop.wav
Normal file
BIN
source/assets/unused/bg_bomber.psd
Normal file
|
Before Width: | Height: | Size: 32 KiB After Width: | Height: | Size: 32 KiB |
BIN
source/assets/unused/sprites/death.png
Normal file
|
After Width: | Height: | Size: 1.0 KiB |
BIN
source/assets/unused/sprites/enemy1_1.png
Normal file
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After Width: | Height: | Size: 313 B |
BIN
source/assets/unused/sprites/enemy1_2.png
Normal file
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After Width: | Height: | Size: 379 B |
BIN
source/assets/unused/sprites/enemy1_4.png
Normal file
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After Width: | Height: | Size: 343 B |
BIN
source/assets/unused/sprites/enemy2.png
Normal file
|
After Width: | Height: | Size: 440 B |
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Before Width: | Height: | Size: 8.1 KiB After Width: | Height: | Size: 8.1 KiB |
@@ -24,28 +24,45 @@ ZIndex = {
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ui = 10,
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alert = 12,
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ground = 100,
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flash = 101
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flash = 101,
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foreground = 102
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}
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CollideGroups = {
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player = 1,
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enemy = 2,
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props = 3,
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items = 4,
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wall = 5
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wall = 5,
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granade = 6
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}
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Tags = {
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player = 1,
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tank = 2,
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ground = 3,
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granade = 154,
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ammoCrate = 155,
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}
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SCREEN_W = 400
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SCREEN_H = 240
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Maps = {
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{
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id = 1,
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name = "Vovchansk",
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description = "This is a map",
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locked = false,
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unlockMissions = 0,
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killTarget = 10,
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},
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{
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id = 2,
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name = "Mariupol",
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description = "This is a map",
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locked = false,
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locked = true,
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unlockMissions = 3,
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killTarget = 15,
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}
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}
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@@ -69,9 +86,10 @@ Drones = {
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{
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id = 2,
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mode = Modes.bomber,
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name = "Drone 2",
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name = "Bomber",
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description = "This is a drone",
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price = 200,
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stockPrice = 50,
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locked = false,
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preview = nil,
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full = nil
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@@ -80,7 +98,7 @@ Drones = {
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id = 3,
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name = "Drone 3",
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description = "This is a drone",
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price = 300,
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price = -1,
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locked = true,
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preview = nil,
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full = nil
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@@ -89,7 +107,7 @@ Drones = {
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id = 4,
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name = "Drone 4",
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description = "This is a drone",
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price = 400,
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price = -1,
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locked = true,
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preview = nil,
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full = nil
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@@ -111,7 +129,12 @@ import "scripts/MapCard"
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import "scripts/bomber/movableCrosshair"
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import "scripts/bomber/granade"
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import "scripts/bomber/explosionMark"
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import "scripts/bomber/enemy"
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import "scripts/bomber/ammoCrate"
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import "scripts/bomber/smokeCloud"
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import "scripts/bomber/floatingText"
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import "scripts/bomber/allyBullet"
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import "scripts/bomber/noiseAnimation"
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import "scenes/BaseScene"
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import 'scenes/Assemble'
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import 'scenes/DroneCardSelector'
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@@ -147,16 +170,55 @@ Noble.Settings.setup({
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debug = false
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})
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Targets = {
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{
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id = "tank",
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name = "Tank",
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sprite = "assets/sprites/targets/tank",
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spriteD = "assets/sprites/targets/tank_dead",
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briefing = [[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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||||
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This operation is crucial. Execute with precision. Command out.]],
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||||
},
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{
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id = "btr",
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name = "BTR",
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sprite = "assets/sprites/targets/btr",
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spriteD = "assets/sprites/targets/btr_dead",
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briefing = [[The drone is assembled and operational. We are ready for the mission.
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An enemy BTR has been spotted moving through the area. It's transporting troops.
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Your task: hit the BTR before it reaches the frontline. Stop the reinforcements.
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Time is critical. Strike hard. Command out.]],
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||||
},
|
||||
}
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||||
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CurrentMission = {
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mapId = 1,
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droneId = 1,
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targetIndex = 1,
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}
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Noble.GameData.setup({
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drone1 = 0,
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drone2 = 0,
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drone3 = 0,
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drone4 = 0,
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money = 150
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money = 500,
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bomberStock = 3,
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missionsCompleted = 0,
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})
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playdate.display.setRefreshRate(50)
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||||
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||||
Noble.showFPS = false
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Noble.new(BomberScene)
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|
||||
--Noble.new(BomberScene)
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Noble.new(Menu)
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@@ -2,7 +2,7 @@ name=FPV Game
|
||||
author=ut3usw
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description=This is a FPV Game
|
||||
bundleID=guru.dead.fpv
|
||||
version=0.2.0
|
||||
buildNumber=10
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||||
version=0.2.6
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||||
buildNumber=13
|
||||
imagePath=assets/launcher/
|
||||
launchSoundPath=assets/launcher/sound.wav
|
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@@ -13,7 +13,7 @@ function scene:popCode(button)
|
||||
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()
|
||||
scene.progressBar:setVisible(true)
|
||||
end
|
||||
@@ -146,24 +146,12 @@ function scene:enter()
|
||||
scene.buttonTimeout = 100
|
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|
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Noble.Input.setHandler(scene.inputHandler)
|
||||
local text =
|
||||
[[The drone is assembled and operational. We are ready for the mission.
|
||||
|
||||
An enemy tank is confirmed in the field. It threatens our advance.
|
||||
|
||||
Your task: eliminate the target. Clear the path for our assault units.
|
||||
|
||||
This operation is crucial. Execute with precision. Command out.]]
