hexyz is tower defense game, and a lua library for dealing with hexagonal grids
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RANDOM_CALLS_COUNT = 0
-- https://stackoverflow.com/a/32387452/12464892 local function bitwise_and(a, b) local result = 0 local bit = 1 while a > 0 and b > 0 do if a % 2 == 1 and b % 2 == 1 then result = result + bit end bit = bit * 2 -- shift left a = math.floor(a/2) -- shift-right b = math.floor(b/2) end return result end
-- https://stackoverflow.com/a/20177466/12464892 local A1, A2 = 727595, 798405 -- 5^17=D20*A1+A2 local D20, D40 = 1048576, 1099511627776 -- 2^20, 2^40 local X1, X2 = 0, 1 local function rand() local U = X2*A2 local V = (X1*A2 + X2*A1) % D20 V = (V*D20 + U) % D40 X1 = math.floor(V/D20) X2 = V - X1*D20 return V/D40 end
local SEED_BOUNDS = 2^20 - 1 local function randomseed2(seed) -- 0 <= X1 <= 2^20-1, 1 <= X2 <= 2^20-1 (must be odd!) -- ensure the number is odd, and within bounds of the generator local seed = bitwise_and(seed, 1) local v = math.clamp(math.abs(seed), 0, SEED_BOUNDS) X1 = v X2 = v + 1 end
local RS = math.randomseed math.randomseed = function(seed) RANDOM_CALLS_COUNT = 0 RS(seed) end
local R = math.random local function random(n, m) RANDOM_CALLS_COUNT = RANDOM_CALLS_COUNT + 1
local r if n then if m then r = R(n, m) else r = R(n) end else r = R() end
return r end
-- whenever we refer to math.random, actually use the function 'random' above math.random = random
function g_octave_noise(x, y, num_octaves, seed) local seed = seed or os.time() local noise = 0
for oct = 1, num_octaves do local f = 1/4^oct local l = 2^oct local pos = vec2(x + seed, y + seed) noise = noise + f * math.simplex(pos * l) end
return noise end
-- @TODO test, fix function poisson_knuth(lambda) local e = 2.71828
local L = e^-lambda local k = 0 local p = 1
while p > L do k = k + 1 p = p * math.random() end
return k - 1 end
-- seed the random number generator with the current time -- os.clock() is better if the program has been running for a little bit. math.randomseed(os.time())
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