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math.randomseed(os.time()) math.random() math.random() math.random()
-- assets/non-or-trivial code require "color" require "sound" require "texture"
require "src/entity" require "src/extra" require "src/geometry" require "src/hexyz" require "src/grid" require "src/mob" require "src/projectile" require "src/tower"
-- Globals WIN = am.window{ width = 1920, height = 1080, title = "hexyz", highdpi = true, letterbox = true, --clear_color = color_at(0) }
OFF_SCREEN = vec2(WIN.width * 2) -- arbitrary pixel position that is garunteed to be off screen
WORLD = false -- root scene node of everything considered to be in the game world -- aka non gui stuff
TIME = 0 -- runtime of the current game in seconds (not whole program runtime) SCORE = 0 -- score of the player MONEY = 0 -- available resources MOUSE = false -- position of the mouse at the start of every frame, if an action is tracking it
-- global audio settings MUSIC_VOLUME = 0.1 SFX_VOLUME = 0.1
-- game stuff SELECTED_TOWER_TYPE = TOWER_TYPE.REDEYE
-- top right display types local TRDTS = { NOTHING = -1, CENTERED_EVENQ = 0, EVENQ = 1, HEX = 2, PLATFORM = 3, PERF = 4, SEED = 5, TILE = 6 } local TRDT = TRDTS.SEED
local function select_tower(tower_type) SELECTED_TOWER_TYPE = tower_type WIN.scene"tower_tooltip".text = tower_type_tostring(tower_type) end
local function game_action(scene) if SCORE < 0 then game_end() end
TIME = TIME + am.delta_time SCORE = SCORE + am.delta_time MOUSE = WIN:mouse_position()
local hex = pixel_to_hex(MOUSE - WORLDSPACE_COORDINATE_OFFSET) local rounded_mouse = hex_to_pixel(hex) + WORLDSPACE_COORDINATE_OFFSET local evenq = hex_to_evenq(hex) local centered_evenq = evenq{ y = -evenq.y } - vec2(math.floor(HEX_GRID_WIDTH/2) , math.floor(HEX_GRID_HEIGHT/2)) local tile = HEX_MAP.get(hex.x, hex.y) local hot = is_interactable(tile, evenq{ y = -evenq.y })
do_entity_updates() do_mob_spawning()
if WIN:mouse_pressed"left" then if hot and is_buildable(hex, tile, nil) then make_and_register_tower(hex, SELECTED_TOWER_TYPE) end end
if WIN:mouse_pressed"middle" then WIN.scene"scale".scale2d = vec2(1) else local mwd = vec2(WIN:mouse_wheel_delta().y / 1000) WIN.scene"scale".scale2d = WIN.scene"scale".scale2d + mwd WIN.scene"scale".scale2d = WIN.scene"scale".scale2d + mwd end
if WIN:key_pressed"escape" then game_end()
elseif WIN:key_pressed"f1" then TRDT = (TRDT + 1) % #table.keys(TRDTS)
elseif WIN:key_pressed"f2" then WORLD"priority_overlay".hidden = not WORLD"priority_overlay".hidden
elseif WIN:key_pressed"tab" then select_tower((SELECTED_TOWER_TYPE + 1) % #table.keys(TOWER_TYPE)) end
if tile and hot then WIN.scene"hex_cursor".center = rounded_mouse else WIN.scene"hex_cursor".center = OFF_SCREEN end
WIN.scene"score".text = string.format("SCORE: %.2f", SCORE) WIN.scene"money".text = string.format("MONEY: %d", MONEY)
do local str = "" if TRDT == TRDTS.CENTERED_EVENQ then str = centered_evenq.x .. "," .. centered_evenq.y .. " (cevenq)"
elseif TRDT == TRDTS.EVENQ then str = evenq.x .. "," .. evenq.y .. " (evenq)"
elseif TRDT == TRDTS.HEX then str = hex.x .. "," .. hex.y .. " (hex)"
elseif TRDT == TRDTS.PLATFORM then str = string.format("%s %s lang %s", am.platform, am.version, am.language())
elseif TRDT == TRDTS.PERF then str = table.tostring(am.perf_stats())
elseif TRDT == TRDTS.SEED then str = "SEED: " .. HEX_MAP.seed
elseif TRDT == TRDTS.TILE then str = table.tostring(HEX_MAP.get(hex.x, hex.y)) end WIN.scene"coords".text = str end end
function game_end() WIN.scene.paused = true
-- de-initialize stuff delete_all_entities() SCORE = 0
WIN.scene = am.scale(1) ^ game_scene() end
function update_score(diff) SCORE = SCORE + diff end
local function toolbelt() local toolbelt_height = hex_height(HEX_SIZE) * 2 local tower_tooltip = am.translate(WIN.left + 10, WIN.bottom + toolbelt_height + 10) ^ am.text(tower_type_tostring(SELECTED_TOWER_TYPE), "left"):tag"tower_tooltip" local toolbelt = am.group{ tower_tooltip, am.rect(WIN.left, WIN.bottom, WIN.right, WIN.bottom + toolbelt_height, COLORS.TRANSPARENT) }
--[[ local padding = 22 local size = toolbelt_height - padding for i = 0, 0 do toolbelt:append( am.translate(vec2(size + padding, 0) * i + vec2(WIN.left + padding/3, WIN.bottom + padding/3)) ^ am.rect(0, 0, size, size, COLORS.BLACK) ) end ]]
return toolbelt end
-- @NOTE must be global to allow the game_action to reference it function game_scene() local score = am.translate(WIN.left + 10, WIN.top - 20) ^ am.text("", "left"):tag"score" local money = am.translate(WIN.left + 10, WIN.top - 40) ^ am.text("", "left"):tag"money" local coords = am.translate(WIN.right - 10, WIN.top - 20) ^ am.text("", "right", "top"):tag"coords" local hex_cursor = am.circle(OFF_SCREEN, HEX_SIZE, COLORS.TRANSPARENT, 6):tag"hex_cursor"
local curtain = am.rect(WIN.left, WIN.bottom, WIN.right, WIN.top, COLORS.TRUE_BLACK) curtain:action(coroutine.create(function() am.wait(am.tween(curtain, 3, { color = vec4(0) }, am.ease.out(am.ease.hyperbola))) WIN.scene:remove(curtain) end))
HEX_MAP, WORLD = random_map()
local scene = am.group{ WORLD, curtain, hex_cursor, toolbelt(), score, money, coords, }
scene:action(game_action) --scene:action(am.play(SOUNDS.TRACK1))
return scene end
load_textures() WIN.scene = am.scale(vec2(1)) ^ game_scene() noglobals()
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