|
||||
|
||||
self.dialogue = pdDialogueBox(text, 390, 46)
|
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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)
|
||||
end
|
||||
|
||||
function round(number)
|
||||
local formatted = string.format("%.2f", number)
|
||||
return formatted
|
||||
end
|
||||
|
||||
local elapsedTime = 0
|
||||
function scene:update()
|
||||
scene.super.update(self)
|
||||
|
||||
@@ -6,22 +6,59 @@ local elapsedTime = 0
|
||||
|
||||
scene.inputHandler = {
|
||||
AButtonDown = function()
|
||||
if Drones[scene.menuIndex].locked == true then
|
||||
local drone = Drones[scene.menuIndex]
|
||||
-- If locked, try to buy
|
||||
if drone.locked == true then
|
||||
if drone.price <= 0 then return end
|
||||
local money = Noble.GameData.get("money")
|
||||
if money >= drone.price then
|
||||
Noble.GameData.set("money", money - drone.price)
|
||||
Noble.GameData.set("drone" .. drone.id, 1)
|
||||
drone.locked = false
|
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scene.menuConfirmSound:play(1)
|
||||
scene.purchaseText = "-$" .. drone.price
|
||||
scene.purchaseTimer = playdate.timer.new(1200, 0, 40, playdate.easingFunctions.outCubic)
|
||||
screenShake(200, 3)
|
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else
|
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screenShake(300, 5)
|
||||
scene.noMoneyTimer = playdate.timer.new(800, 0, 800, playdate.easingFunctions.linear)
|
||||
end
|
||||
return
|
||||
end
|
||||
CurrentMission.droneId = drone.id
|
||||
scene.menuConfirmSound:play(1)
|
||||
mode = Drones[scene.menuIndex].mode
|
||||
local mode = drone.mode
|
||||
local soundTable = playdate.sound.playingSources()
|
||||
for i=1, #soundTable do
|
||||
soundTable[i]:stop()
|
||||
end
|
||||
if mode == Modes.bomber then
|
||||
local stock = Noble.GameData.get("bomberStock")
|
||||
if stock <= 0 then
|
||||
return
|
||||
end
|
||||
Noble.GameData.set("bomberStock", stock - 1)
|
||||
Noble.transition(BomberScene)
|
||||
else
|
||||
Noble.transition(Assemble)
|
||||
end
|
||||
end,
|
||||
BButtonDown = function()
|
||||
-- B on bomber drone: buy stock
|
||||
local drone = Drones[scene.menuIndex]
|
||||
if not drone.locked and drone.mode == Modes.bomber then
|
||||
local money = Noble.GameData.get("money")
|
||||
local stockPrice = drone.stockPrice or 50
|
||||
if money >= stockPrice then
|
||||
Noble.GameData.set("money", money - stockPrice)
|
||||
Noble.GameData.set("bomberStock", Noble.GameData.get("bomberStock") + 1)
|
||||
scene.menuConfirmSound:play(1)
|
||||
scene.purchaseText = "-$" .. stockPrice
|
||||
scene.purchaseY = 0
|
||||
scene.purchaseTimer = playdate.timer.new(1200, 0, 40, playdate.easingFunctions.outCubic)
|
||||
return
|
||||
end
|
||||
end
|
||||
scene.menuBackSound:play(1)
|
||||
Noble.transition(MapSelector)
|
||||
end,
|
||||
@@ -62,6 +99,10 @@ function scene:setValues()
|
||||
|
||||
scene.currentX = 0
|
||||
scene.targetX = 0
|
||||
|
||||
scene.purchaseText = nil
|
||||
scene.purchaseTimer = nil
|
||||
scene.noMoneyTimer = nil
|
||||
end
|
||||
|
||||
function scene:init()
|
||||
@@ -78,6 +119,16 @@ end
|
||||
|
||||
function scene:enter()
|
||||
scene.super.enter(self)
|
||||
|
||||
-- Update locked state from GameData
|
||||
for i = 1, #Drones do
|
||||
Drones[i].locked = (Noble.GameData.get("drone" .. i) == 0)
|
||||
end
|
||||
|
||||
scene.menuIndex = 1
|
||||
scene.currentX = 0
|
||||
scene.targetX = 0
|
||||
|
||||
scene.cards = {}
|
||||
for i = 1, #Drones do
|
||||
scene.cards[i] = DroneCard(0, 0, Drones[i])
|
||||
@@ -108,13 +159,54 @@ function scene:update()
|
||||
scene.cards[i]:moveTo(x + scene.currentX, 25)
|
||||
end
|
||||
|
||||
if Drones[scene.menuIndex].locked == false then
|
||||
local drone = Drones[scene.menuIndex]
|
||||
|
||||
-- Money display
|
||||
Noble.Text.draw("$" .. Noble.GameData.get("money"), 200, 5, Noble.Text.ALIGN_CENTER, false, fontMed)
|
||||
|
||||
if drone.locked and drone.price > 0 then
|
||||
self.aKey:draw(315, 207 + dy)
|
||||
Noble.Text.draw("Buy $" .. drone.price, 333, 210, Noble.Text.ALIGN_LEFT, false, fontMed)
|
||||
elseif drone.locked then
|
||||
Noble.Text.draw("Coming soon", 340, 210, Noble.Text.ALIGN_CENTER, false, fontMed)
|
||||
elseif drone.mode == Modes.bomber then
|
||||
local stock = Noble.GameData.get("bomberStock")
|
||||
self.aKey:draw(315, 207 + dy)
|
||||
Noble.Text.draw("Go (" .. stock .. "x)", 333, 210, Noble.Text.ALIGN_LEFT, false, fontMed)
|
||||
else
|
||||
self.aKey:draw(315, 207 + dy)
|
||||
Noble.Text.draw("Assemble", 333, 210, Noble.Text.ALIGN_LEFT, false, fontMed)
|
||||
end
|
||||
|
||||
self.bKey:draw(15, 207 + dy)
|
||||
Noble.Text.draw("Back", 33, 210, Noble.Text.ALIGN_LEFT, false, fontMed)
|
||||
-- B button: back or buy stock
|
||||
if not drone.locked and drone.mode == Modes.bomber then
|
||||
self.bKey:draw(15, 207 + dy)
|
||||
Noble.Text.draw("Buy +1: $" .. (drone.stockPrice or 50), 33, 210, Noble.Text.ALIGN_LEFT, false, fontMed)
|
||||
else
|
||||
self.bKey:draw(15, 207 + dy)
|
||||
Noble.Text.draw("Back", 33, 210, Noble.Text.ALIGN_LEFT, false, fontMed)
|
||||
end
|
||||
|
||||
-- Not enough money warning
|
||||
if scene.noMoneyTimer then
|
||||
if scene.noMoneyTimer.value < 800 then
|
||||
Noble.Text.draw("Not enough $!", 200, 190, Noble.Text.ALIGN_CENTER, false, fontMed)
|
||||
else
|
||||
scene.noMoneyTimer = nil
|
||||
end
|
||||
end
|
||||
|
||||
-- Purchase animation
|
||||
if scene.purchaseText and scene.purchaseTimer then
|
||||
local offset = scene.purchaseTimer.value
|
||||
local alpha = 1.0 - (offset / 40)
|
||||
if alpha > 0 then
|
||||
Noble.Text.draw(scene.purchaseText, 200, 20 - offset, Noble.Text.ALIGN_CENTER, false, fontMed)
|
||||
else
|
||||
scene.purchaseText = nil
|
||||
scene.purchaseTimer = nil
|
||||
end
|
||||
end
|
||||
|
||||
scene.paginator:moveTo(200, 207)
|
||||
end
|
||||
|
||||
@@ -4,19 +4,6 @@ local scene = Game
|
||||
|
||||
local font = Graphics.font.new('assets/fonts/Mini Sans 2X')
|
||||
|
||||
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 scene:drawBackground()
|
||||
local speed = 0.1
|
||||
if scene.ground ~= nil then
|
||||
@@ -34,7 +21,8 @@ function scene:drawBackground()
|
||||
end
|
||||
|
||||
function scene:setValues()
|
||||
self.bg = Graphics.image.new("assets/sprites/bg1")
|
||||
local bgPaths = { "assets/sprites/backgrounds/fpv", "assets/sprites/backgrounds/bomber" }
|
||||
self.bg = Graphics.image.new(bgPaths[CurrentMission.mapId])
|
||||
scene.bgX = 0
|
||||
scene.telemLostSound = playdate.sound.fileplayer.new("assets/audio/telemko")
|
||||
scene.telemLostSoundPlayed = false
|
||||
@@ -66,8 +54,6 @@ 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 = false
|
||||
end
|
||||
@@ -84,17 +70,17 @@ end
|
||||
|
||||
function scene:enter()
|
||||
scene.super.enter(self)
|
||||
|
||||
scene:setValues()
|
||||
|
||||
scene.player = Player(150, 100)
|
||||
scene.ground = Ground(0, 225, scene.player)
|
||||
|
||||
scene.balebaSpawner.timerEndedCallback = function()
|
||||
scene:spawnBaleba()
|
||||
-- scene:spawnBaleba()
|
||||
end
|
||||
|
||||
for i = 1, 3 do
|
||||
scene:spawnBaleba()
|
||||
-- scene:spawnBaleba()
|
||||
end
|
||||
|
||||
scene.helloAudio:play(1)
|
||||
@@ -103,14 +89,13 @@ function scene:enter()
|
||||
end
|
||||
end
|
||||
|
||||
function round(number)
|
||||
local formatted = string.format("%.2f", number)
|
||||
return formatted
|
||||
end
|
||||
|
||||
function scene:update()
|
||||
scene.super.update(self)
|
||||
|
||||
if playdate.isCrankDocked() then
|
||||
playdate.ui.crankIndicator:draw()
|
||||
end
|
||||
|
||||
if scene.player == nil then
|
||||
return
|
||||
end
|
||||
@@ -151,8 +136,14 @@ function scene:update()
|
||||
if scene.player.targetDone then
|
||||
message = "You did it!"
