198 lines
5.6 KiB
Lua
198 lines
5.6 KiB
Lua
BomberScene = {}
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class("BomberScene").extends(BaseScene)
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local scene = BomberScene
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local font = Graphics.font.new('assets/fonts/Mini Sans 2X')
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function scene:init()
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scene.super.init(self)
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self.bg = Graphics.image.new("assets/sprites/bg2")
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self.bgY = 0
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self.scrollSpeed = 0.6
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scene.dropSound = playdate.sound.fileplayer.new("assets/audio/drop1")
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scene.themeSound = playdate.sound.fileplayer.new("assets/audio/bomberTheme")
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scene.themeSound:setVolume(0.5)
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scene.themeSound:play()
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scene.progressBar = ProgressBar(50, 210, 50, 5)
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scene.progressBar:set(0)
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scene.progressBar:setVisible(false)
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scene.grenadeCooldown = false
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scene.grenadeCooldownTimer = nil
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scene.grenadeCooldownDuration = 100
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scene.progressBarMax = 100
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scene.autoReload = false
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scene.reloadProgress = 0
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scene.crankSensitivity = 0.2
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scene.availableGrenades = 8
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scene.enemies = {}
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scene.enemySpawnTimer = nil
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scene.enemySpawnInterval = 1000
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scene.maxEnemies = 5
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scene.nextEnemyIndex = 1
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scene.minSpawnDelay = 500
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scene.maxSpawnDelay = 3500
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BomberScene.instance = self
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end
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function scene:drawBackground()
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self.bgY = self.bgY + self.scrollSpeed
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if self.bgY >= 720 then
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self.bgY = 0
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end
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self.bg:draw(0, self.bgY - 720)
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self.bg:draw(0, self.bgY)
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end
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scene.inputHandler = {
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upButtonHold = function()
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scene.crosshair:moveUp()
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end,
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downButtonHold = function()
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scene.crosshair:moveDown()
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end,
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leftButtonHold = function()
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scene.crosshair:moveLeft()
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end,
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rightButtonHold = function()
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scene.crosshair:moveRight()
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end,
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AButtonDown = function()
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if scene.availableGrenades <= 0 then
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return
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end
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print("AButtonDown")
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if not scene.grenadeCooldown then
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Granade(scene.crosshair.x, scene.crosshair.y)
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scene.grenadeCooldown = true
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scene.progressBar:set(0)
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scene.progressBar:setVisible(true)
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scene.availableGrenades = scene.availableGrenades - 1
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scene.dropSound:play()
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if scene.autoReload then
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scene.grenadeCooldownTimer = playdate.timer.new(scene.grenadeCooldownDuration, function()
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scene.grenadeCooldown = false
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scene.progressBar:setVisible(false)
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end)
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scene.grenadeCooldownTimer.updateCallback = function(timer)
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local percentage = (scene.grenadeCooldownDuration - timer.timeLeft) / scene.grenadeCooldownDuration * scene.progressBarMax
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scene.progressBar:set(percentage)
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end
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else
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scene.reloadProgress = 0
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end
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end
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end
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}
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function scene:enter()
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scene.super.enter(self)
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Noble.Input.setHandler(scene.inputHandler)
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scene.crosshair = MovableCrosshair(100, 100)
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scene:scheduleNextEnemySpawn()
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NoiseAnimation(200, 120)
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end
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function scene:start()
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scene.super.start(self)
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self.optionsMenu:addMenuItem("Main Menu", function() Noble.transition(Menu) end)
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Noble.showFPS = true
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end
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function scene:update()
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scene.super.update(self)
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if scene.grenadeCooldown and not scene.autoReload and not playdate.isCrankDocked() then
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local change = playdate.getCrankChange()
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if change > 0 or change < 0 then
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scene.reloadProgress = scene.reloadProgress + (change * scene.crankSensitivity)
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if scene.reloadProgress > scene.progressBarMax then
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scene.reloadProgress = scene.progressBarMax
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scene.grenadeCooldown = false
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scene.progressBar:setVisible(false)
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end
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scene.progressBar:set(scene.reloadProgress)
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end
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end
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Noble.Text.draw(scene.availableGrenades .. "x", 10, 210, Noble.Text.ALIGN_LEFT, false, font)
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if scene.availableGrenades <= 0 then
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Noble.Text.draw("No grenades left", 200, 110, Noble.Text.ALIGN_CENTER, false, font)
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scene.crosshair:setVisible(false)
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scene.progressBar:setVisible(false)
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elseif playdate.isCrankDocked() then
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Noble.Text.draw("Crank it to reload!", 200, 110, Noble.Text.ALIGN_CENTER, false, font)
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playdate.ui.crankIndicator:draw()
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end
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end
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function scene:spawnEnemies()
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local activeEnemies = 0
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for i = 1, #scene.enemies do
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if scene.enemies[i] and not scene.enemies[i].removed then
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activeEnemies = activeEnemies + 1
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end
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end
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if activeEnemies < self.maxEnemies then
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scene.enemies[scene.nextEnemyIndex] = Enemy(math.random(30, 370), -20)
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scene.nextEnemyIndex = scene.nextEnemyIndex + 1
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end
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scene:scheduleNextEnemySpawn()
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end
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function scene:scheduleNextEnemySpawn()
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local delay = math.random(scene.minSpawnDelay, scene.maxSpawnDelay)
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scene.enemySpawnTimer = playdate.timer.new(delay, function()
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scene:spawnEnemies()
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end)
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end
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function scene:finish()
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scene.themeSound:stop()
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scene.enemySpawnTimer:remove()
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for i = 1, #scene.enemies do
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if scene.enemies[i] then
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scene.enemies[i]:remove()
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end
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end
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scene.enemies = {}
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if scene.progressBar then
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scene.progressBar:remove()
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end
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scene.progressBar = nil
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if scene.grenadeCooldownTimer then
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scene.grenadeCooldownTimer:remove()
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end
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scene.grenadeCooldownTimer = nil
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scene.crosshair:remove()
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scene.crosshair = nil
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BomberScene.instance = nil
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end
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-- TODO: random spawn some decorations
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-- TODO: add clouds or smoke
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-- TODO: random disactivate granades |