hexyz is tower defense game, and a lua library for dealing with hexagonal grids
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  1. -- all 4:3 aspect ratio
  2. local RESOLUTION_OPTIONS = {
  3. { width = 1440, height = 1080 },
  4. { width = 1400, height = 1050 }, -- seems like a good default one
  5. { width = 1280, height = 960 },
  6. { width = 1152, height = 864 },
  7. { width = 1024, height = 768 },
  8. { width = 960, height = 720 },
  9. { width = 832, height = 624 },
  10. { width = 800, height = 600 },
  11. }
  12. local DEFAULT_RESOLUTION = RESOLUTION_OPTIONS[2]
  13. SETTINGS = am.load_state("settings", "json") or {
  14. fullscreen = false,
  15. window_width = DEFAULT_RESOLUTION.width,
  16. window_height = DEFAULT_RESOLUTION.height,
  17. music_volume = 0.2,
  18. sfx_volume = 0.1,
  19. sound_on = true
  20. }
  21. win = am.window{
  22. width = SETTINGS.window_width,
  23. height = SETTINGS.window_height,
  24. title = "",
  25. mode = SETTINGS.fullscreen and "fullscreen" or "windowed",
  26. resizable = true, -- as long as the aspect ratio is maintained via letterboxing
  27. highdpi = true,
  28. letterbox = true,
  29. show_cursor = true,
  30. clear_color = vec4(0),
  31. }
  32. -- top right display types
  33. -- different scenes overlay different content in the top right of the screen
  34. -- f1 toggles what is displayed in the top right of the screen in some scenes
  35. TRDTS = {
  36. NOTHING = 0,
  37. CENTERED_EVENQ = 1,
  38. EVENQ = 2,
  39. HEX = 3,
  40. PLATFORM = 4,
  41. PERF = 5,
  42. SEED = 6,
  43. TILE = 7,
  44. MOUSE = 8
  45. }
  46. function make_top_right_display_node()
  47. return am.translate(win.right - 10, win.top - 15)
  48. ^ am.text("", "right", "top"):tag"top_right_display"
  49. end
  50. require "conf"
  51. -- library/standard code (ours)
  52. require "lib/random"
  53. require "lib/extra"
  54. require "lib/memory"
  55. require "lib/geometry"
  56. require "lib/gui"
  57. require "lib/color"
  58. require "lib/sound"
  59. require "lib/texture"
  60. -- other internal dependencies
  61. require "src/hexyz"
  62. require "src/grid"
  63. require "src/game"
  64. require "src/tower"
  65. require "src/mob"
  66. require "src/map-editor"
  67. require "src/entity"
  68. require "src/projectile"
  69. function main_action(self)
  70. if win:key_pressed("escape") then
  71. if game then
  72. unpause(self)
  73. else
  74. --win:close()
  75. end
  76. elseif win:key_pressed("f4") then
  77. win:close()
  78. elseif win:key_pressed("m") then
  79. toggle_mute()
  80. end
  81. if self"hex_backdrop" then
  82. self"hex_backdrop""rotate".angle = math.wrapf(self"hex_backdrop""rotate".angle - 0.005 * am.delta_time, math.pi*2)
  83. end
  84. end
  85. function main_scene(do_backdrop, do_logo)
  86. local group = am.group()
  87. if do_backdrop then
  88. local map = hex_hexagonal_map(30)
  89. local hex_backdrop = (am.rotate(0) ^ am.group()):tag"hex_backdrop"
  90. for i,_ in pairs(map) do
  91. for j,n in pairs(map[i]) do
  92. local color = map_elevation_to_color(n)
  93. color = color{a=color.a - 0.1}
  94. local node = am.translate(hex_to_pixel(vec2(i, j), vec2(HEX_SIZE)))
  95. ^ am.circle(vec2(0), HEX_SIZE, vec4(0), 6)
  96. node"circle":action(am.tween(0.6, { color = color }))
  97. hex_backdrop:append(node)
  98. end
  99. end
  100. group:append(hex_backdrop)
  101. else
  102. group:append(
  103. pack_texture_into_sprite(TEXTURES.CURTAIN, win.width, win.height)
  104. )
  105. end
  106. -- version/author info
  107. group:append(
  108. am.translate(win.right - 10, win.bottom + 10)
  109. ^ am.text(string.format("v%s, by %s", version, author), COLORS.WHITE, "right", "bottom")
  110. )
  111. if do_logo then
  112. local position = vec2(0, win.top - 20 - TEXTURES.LOGO.height/2)
  113. local logo =
  114. am.translate(position)
  115. ^ pack_texture_into_sprite(TEXTURES.LOGO)
  116. local selected = false
  117. logo:action(function(self)
  118. local mouse = win:mouse_position()
  119. if math.distance(mouse, position) < TEXTURES.LOGO.height/2 then
  120. selected = true
  121. self"sprite".color = vec4(1)
  122. if win:mouse_pressed("left") then
  123. vplay_sfx(math.random(1000000000))
  124. end
  125. else
  126. selected = false
  127. self"sprite".color = vec4(0.95)
  128. end
  129. end)
  130. group:append(logo)
  131. end
  132. local seed_textfield, get_seed_textfield_value = gui_make_textfield{
  133. position = vec2(win.left + 190, 50),