|
||||
end
|
||||
c = notify(message, function()
|
||||
Noble.transition(Menu)
|
||||
if scene.player.targetDone then
|
||||
local reward = 100
|
||||
Noble.GameData.set("missionsCompleted", Noble.GameData.get("missionsCompleted") + 1)
|
||||
Noble.GameData.set("money", Noble.GameData.get("money") + reward)
|
||||
message = "You did it! +$" .. reward
|
||||
end
|
||||
local c = notify(message, function()
|
||||
Noble.transition(DroneCardSelector)
|
||||
c:remove()
|
||||
end)
|
||||
c:moveTo(200, 120)
|
||||
@@ -169,6 +160,7 @@ function scene:exit()
|
||||
if scene.tank ~= nil then
|
||||
scene.tank:remove()
|
||||
end
|
||||
scene.helloAudio:stop()
|
||||
scene.telemLostSound:stop()
|
||||
scene.levelAudio:stop()
|
||||
scene.balebaSpawner:remove()
|
||||
|
||||
@@ -34,6 +34,17 @@ end
|
||||
|
||||
function scene:enter()
|
||||
scene.super.enter(self)
|
||||
|
||||
-- Update locked state from missionsCompleted
|
||||
local completed = Noble.GameData.get("missionsCompleted")
|
||||
for i = 1, #Maps do
|
||||
Maps[i].locked = (completed < Maps[i].unlockMissions)
|
||||
end
|
||||
|
||||
scene.menuIndex = 1
|
||||
scene.currentX = 0
|
||||
scene.targetX = 0
|
||||
|
||||
scene.cards = {}
|
||||
for i = 1, #Maps do
|
||||
scene.cards[i] = MapCard(0, 0, Maps[i])
|
||||
@@ -42,6 +53,7 @@ end
|
||||
|
||||
function scene:update()
|
||||
scene.super.update(self)
|
||||
if not scene.cards then return end
|
||||
elapsedTime = elapsedTime + 1 / playdate.display.getRefreshRate()
|
||||
|
||||
local dy = 2 * math.sin(20 * elapsedTime)
|
||||
@@ -60,15 +72,18 @@ function scene:update()
|
||||
end
|
||||
|
||||
-- Bottom background
|
||||
if Maps[scene.menuIndex].locked == false then
|
||||
local map = Maps[scene.menuIndex]
|
||||
if map.locked == false then
|
||||
self.aKey:draw(315, 207 + dy)
|
||||
Noble.Text.draw("Select", 333, 210, Noble.Text.ALIGN_LEFT, false, fontMed)
|
||||
else
|
||||
Noble.Text.draw(map.unlockMissions .. " missions to unlock", 200, 195, Noble.Text.ALIGN_CENTER, false, fontMed)
|
||||
end
|
||||
|
||||
self.bKey:draw(15, 207 + dy)
|
||||
Noble.Text.draw("Back", 33, 210, Noble.Text.ALIGN_LEFT, false, fontMed)
|
||||
|
||||
Noble.Text.draw(string.upper(Maps[scene.menuIndex].name), 200, 210, Noble.Text.ALIGN_CENTER, false, fontBig)
|
||||
Noble.Text.draw(string.upper(map.name), 200, 210, Noble.Text.ALIGN_CENTER, false, fontBig)
|
||||
|
||||
|
||||
end
|
||||
@@ -95,6 +110,7 @@ scene.inputHandler = {
|
||||
if Maps[scene.menuIndex].locked then
|
||||
return
|
||||
end
|
||||
CurrentMission.mapId = Maps[scene.menuIndex].id
|
||||
scene.menuConfirmSound:play(1)
|
||||
Noble.transition(DroneCardSelector)
|
||||
end,
|
||||
|
||||
@@ -110,7 +110,7 @@ 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
|
||||
@@ -126,6 +126,9 @@ function scene:setupMenu(__menu)
|
||||
end
|
||||
return
|
||||
end)
|
||||
__menu:addItem("Credits", function() return end)
|
||||
__menu:addItem("Credits", function()
|
||||
Noble.GameData.resetAll()
|
||||
print("GameData reset!")
|
||||
end)
|
||||
__menu:select("Start")
|
||||
end
|
||||
|
||||
@@ -7,10 +7,15 @@ local font = Graphics.font.new('assets/fonts/Mini Sans 2X')
|
||||
function scene:init()
|
||||
scene.super.init(self)
|
||||
|
||||
self.bg = Graphics.image.new("assets/sprites/bg2")
|
||||
self.bg = Graphics.image.new("assets/sprites/backgrounds/bomber")
|
||||
self.bgY = 0
|
||||
self.scrollSpeed = 0.6
|
||||
|
||||
scene.dropSound = playdate.sound.fileplayer.new("assets/audio/drop1")
|
||||
scene.themeSound = playdate.sound.fileplayer.new("assets/audio/bomberTheme")
|
||||
scene.themeSound:setVolume(0.5)
|
||||
scene.themeSound:play()
|
||||
|
||||
scene.progressBar = ProgressBar(50, 210, 50, 5)
|
||||
scene.progressBar:set(0)
|
||||
scene.progressBar:setVisible(false)
|
||||
@@ -20,12 +25,56 @@ function scene:init()
|
||||
scene.grenadeCooldownDuration = 100
|
||||
scene.progressBarMax = 100
|
||||
|
||||
scene.autoReload = false
|
||||
scene.reloadProgress = 0
|
||||
scene.crankSensitivity = 0.2
|
||||
|
||||
scene.availableGrenades = 8
|
||||
|
||||
scene.killCount = 0
|
||||
scene.killTarget = Maps[CurrentMission.mapId].killTarget or 10
|
||||
scene.missionEnded = false
|
||||
|
||||
scene.enemies = {}
|
||||
|
||||
scene.enemySpawnTimer = nil
|
||||
scene.enemySpawnInterval = 1000
|
||||
scene.maxEnemies = 5
|
||||
scene.nextEnemyIndex = 1
|
||||
scene.minSpawnDelay = 500
|
||||
scene.maxSpawnDelay = 3500
|
||||
|
||||
scene.enemySpeedBonus = 0
|
||||
scene.enemySpeedMax = 1.5
|
||||
scene.enemySpeedRamp = 0.0005
|
||||
|
||||
scene.crateTimer = 0
|
||||
scene.crateInterval = math.random(400, 800)
|
||||
|
||||
scene.allyBulletTimer = 0
|
||||
scene.allyBulletInterval = math.random(200, 500)
|
||||
|
||||
-- Drone battery (in frames, ~60 seconds at 50fps)
|
||||
scene.battery = 3000
|
||||
scene.batteryMax = 3000
|
||||
|
||||
-- Falling state
|
||||
scene.falling = false
|
||||
|
||||
-- Combo tracking
|
||||
scene.comboCount = 0
|
||||
scene.comboText = nil
|
||||
scene.comboTextTimer = nil
|
||||
|
||||
BomberScene.instance = self
|
||||
end
|
||||
|
||||
function scene:drawBackground()
|
||||
if scene.missionEnded and scene.falling then
|
||||
Graphics.clear(Graphics.kColorBlack)
|
||||
return
|
||||
end
|
||||
|
||||
self.bgY = self.bgY + self.scrollSpeed
|
||||
|
||||
if self.bgY >= 720 then
|
||||
@@ -55,7 +104,6 @@ scene.inputHandler = {
|
||||
return
|
||||
end
|
||||
|
||||
print("AButtonDown")
|
||||
if not scene.grenadeCooldown then
|
||||
Granade(scene.crosshair.x, scene.crosshair.y)
|
||||
scene.grenadeCooldown = true
|
||||
@@ -64,14 +112,20 @@ scene.inputHandler = {
|
||||
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.dropSound:play()
|
||||
|
||||
scene.grenadeCooldownTimer.updateCallback = function(timer)
|
||||
local percentage = (scene.grenadeCooldownDuration - timer.timeLeft) / scene.grenadeCooldownDuration * scene.progressBarMax
|
||||
scene.progressBar:set(percentage)
|
||||
if scene.autoReload then
|
||||
