Files
fpv/source/scenes/bomber/BomberScene.lua
assada 348bd4fe64 cleanup: QOL improvements — gitignore, Tags constants, remove debug artifacts
- Add .DS_Store, unused/, .vscode/settings.json to .gitignore
- Add .editorconfig (tabs for Lua, LF, UTF-8)
- Fix duplicate submodule entry in .gitmodules
- Add Tags table (player, tank, ground, granade, ammoCrate) — replace magic numbers
- Add SCREEN_W/SCREEN_H constants
- Fix leaked global variable `c` in Game.lua
- Remove Noble.showFPS = true from BomberScene
- Remove debug print() calls from granade, enemy, BomberScene
- Fix clean_build_dir glob bug in both build scripts
- Make PLAYDATE_SDK_PATH configurable via env var
2026-02-24 12:48:00 +01:00

403 lines
12 KiB
Lua

BomberScene = {}
class("BomberScene").extends(BaseScene)
local scene = BomberScene
local font = Graphics.font.new('assets/fonts/Mini Sans 2X')
function scene:init()
scene.super.init(self)
self.bg = Graphics.image.new("assets/sprites/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)
scene.grenadeCooldown = false
scene.grenadeCooldownTimer = nil
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
self.bgY = 0
end
self.bg:draw(0, self.bgY - 720)
self.bg:draw(0, self.bgY)
end
scene.inputHandler = {
upButtonHold = function()
scene.crosshair:moveUp()
end,
downButtonHold = function()
scene.crosshair:moveDown()
end,
leftButtonHold = function()
scene.crosshair:moveLeft()
end,
rightButtonHold = function()
scene.crosshair:moveRight()
end,
AButtonDown = function()
if scene.availableGrenades <= 0 then
return
end
if not scene.grenadeCooldown then
Granade(scene.crosshair.x, scene.crosshair.y)
scene.grenadeCooldown = true
scene.progressBar:set(0)
scene.progressBar:setVisible(true)
scene.availableGrenades = scene.availableGrenades - 1
scene.dropSound:play()
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
}
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 = 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)
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
-- 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
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 clouds or smoke
-- TODO: random disactivate granades