  134. dimensions = vec2(90, 40),
  135. max = math.ceil(math.log(HEX_GRID_WIDTH * HEX_GRID_HEIGHT, 10)),
  136. validate = function(string)
  137. return not string.match(string, "%D")
  138. end,
  139. }
  140. group:append(
  141. seed_textfield
  142. )
  143. group:append(
  144. am.translate(win.left + 80, 50) ^ pack_texture_into_sprite(TEXTURES.SEED_COLON_TEXT)
  145. )
  146. local main_scene_options = {
  147. false,
  148. {
  149. texture = TEXTURES.NEW_GAME_HEX,
  150. action = function()
  151. game_init(nil, tonumber(get_seed_textfield_value()))
  152. end
  153. },
  154. false,
  155. false,
  156. false,
  157. {
  158. texture = TEXTURES.LOAD_GAME_HEX,
  159. action = function()
  160. local save = am.load_state("save", "json")
  161. if save then
  162. game_init(save)
  163. else
  164. gui_alert("no saved games")
  165. end
  166. end
  167. },
  168. {
  169. texture = TEXTURES.MAP_EDITOR_HEX,
  170. action = function()
  171. map_editor_init()
  172. end
  173. },
  174. false,
  175. {
  176. texture = TEXTURES.SETTINGS_HEX,
  177. action = function()
  178. gui_alert("not yet :)")
  179. end
  180. },
  181. {
  182. texture = TEXTURES.QUIT_HEX,
  183. action = function()
  184. win:close()
  185. end
  186. },
  187. false
  188. }
  189. group:append(make_scene_menu(main_scene_options, "main_menu"))
  190. group:action(main_action)
  191. return group
  192. end
  193. function make_scene_menu(scene_options, tag, do_curtain)
  194. -- calculate the dimensions of the whole grid
  195. local spacing = 150
  196. local grid_width = 6
  197. local grid_height = 2
  198. local hhs = hex_horizontal_spacing(spacing)
  199. local hvs = hex_vertical_spacing(spacing)
  200. local grid_pixel_width = grid_width * hhs
  201. local grid_pixel_height = grid_height * hvs
  202. local pixel_offset = vec2(-grid_pixel_width/2, win.bottom + hex_height(spacing)/2 + 20)
  203. -- generate a map of hexagons (the menu is made up of two rows of hexes) and populate their locations with buttons from the provided options
  204. local map = hex_rectangular_map(grid_width, grid_height, HEX_ORIENTATION.POINTY)
  205. local group = am.group():tag(tag or "menu")
  206. if do_curtain then
  207. group:append(pack_texture_into_sprite(TEXTURES.CURTAIN, win.width, win.height))
  208. end
  209. local menu = am.group()
  210. local option_index = 1
  211. for i,_ in pairs(map) do
  212. for j,_ in pairs(map[i]) do
  213. local hex = vec2(i, j)
  214. local position = hex_to_pixel(hex, vec2(spacing), HEX_ORIENTATION.POINTY)
  215. local option = scene_options[option_index]
  216. local texture = option and option.texture or TEXTURES.SHADED_HEX
  217. local color = option and COLORS.TRANSPARENT3 or vec4(0.3)
  218. local node = am.translate(position)
  219. ^ pack_texture_into_sprite(texture, texture.width, texture.height, color)
  220. hex_map_set(map, i, j, {
  221. node = node,
  222. option = option
  223. })
  224. local tile = hex_map_get(map, i, j)
  225. local selected = false
  226. node:action(function(self)
  227. local mouse = win:mouse_position()
  228. local hex_ = pixel_to_hex(mouse - pixel_offset, vec2(spacing), HEX_ORIENTATION.POINTY)
  229. if tile.option then
  230. if tile.option.keys and tile.option.action then
  231. for _,key in pairs(win:keys_pressed()) do
  232. if table.find(tile.option.keys, function(_key) return _key == key end) then
  233. tile.option.action()
  234. end
  235. end
  236. end
  237. if hex == hex_ then
  238. if not selected then
  239. play_sfx(SOUNDS.SELECT1)
  240. end
  241. selected = true
  242. tile.node"sprite".color = vec4(1)
  243. if win:mouse_pressed("left") then
  244. tile.option.action()
  245. end
  246. else
  247. selected = false
  248. tile.node"sprite".color = COLORS.TRANSPARENT3
  249. end
  250. end
  251. end)
  252. menu:append(node)
  253. option_index = option_index + 1
  254. end
  255. end
  256. group:append(am.translate(pixel_offset) ^ menu)
  257. return group
  258. end
  259. function switch_context(scene, action)
  260. win.scene:remove("menu")
  261. if action then
  262. win.scene:replace("context", scene:action(action):tag"context")
  263. else
  264. win.scene:replace("context", scene:tag"context")
  265. end
  266. end
  267. function init()
  268. init_entity_specs()
  269. switch_context(main_scene(true, true))
  270. end
  271. win.scene = am.group(am.group():tag"context")
  272. init()
  273. noglobals()