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
|
||||
else
|
||||
scene.reloadProgress = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -81,33 +135,269 @@ function scene:enter()
|
||||
scene.super.enter(self)
|
||||
Noble.Input.setHandler(scene.inputHandler)
|
||||
scene.crosshair = MovableCrosshair(100, 100)
|
||||
|
||||
scene:scheduleNextEnemySpawn()
|
||||
NoiseAnimation(200, 120)
|
||||
end
|
||||
|
||||
function scene:start()
|
||||
scene.super.start(self)
|
||||
self.optionsMenu:addMenuItem("Main Menu", function() Noble.transition(Menu) end)
|
||||
Noble.showFPS = true
|
||||
Noble.showFPS = false
|
||||
end
|
||||
|
||||
function scene:hasActiveGrenades()
|
||||
local sprites = playdate.graphics.sprite.getAllSprites()
|
||||
for i = 1, #sprites do
|
||||
if sprites[i]:getTag() == Tags.granade then
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
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)
|
||||
if scene.missionEnded then return end
|
||||
|
||||
local killsBefore = scene.killCount
|
||||
|
||||
-- Ramp up enemy speed over time
|
||||
if scene.enemySpeedBonus < scene.enemySpeedMax then
|
||||
scene.enemySpeedBonus = scene.enemySpeedBonus + scene.enemySpeedRamp
|
||||
end
|
||||
|
||||
if playdate.isCrankDocked() then
|
||||
-- Drone battery
|
||||
scene.battery = scene.battery - 1
|
||||
if scene.battery <= 0 and not scene.falling then
|
||||
scene.falling = true
|
||||
scene.fallTimer = 0
|
||||
scene.fallDuration = 120
|
||||
-- Stop spawning new enemies
|
||||
if scene.enemySpawnTimer then
|
||||
scene.enemySpawnTimer:remove()
|
||||
end
|
||||
end
|
||||
|
||||
if scene.falling then
|
||||
scene.fallTimer = scene.fallTimer + 1
|
||||
|
||||
if scene.fallTimer == 1 then
|
||||
scene.crosshair:setVisible(false)
|
||||
scene.fallSnapshot = playdate.graphics.getDisplayImage():copy()
|
||||
-- Remove all gameplay sprites during fall
|
||||
local allSprites = playdate.graphics.sprite.getAllSprites()
|
||||
for i = 1, #allSprites do
|
||||
allSprites[i]:remove()
|
||||
end
|
||||
end
|
||||
|
||||
local t = scene.fallTimer / scene.fallDuration
|
||||
local scale = 1 + t * t * 5
|
||||
|
||||
local w = math.floor(400 * scale)
|
||||
local h = math.floor(240 * scale)
|
||||
local x = math.floor((400 - w) / 2)
|
||||
local y = math.floor((240 - h) / 2)
|
||||
|
||||
Graphics.clear(Graphics.kColorBlack)
|
||||
scene.fallSnapshot:drawScaled(x, y, scale)
|
||||
|
||||
if scene.fallTimer >= scene.fallDuration and not scene.missionEnded then
|
||||
scene.missionEnded = true
|
||||
scene.fallSnapshot = nil
|
||||
|
||||
-- Remove all gameplay sprites
|
||||
local allSprites = playdate.graphics.sprite.getAllSprites()
|
||||
for i = 1, #allSprites do
|
||||
allSprites[i]:remove()
|
||||
end
|
||||
|
||||
-- Crash effects
|
||||
BigBoom()
|
||||
screenShake(1500, 8)
|
||||
local random = math.random(1, 4)
|
||||
local crashSound = playdate.sound.fileplayer.new("assets/audio/boom" .. random)
|
||||
crashSound:setVolume(0.8)
|
||||
crashSound:play(1)
|
||||
|
||||
playdate.timer.performAfterDelay(2000, function()
|
||||
local c
|
||||
c = notify("Battery dead!", function()
|
||||
Noble.transition(DroneCardSelector)
|
||||
c:remove()
|
||||
end)
|
||||
c:moveTo(200, 120)
|
||||
c:add()
|
||||
end)
|
||||
end
|
||||
return
|
||||
end
|
||||
|
||||
-- Spawn ammo crates
|
||||
scene.crateTimer = scene.crateTimer + 1
|
||||
if scene.crateTimer >= scene.crateInterval then
|
||||
scene.crateTimer = 0
|
||||
scene.crateInterval = math.random(400, 800)
|
||||
AmmoCrate(math.random(30, 370), -20)
|
||||
end
|
||||
|
||||
-- Ally bullets (steal kills)
|
||||
scene.allyBulletTimer = scene.allyBulletTimer + 1
|
||||
if scene.allyBulletTimer >= scene.allyBulletInterval then
|
||||
scene.allyBulletTimer = 0
|
||||
scene.allyBulletInterval = math.random(200, 500)
|
||||
-- Find a random alive enemy to target
|
||||
local alive = {}
|
||||
for i = 1, #scene.enemies do
|
||||
if scene.enemies[i] and not scene.enemies[i].removed and not scene.enemies[i].isDying then
|
||||
alive[#alive + 1] = scene.enemies[i]
|
||||
end
|
||||
end
|
||||
if #alive > 0 then
|
||||
local target = alive[math.random(1, #alive)]
|
||||
AllyBullet(target)
|
||||
end
|
||||
end
|
||||
|
||||
-- Victory check
|
||||
if scene.killCount >= scene.killTarget then
|
||||
scene.missionEnded = true
|
||||
scene.crosshair:setVisible(false)
|
||||
local reward = 100
|
||||
Noble.GameData.set("missionsCompleted", Noble.GameData.get("missionsCompleted") + 1)
|
||||
Noble.GameData.set("money", Noble.GameData.get("money") + reward)
|
||||
local c
|
||||
c = notify("Mission Complete! +$" .. reward, function()
|
||||
Noble.transition(DroneCardSelector)
|
||||
c:remove()
|
||||
end)
|
||||
c:moveTo(200, 120)
|
||||
c:add()
|
||||
return
|
||||
end
|
||||
|
||||
-- Defeat check: no grenades left and no active grenades on screen
|
||||
if scene.availableGrenades <= 0 and not scene.grenadeCooldown and not scene:hasActiveGrenades() then
|
||||
scene.missionEnded = true
|
||||
scene.crosshair:setVisible(false)
|
||||
local c
|
||||
c = notify("Mission Failed!", function()
|
||||
Noble.transition(DroneCardSelector)
|
||||
c:remove()
|
||||
end)
|
||||
c:moveTo(200, 120)
|
||||
c:add()
|
||||
return
|
||||
end
|
||||
|
||||
if scene.grenadeCooldown and not scene.autoReload and not playdate.isCrankDocked() then
|
||||
local change = playdate.getCrankChange()
|
||||
|
||||
if change > 0 or change < 0 then
|
||||
scene.reloadProgress = scene.reloadProgress + (change * scene.crankSensitivity)
|
||||
if scene.reloadProgress > scene.progressBarMax then
|
||||
scene.reloadProgress = scene.progressBarMax
|
||||
|
||||
scene.grenadeCooldown = false
|
||||
scene.progressBar:setVisible(false)
|
||||
end
|
||||
|
||||
scene.progressBar:set(scene.reloadProgress)
|
||||
end
|
||||
end
|
||||
|
||||
-- Combo detection
|
||||
local frameKills = scene.killCount - killsBefore
|
||||
if frameKills >= 2 then
|
||||
scene.comboText = "x" .. frameKills .. " COMBO!"
