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