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----- [[ WARZONE 2 - HEXAGONAL GRID RESOURCE BASED TOWER DEFENSE GAME]] -------- --[[ author@churchianity.ca ]]
require"hex" require"util"
------ [[ GLOBALS ]] -----------------------------------------------------------
local win = am.window{ -- BASE RESOLUTION = 3/4 * WXGA Standard 16:10 width = 1280 * 3 / 4, -- 960px height = 800 * 3 / 4, -- 600px title = "Warzone 2: Electric Boogaloo", resizable = false }
local layout = layout(vec2(-268, win.top - 10)) local map = rectangular_map(45, 31) local world = am.group{}:tag"world"
----- [[ SPRITES ]] ------------------------------------------------------------
-- modified ethan shoonover solarized colortheme am.ascii_color_map = { E = vec4( 22/255, 22/255, 29/255, 1), -- eigengrau
K = vec4( 0, 43/255, 54/255, 1), -- dark navy k = vec4( 7/255, 54/255, 66/255, 1), -- navy L = vec4( 88/255, 110/255, 117/255, 1), -- gray1 l = vec4(101/255, 123/255, 131/255, 1), -- gray2
s = vec4(131/255, 148/255, 150/255, 1), -- gray3 S = vec4(147/255, 161/255, 161/255, 1), -- gray4 w = vec4(238/255, 232/255, 213/255, 1), -- bone W = vec4(253/255, 246/255, 227/255, 1), -- white
y = vec4(181/255, 137/255, 0, 1), -- yellow o = vec4(203/255, 75/255, 22/255, 1), -- orange r = vec4(220/255, 50/255, 47/255, 1), -- red m = vec4(211/255, 54/255, 130/255, 1), -- magenta v = vec4(108/255, 113/255, 196/255, 1), -- violet b = vec4( 38/255, 139/255, 210/255, 1), -- blue c = vec4( 42/255, 161/255, 152/255, 1), -- cyan g = vec4(133/255, 153/255, 0, 1) -- green } local titlebutton = [[ KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK KwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwK KwkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkK KwkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkK KwkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkK KwkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkK KwkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkK KwkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkK KwkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkK KwkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkK KkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkK KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK ]] ----- FUNCTIONS ----------------------------------------------------------
function show_axes() local xaxis = am.line(vec2(win.left, 0), vec2(win.right, 0)) local yaxis = am.line(vec2(0, win.top), vec2(0, win.bottom)) win.scene:append(am.translate(0, 0) ^ am.group{xaxis, yaxis}:tag"axes") end
function show_hex_coords() win.scene:action(function() win.scene:remove("coords") local mouse = cube_to_offset(pixel_to_cube(win:mouse_position(), layout)) if mouse.x > 0 and mouse.x < 45 and mouse.y > 0 and mouse.y < 31 then local coords = am.group{ am.translate(win.right - 25, win.top - 10) ^ am.text(string.format("%d,%d", mouse.x, mouse.y)):tag"coords"} win.scene:append(coords) end end) end
function init() for hex,_ in pairs(map) do local pix = cube_to_pixel(hex, layout) local helper = cube_to_offset(hex) local r = math.random() local g = math.random() local b = math.random() local a = 1 - ((helper.x + 23)^2)/500 + ((helper.y + 16)^2)/500 local color = vec4(r, g, b, a) local tag = tostring(hex.x, hex.y)
world:append(am.circle(pix, layout.size.x, color, 6):tag(tag)) end win.scene = world end
----- [[ MAIN ]] ---------------------------------------------------------------
init() show_hex_coords()
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