|
||||
scene.comboTextTimer = playdate.timer.new(1500, 0, 1500, playdate.easingFunctions.linear)
|
||||
scene.availableGrenades = scene.availableGrenades + (frameKills - 1)
|
||||
end
|
||||
|
||||
-- HUD: kill count
|
||||
Noble.Text.draw(scene.killCount .. "/" .. scene.killTarget, 350, 10, Noble.Text.ALIGN_RIGHT, false, font)
|
||||
|
||||
-- HUD: battery bar
|
||||
local batW = 40
|
||||
local batH = 6
|
||||
local batX = 180
|
||||
local batY = 10
|
||||
local batFill = (scene.battery / scene.batteryMax) * batW
|
||||
Graphics.drawRect(batX, batY, batW, batH)
|
||||
Graphics.fillRect(batX, batY, batFill, batH)
|
||||
|
||||
-- HUD: combo text
|
||||
if scene.comboText and scene.comboTextTimer then
|
||||
if scene.comboTextTimer.value < 1500 then
|
||||
Noble.Text.draw(scene.comboText, 200, 100, Noble.Text.ALIGN_CENTER, false, font)
|
||||
else
|
||||
scene.comboText = nil
|
||||
scene.comboTextTimer = nil
|
||||
end
|
||||
end
|
||||
|
||||
Noble.Text.draw(scene.availableGrenades .. "x", 10, 210, Noble.Text.ALIGN_LEFT, false, font)
|
||||
|
||||
if scene.availableGrenades <= 0 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()
|
||||
end
|
||||
end
|
||||
|
||||
-- TODO: to reset grenades spin crank
|
||||
-- TODO: random spawn of enemies
|
||||
function scene:spawnEnemies()
|
||||
local activeEnemies = 0
|
||||
|
||||
for i = 1, #scene.enemies do
|
||||
if scene.enemies[i] and not scene.enemies[i].removed then
|
||||
activeEnemies = activeEnemies + 1
|
||||
end
|
||||
end
|
||||
|
||||
if activeEnemies < self.maxEnemies then
|
||||
local isScout = math.random() < 0.1
|
||||
scene.enemies[scene.nextEnemyIndex] = Enemy(math.random(30, 370), -20, isScout)
|
||||
scene.nextEnemyIndex = scene.nextEnemyIndex + 1
|
||||
end
|
||||
|
||||
scene:scheduleNextEnemySpawn()
|
||||
end
|
||||
|
||||
function scene:scheduleNextEnemySpawn()
|
||||
local delay = math.random(scene.minSpawnDelay, scene.maxSpawnDelay)
|
||||
scene.enemySpawnTimer = playdate.timer.new(delay, function()
|
||||
scene:spawnEnemies()
|
||||
end)
|
||||
end
|
||||
|
||||
function scene:finish()
|
||||
scene.themeSound:stop()
|
||||
scene.enemySpawnTimer:remove()
|
||||
|
||||
-- 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 = {}
|
||||
scene.progressBar = nil
|
||||
if scene.grenadeCooldownTimer then
|
||||
scene.grenadeCooldownTimer:remove()
|
||||
end
|
||||
scene.grenadeCooldownTimer = nil
|
||||
scene.crosshair = nil
|
||||
BomberScene.instance = nil
|
||||
NoiseAnimation.isJamming = false
|
||||
end
|
||||
|
||||
-- TODO: random spawn some decorations
|
||||
-- TODO: add some music
|
||||
-- TODO: add some sound effects
|
||||
-- TODO: add clouds or smoke
|
||||
-- TODO: random disactivate granades
|
||||
68
source/scripts/bomber/allyBullet.lua
Normal file
@@ -0,0 +1,68 @@
|
||||
AllyBullet = {}
|
||||
class('AllyBullet').extends(playdate.graphics.sprite)
|
||||
|
||||
local killPhrases = { "stolen!", "mine!", "gotcha", "sorry :)", "too slow", "ez" }
|
||||
|
||||
function AllyBullet:init(targetEnemy)
|
||||
AllyBullet.super.init(self)
|
||||
|
||||
self.target = targetEnemy
|
||||
self.speed = 3
|
||||
self.removed = false
|
||||
|
||||
self:setSize(4, 8)
|
||||
self:setCenter(0.5, 0.5)
|
||||
self:setZIndex(ZIndex.fx)
|
||||
self:moveTo(targetEnemy.x + math.random(-30, 30), 250)
|
||||
self:add()
|
||||
self:markDirty()
|
||||
end
|
||||
|
||||
function AllyBullet:update()
|
||||
if self.removed then return end
|
||||
|
||||
-- Fly upward toward target
|
||||
local dx = 0
|
||||
local dy = -self.speed
|
||||
if self.target and not self.target.removed and not self.target.isDying then
|
||||
dx = (self.target.x - self.x) * 0.05
|
||||
end
|
||||
self:moveBy(dx, dy)
|
||||
|
||||
-- Rotate to match flight vector
|
||||
local angle = math.deg(math.atan(dy, dx)) + 90
|
||||
self:setRotation(angle)
|
||||
|
||||
-- Check if reached target
|
||||
if self.target and not self.target.removed and not self.target.isDying then
|
||||
local dist = math.abs(self.y - self.target.y) + math.abs(self.x - self.target.x)
|
||||
if dist < 20 then
|
||||
-- Kill enemy without counting toward player score
|
||||
self.target:setImage(self.target.deadImage)
|
||||
self.target.isDying = true
|
||||
self.target.vx = math.random(-2, 2)
|
||||
self.target.vy = math.random(-1, 1)
|
||||
self.target:setRotation(math.random() * 360)
|
||||
|
||||
-- Show "stolen" text
|
||||
local phrase = killPhrases[math.random(1, #killPhrases)]
|
||||
FloatingText.spawnCustom(self.target.x, self.target.y, phrase)
|
||||
|
||||
self.removed = true
|
||||
self:remove()
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
-- Off screen
|
||||
if self.y < -10 then
|
||||
self.removed = true
|
||||
self:remove()
|
||||
end
|
||||
|
||||
self:markDirty()
|
||||
end
|
||||
|
||||
function AllyBullet:draw()
|
||||
playdate.graphics.fillRect(0, 0, 4, 8)
|
||||
end
|
||||
71
source/scripts/bomber/ammoCrate.lua
Normal file
@@ -0,0 +1,71 @@
|
||||
AmmoCrate = {}
|
||||
class('AmmoCrate').extends(playdate.graphics.sprite)
|
||||
|
||||
function AmmoCrate:init(x, y)
|
||||
AmmoCrate.super.init(self)
|
||||
|
||||
self.crateSize = 20
|
||||
self:setSize(self.crateSize, self.crateSize)
|
||||
self:setCenter(0.5, 0.5)
|
||||
self:setZIndex(ZIndex.props)
|
||||
self:setGroups(CollideGroups.props)
|
||||
self:setCollidesWithGroups({ CollideGroups.granade })
|
||||
self:setCollideRect(0, 0, self.crateSize, self.crateSize)
|
||||
self:setTag(Tags.ammoCrate)
|
||||
|
||||
self.removed = false
|
||||
self.bonusGrenades = 3
|
||||
|
||||
self:moveTo(x, y)
|
||||
self:add()
|
||||
self:markDirty()
|
||||
end
|
||||
|
||||
function AmmoCrate:update()
|
||||
if self.removed then return end
|
||||
if not BomberScene.instance then return end
|
||||
|
||||
self:moveBy(0, BomberScene.instance.scrollSpeed)
|
||||
|
||||
local _, _, collisions, count = self:checkCollisions(self.x, self.y)
|
||||
if count > 0 then
|
||||
for i, collision in ipairs(collisions) do
|
||||
if collision.other:getTag() == Tags.granade and collision.other.currentRadius <= 0.05 then
|
||||
self:pickup()
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if self.y > 260 then
|
||||
self.removed = true
|
||||
self:remove()
|
||||
end
|
||||
end
|
||||
|
||||
function AmmoCrate:pickup()
|
||||
self.removed = true
|
||||
BomberScene.availableGrenades = BomberScene.availableGrenades + self.bonusGrenades
|
||||
|
||||
local particle = ParticlePoly(self.x, self.y)
|
||||
particle:setThickness(1)
|
||||
particle:setSize(1, 2)
|
||||
particle:setSpeed(1, 5)
|
||||
particle:setColour(Graphics.kColorXOR)
|
||||
particle:add(8)
|
||||
|
||||
self:remove()
|
||||
end
|
||||
|
||||
function AmmoCrate:draw()
|
||||
local s = self.crateSize
|
||||
-- Box outline
|
||||
playdate.graphics.drawRect(0, 0, s, s)
|
||||
-- Cross pattern
|
||||
playdate.graphics.drawLine(0, 0, s, s)
|
||||
playdate.graphics.drawLine(s, 0, 0, s)
|
||||
-- Inner + symbol
|
||||
local mid = s / 2
|
||||
playdate.graphics.drawLine(mid - 3, mid, mid + 3, mid)
|
||||
playdate.graphics.drawLine(mid, mid - 3, mid, mid + 3)
|
||||
end
|
||||
110
source/scripts/bomber/enemy.lua
Normal file
@@ -0,0 +1,110 @@
|
||||
Enemy = {}
|
||||
class('Enemy').extends(NobleSprite)
|
||||
|
||||
function Enemy:init(x, y, isScout)
|
||||
Enemy.super.init(self)
|
||||
self:moveTo(x, y)
|
||||
self:setZIndex(4)
|
||||
self:add(x,y)
|
||||
self.markImage = Graphics.image.new("assets/sprites/bomber/enemy_alive_"..math.random(1,2))
|
||||
self.deadImage = Graphics.image.new("assets/sprites/bomber/enemy_dead")
|
||||
self.hitSound = playdate.sound.fileplayer.new("assets/audio/hit1")
|
||||
self:setImage(self.markImage)
|
||||
self.removed = false
|
||||
self:setGroups(CollideGroups.enemy)
|
||||
self:setCollidesWithGroups({
|
||||
CollideGroups.granade,
|
||||
CollideGroups.enemy
|
||||
})
|
||||
self:setCollideRect(-6, -6, 46, 46)
|
||||
self:setSize(32, 32)
|
||||
|
||||
self.vx = 0
|
||||
self.vy = 0
|
||||
self.isDying = false
|
||||
self.friction = 0.95
|
||||
|
||||
self.isScout = isScout or false
|
||||
if self.isScout then
|
||||
self.baseSpeed = math.random(8, 14) / 10
|
||||
self.zigzagTime = math.random() * 100
|
||||
self.zigzagAmplitude = math.random(8, 15) / 10
|
||||
self.zigzagFrequency = math.random(4, 8) / 100
|
||||
else
|
||||
self.baseSpeed = math.random(2, 8) / 10
|
||||
end
|
||||
end
|
||||
|
||||
function Enemy:update()
|
||||
if not BomberScene.instance then return end
|
||||
local speed = 0
|
||||
|
||||
if self.isDying then
|
||||
self.vx = self.vx * self.friction
|
||||
self.vy = self.vy * self.friction
|
||||
|
||||
self:moveBy(self.vx, self.vy + BomberScene.instance.scrollSpeed)
|
||||
|
||||
if math.abs(self.vx) < 0.1 and math.abs(self.vy) < 0.1 then
|
||||
self.isDying = false
|
||||
self.removed = true
|
||||
end
|
||||
elseif not self.removed then
|
||||
speed = self.baseSpeed + (BomberScene.enemySpeedBonus or 0)
|
||||
local dx = 0
|
||||
if self.isScout then
|
||||
self.zigzagTime = self.zigzagTime + self.zigzagFrequency
|
||||
dx = math.sin(self.zigzagTime) * self.zigzagAmplitude
|
||||
end
|
||||
self:moveBy(dx, BomberScene.instance.scrollSpeed + speed)
|
||||
else
|
||||
self:moveBy(0, BomberScene.instance.scrollSpeed)
|
||||
end
|
||||
|
||||
local actualX, actualY, collisions, numberOfCollisions = self:checkCollisions(self.x, self.y)
|
||||
|
||||
if numberOfCollisions > 0 then
|
||||
for i, collision in ipairs(collisions) do
|
||||
if collision.other:getTag() == Tags.granade and collision.other.currentRadius <= 0.05 and not self.isDying then
|
||||
self:setImage(self.deadImage)
|
||||
self.hitSound:play()
|
||||
self:applyExplosionForce(collision.other.x, collision.other.y)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if self.y > SCREEN_H + 10 then
|
||||
if not self.removed then
|
||||
self:remove()
|
||||
self:superRemove()
|
||||
self.removed = true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function Enemy:applyExplosionForce(explosionX, explosionY)
|
||||
local dx = self.x - explosionX
|
||||
local dy = self.y - explosionY
|
||||
|
||||
local dist = math.sqrt(dx*dx + dy*dy)
|
||||
if dist == 0 then dist = 0.001 end
|
||||
|
||||
dx = dx / dist
|
||||
dy = dy / dist
|
||||
|
||||
local maxForce = 5
|
||||
local maxRadius = 100
|
||||
|
||||
local force = maxForce * (1 - math.min(dist, maxRadius) / maxRadius)
|
||||
force = math.max(force, 1)
|
||||
|
||||
self.vx = dx * force
|
||||
self.vy = dy * force * 0.5
|
||||
|
||||
self.isDying = true
|
||||
|
||||
BomberScene.killCount = BomberScene.killCount + 1
|
||||
FloatingText(self.x, self.y)
|
||||
|
||||
self:setRotation(math.random() * 360)
|
||||
end
|
||||
@@ -4,7 +4,7 @@ class('ExplosionMark').extends(NobleSprite)
|
||||
function ExplosionMark:init(x, y)
|
||||
ExplosionMark.super.init(self)
|
||||
self.id = math.random(1, 2)
|
||||
self.markImage = Graphics.image.new("assets/sprites/boomSplash" .. self.id) -- TODO: make it random
|
||||
self.markImage = Graphics.image.new("assets/sprites/bomber/boom_splash_" .. self.id)
|
||||
self:setImage(self.markImage)
|
||||
self:moveTo(x, y)
|
||||
self:setZIndex(5)
|
||||
@@ -12,6 +12,7 @@ function ExplosionMark:init(x, y)
|
||||
end
|
||||
|
||||
function ExplosionMark:update()
|
||||
if not BomberScene.instance then return end
|
||||
self:moveBy(0, BomberScene.instance.scrollSpeed)
|
||||
|
||||
if self.y > 240 + 32 then
|
||||
|
||||
59
source/scripts/bomber/floatingText.lua
Normal file
@@ -0,0 +1,59 @@
|
||||
FloatingText = {}
|
||||
class('FloatingText').extends(playdate.graphics.sprite)
|
||||
|
||||
local floatFont = Graphics.font.new('assets/fonts/Mini Sans 2X')
|
||||
|
||||
local phrases = { "-1", "nice", "200", "dead", "done", "nice shot", "boom", "rip", "lol", "ez" }
|
||||
|
||||
function FloatingText.spawnCustom(x, y, text)
|
||||
local ft = FloatingText(x, y)
|
||||
ft.text = text
|
||||
local w = floatFont:getTextWidth(text) + 4
|
||||
ft:setSize(w, 16)
|
||||
ft:markDirty()
|
||||
return ft
|
||||
end
|
||||
|
||||
function FloatingText:init(x, y)
|
||||
FloatingText.super.init(self)
|
||||
|
||||
self.text = phrases[math.random(1, #phrases)]
|
||||
self.life = 0
|
||||
self.maxLife = 60
|
||||
self.driftX = math.random(-20, 20) / 10
|
||||
self.driftY = -math.random(10, 20) / 10
|
||||
|
||||
local w = floatFont:getTextWidth(self.text) + 4
|
||||
self:setSize(w, 16)
|
||||
self:setCenter(0.5, 0.5)
|
||||
self:setZIndex(ZIndex.ui + 1)
|
||||
self:moveTo(x, y)
|
||||
self:add()
|
||||
self:markDirty()
|
||||
end
|
||||
|
||||
function FloatingText:update()
|
||||
self.life = self.life + 1
|
||||
if self.life >= self.maxLife then
|
||||
self:remove()
|
||||
return
|
||||
end
|
||||
|
||||
self:moveBy(self.driftX, self.driftY)
|
||||
self.driftY = self.driftY + 0.03
|
||||
self:markDirty()
|
||||
end
|
||||
|
||||
function FloatingText:draw()
|
||||
local t = 1 - (self.life / self.maxLife)
|
||||
if t > 0.5 then
|
||||
floatFont:drawText(self.text, 2, 0)
|
||||
else
|
||||
local dither = playdate.graphics.image.kDitherTypeBayer4x4
|
||||
local img = Graphics.image.new(self.width, self.height)
|
||||
Graphics.pushContext(img)
|
||||
floatFont:drawText(self.text, 2, 0)
|
||||
Graphics.popContext()
|
||||
img:drawFaded(0, 0, t * 2, dither)
|
||||
end
|
||||
end
|
||||
@@ -1,19 +1,6 @@
|
||||
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)
|
||||
|
||||
@@ -21,12 +8,12 @@ function Granade:init(x, y)
|
||||
self.currentRadius = self.initialRadius
|
||||
self.shrinkRate = 0.2
|
||||
|
||||
random = math.random(1, 4)
|
||||
local 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
|
||||
@@ -35,10 +22,15 @@ function Granade:init(x, y)
|
||||
self.spriteSize = size
|
||||
self:setSize(size, size)
|
||||
self:moveTo(x, y)
|
||||
self:setZIndex(10)
|
||||
self:setTag(Tags.granade)
|
||||
self:setCenter(0.5, 0.5)
|
||||
self:setGroups(CollideGroups.granade)
|
||||
self:setCollidesWithGroups({
|
||||
CollideGroups.enemy
|
||||
})
|
||||
self:setCollideRect(0, 0, self:getSize())
|
||||
|
||||
print("Granade init")
|
||||
print(self.x, self.y)
|
||||
self:add(x, y)
|
||||
self:markDirty()
|
||||
end
|
||||
@@ -62,7 +54,6 @@ function Granade:update()
|
||||
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)
|
||||
@@ -77,6 +68,7 @@ function Granade:update()
|
||||
screenShake(1000, 5)
|
||||
SmallBoom()
|
||||
ExplosionMark(self.x, self.y)
|
||||
SmokeCloud(self.x, self.y)
|
||||
|
||||
self:remove()
|
||||
end
|
||||
|
||||
@@ -4,36 +4,43 @@ 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.moveSpeed = 2.3
|
||||
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()
|
||||
self:setZIndex(11)
|
||||
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
|
||||
local radius = self.moveRadius
|
||||
if NoiseAnimation.isJamming then
|
||||
radius = 8
|
||||
end
|
||||
|
||||
local offsetX = math.sin(self.time) * radius
|
||||
local offsetY = math.cos(self.time * 1.3) * radius
|
||||
|
||||
if NoiseAnimation.isJamming then
|
||||
offsetX = offsetX + math.random(-3, 3)
|
||||
offsetY = offsetY + math.random(-3, 3)
|
||||
end
|
||||
|
||||
self:moveTo(self.baseX + offsetX, self.baseY + offsetY)
|
||||
self:markDirty()
|
||||
@@ -66,24 +73,24 @@ end
|
||||
|
||||
function MovableCrosshair:moveUp()
|
||||
if self.baseY > 5 then
|
||||
self.baseY = self.baseY - 1
|
||||
self.baseY = self.baseY - self.moveSpeed
|
||||
end
|
||||
end
|
||||
|
||||
function MovableCrosshair:moveDown()
|
||||
if self.baseY < 235 then
|
||||
self.baseY = self.baseY + 1
|
||||
self.baseY = self.baseY + self.moveSpeed
|
||||
end
|
||||
end
|
||||
|
||||
function MovableCrosshair:moveLeft()
|
||||
if self.baseX > 5 then
|
||||
self.baseX = self.baseX - 1
|
||||
self.baseX = self.baseX - self.moveSpeed
|
||||
end
|
||||
end
|
||||
|
||||
function MovableCrosshair:moveRight()
|
||||
if self.baseX < 395 then
|
||||
self.baseX = self.baseX + 1
|
||||
self.baseX = self.baseX + self.moveSpeed
|
||||
end
|
||||
end
|
||||
55
source/scripts/bomber/noiseAnimation.lua
Normal file
@@ -0,0 +1,55 @@
|
||||
NoiseAnimation = {}
|
||||
class('NoiseAnimation').extends(NobleSprite)
|
||||
|
||||
-- Global EW (РЕБ) state accessible by crosshair
|
||||
NoiseAnimation.isJamming = false
|
||||
|
||||
function NoiseAnimation:init(x, y)
|
||||
NoiseAnimation.super.init(self, "assets/sprites/noise", true)
|
||||
self.animation:addState("run", 2, 11)
|
||||
self.animation:addState("idle", 1, 1)
|
||||
self.animation.run.frameDuration = 2.5
|
||||
self.animation:setState("idle")
|
||||
self:setZIndex(ZIndex.foreground)
|
||||
self:setSize(400, 240)
|
||||
self:add()
|
||||
self:moveTo(x, y)
|
||||
|
||||
self.state = "idle"
|
||||
self.timer = 0
|
||||
|
||||
-- РЕБ timing: long idle periods, short jam bursts
|
||||
self.minIdleDuration = 300
|
||||
self.maxIdleDuration = 600
|
||||
self.minJamDuration = 40
|
||||
self.maxJamDuration = 120
|
||||
|
||||
self.nextSwitch = math.random(self.minIdleDuration, self.maxIdleDuration)
|
||||
end
|
||||
|
||||
function NoiseAnimation:update()
|
||||
self.timer = self.timer + 1
|
||||
|
||||
if self.timer >= self.nextSwitch then
|
||||
self.timer = 0
|
||||
if self.state == "idle" then
|
||||
self.state = "jamming"
|
||||
self.animation:setState("run")
|
||||
self.nextSwitch = math.random(self.minJamDuration, self.maxJamDuration)
|
||||
NoiseAnimation.isJamming = true
|
||||
else
|
||||
self.state = "idle"
|
||||
self.animation:setState("idle")
|
||||
self.nextSwitch = math.random(self.minIdleDuration, self.maxIdleDuration)
|
||||
NoiseAnimation.isJamming = false
|
||||
playdate.display.setOffset(0, 0)
|
||||
end
|
||||
end
|
||||
|
||||
-- Micro screen shake during jamming
|
||||
if self.state == "jamming" then
|
||||
local sx = math.random(-1, 1)
|
||||
local sy = math.random(-1, 1)
|
||||
playdate.display.setOffset(sx, sy)
|
||||
end
|
||||
end
|
||||
54
source/scripts/bomber/smokeCloud.lua
Normal file
@@ -0,0 +1,54 @@
|
||||
SmokeCloud = {}
|
||||
class('SmokeCloud').extends(playdate.graphics.sprite)
|
||||
|
||||
function SmokeCloud:init(x, y)
|
||||
SmokeCloud.super.init(self)
|
||||
|
||||
self.radius = 25
|
||||
self.maxLife = 150
|
||||
self.life = self.maxLife
|
||||
|
||||
local size = self.radius * 2 + 4
|
||||
self:setSize(size, size)
|
||||
self:setCenter(0.5, 0.5)
|
||||
self:setZIndex(ZIndex.fx - 1)
|
||||
self:moveTo(x, y)
|
||||
self:add()
|
||||
self:markDirty()
|
||||
end
|
||||
|
||||
function SmokeCloud:update()
|
||||
if not BomberScene.instance then
|
||||
self:remove()
|
||||
return
|
||||
end
|
||||
|
||||
self:moveBy(0, BomberScene.instance.scrollSpeed)
|
||||
self.life = self.life - 1
|
||||
|
||||
if self.life <= 0 or self.y > 280 then
|
||||
self:remove()
|
||||
return
|
||||
end
|
||||
|
||||
self:markDirty()
|
||||
end
|
||||
|
||||
function SmokeCloud:draw()
|
||||
local t = self.life / self.maxLife
|
||||
local r = self.radius * t
|
||||
local cx = self.width / 2
|
||||
local cy = self.height / 2
|
||||
|
||||
local dither = playdate.graphics.image.kDitherTypeBayer4x4
|
||||
if t < 0.3 then
|
||||
dither = playdate.graphics.image.kDitherTypeBayer8x8
|
||||
elseif t < 0.6 then
|
||||
dither = playdate.graphics.image.kDitherTypeBayer4x4
|
||||
end
|
||||
|
||||
playdate.graphics.setColor(playdate.graphics.kColorBlack)
|
||||
playdate.graphics.setDitherPattern(1 - t * 0.6, dither)
|
||||
playdate.graphics.fillCircleAtPoint(cx, cy, r)
|
||||
playdate.graphics.setColor(playdate.graphics.kColorBlack)
|
||||
end
|
||||
@@ -2,7 +2,7 @@ Ground = {}
|
||||
class("Ground").extends(NobleSprite)
|
||||
|
||||
function Ground:init(x, y, player)
|
||||
Ground.super.init(self, "assets/sprites/groundFin")
|
||||
Ground.super.init(self, "assets/sprites/ground_2")
|
||||
|
||||
-- Collision properties
|
||||
self:setZIndex(ZIndex.ground)
|
||||
|
||||
@@ -2,7 +2,7 @@ PageSprite = {}
|
||||
class('PageSprite').extends(NobleSprite)
|
||||
|
||||
function PageSprite:init(x, y)
|
||||
Baleba.super.init(self, "assets/sprites/pages", true)
|
||||
PageSprite.super.init(self, "assets/sprites/pages", true)
|
||||
self.animation:addState("1", 1, 1)
|
||||
self.animation:addState("2", 2, 2)
|
||||
self.animation:addState("3", 3, 3)
|
||||
|
||||
@@ -30,7 +30,7 @@ function Player:init(x, y)
|
||||
CollideGroups.wall
|
||||
})
|
||||
self:setCollideRect(3, 19, 60, 33)
|
||||
self:setTag(1)
|
||||
self:setTag(Tags.player)
|
||||
|
||||
-- Physics properties
|
||||
self.fallSpeed = 0.05
|
||||
@@ -188,16 +188,13 @@ function Player:handleMovementAndCollisions()
|
||||
end
|
||||
end
|
||||
|
||||
if collisionTag == 3 then -- Ground
|
||||
if collisionTag == Tags.ground then
|
||||
self:boom()
|
||||
return
|
||||
elseif collisionTag == 154 then -- Baleba
|
||||
-- if self.debug then TODO: why debug always true?
|
||||
-- return
|
||||
-- end
|
||||
elseif collisionTag == Tags.granade then
|
||||
self:boom(collisionObject)
|
||||
return
|
||||
elseif collisionTag == 2 then -- Tank
|
||||
elseif collisionTag == Tags.tank then
|
||||
self:boom()
|
||||
BigBoom()
|
||||
|
||||
|
||||
@@ -3,21 +3,14 @@ Tank = {}
|
||||
class("Tank").extends(Graphics.sprite)
|
||||
|
||||
function Tank:init(x, y, ground)
|
||||
self.tankImage = Graphics.image.new("assets/sprites/tank")
|
||||
self.tankImageD = Graphics.image.new("assets/sprites/tankD")
|
||||
local target = Targets[CurrentMission.targetIndex]
|
||||
self.tankImage = Graphics.image.new(target.sprite)
|
||||
self.tankImageD = Graphics.image.new(target.spriteD)
|
||||
Tank.super.init(self)
|
||||
|
||||
local width, height = self.tankImage:getSize()
|
||||
|
||||
self.faded_image = Graphics.image.new(width, height, Graphics.kColorClear)
|
||||
|
||||
Graphics.pushContext(self.faded_image)
|
||||
self.tankImageD:drawBlurred(0, 0, 2, 2, Graphics.image.kDitherTypeFloydSteinberg)
|
||||
Graphics.popContext()
|
||||
|
||||
-- Collision properties
|
||||
self:setZIndex(ZIndex.enemy)
|
||||
self:setTag(2)
|
||||
self:setTag(Tags.tank)
|
||||
self:setCollideRect(4, 56, 147, 65)
|
||||
self:setGroups(CollideGroups.enemy)
|
||||
self:setCollidesWithGroups(
|
||||
@@ -38,7 +31,7 @@ function Tank:fadein()
|
||||
end
|
||||
|
||||
function Tank:fadeout()
|
||||
self:setImage(self.faded_image)
|
||||
self:setImage(self.tankImageD)
|
||||
end
|
||||
|
||||
function Tank:update()
|
||||
|
||||