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require"hex" require"util" require"sprites"
--[[============================================================================ ----- COLOR CONSTANTS ----- ============================================================================]]-- local EIGENGRAU = vec4(0.08, 0.08, 0.11, 1)
-- Ethan Schoonover Solarized Colorscheme local BASE03 = vec4(0 , 0.16, 0.21, 1) local BASE02 = vec4(0.02, 0.21, 0.25, 1) local BASE01 = vec4(0.34, 0.43, 0.45, 1) local BASE00 = vec4(0.39, 0.48, 0.51, 1) local BASE0 = vec4(0.51, 0.58, 0.58, 1) local BASE1 = vec4(0.57, 0.63, 0.63, 1) local BASE2 = vec4(0.93, 0.90, 0.83, 1) local BASE3 = vec4(0.99, 0.96, 0.89, 1) local YELLOW = vec4(0.70, 0.53, 0 , 1) local ORANGE = vec4(0.79, 0.29, 0.08, 1) local RED = vec4(0.86, 0.19, 0.18, 1) local MAGENTA = vec4(0.82, 0.21, 0.50, 1) local VIOLET = vec4(0.42, 0.44, 0.76, 1) local BLUE = vec4(0.14, 0.54, 0.82, 1) local CYAN = vec4(0.16, 0.63, 0.59, 1) local GREEN = vec4(0.52, 0.60, 0 , 1)
am.ascii_color_map = { E = EIGENGRAU, K = BASE03, k = BASE02, L = BASE01, l = BASE00, s = BASE0, S = BASE1, w = BASE2, W = BASE3, y = YELLOW, o = ORANGE, r = RED, m = MAGENTA, v = VIOLET, b = BLUE, c = CYAN, g = GREEN }
--[[============================================================================ ----- WINDOW SETUP ----- ============================================================================]]-- local win = am.window { -- base resolution = 3/4 * WXGA standard 16:10 width = 1280 * 3/4, -- 960px height = 800 * 3/4, -- 600px
clear_color = BASE03 }
--[[============================================================================
============================================================================]]-- local map = rectangular_map(45, 31) local layout = layout(vec2(-268, win.top - 10))
--[[============================================================================ ----- SCENE GRAPH / NODES ----- ============================================================================]]-- local panel; local world; local game; --[[
panel | #------> game ------> win.scene | world
--==========================================================================]]-- local backdrop; local menu; local title; --[[
backdrop | #------> title ------> win.scene | menu
--[[============================================================================ ----- FUNCTIONS ----- ============================================================================]]-- function keep_time() local offset = am.current_time()
world:action(function() world:remove("time")
local time_str = string.format("%.2f", am.current_time() - offset)
world:append( am.translate(-374, win.top - 10) ^ am.text(time_str):tag"time") end) end
-- TODO refactor to something like - poll-mouse or mouse-hover event function show_coords() game:action(function() game:remove("coords") game:remove("select")
local hex = pixel_to_cube(win:mouse_position(), layout) local mouse = cube_to_offset(hex)
if mouse.x > 0 and mouse.x < map.width and mouse.y > 0 and mouse.y < map.height then
local text = am.text(string.format("%d,%d", mouse.x, mouse.y)) local coords = am.group{ am.translate(win.right - 25, win.top - 10) ^ am.text(string.format("%d,%d", mouse.x, mouse.y)):tag"coords"}
world:append(coords)
local color = vec4(1, 1, 1, 0.2) local pix = cube_to_pixel(hex, layout) world:append(am.circle(pix, layout.size.x, color, 6):tag"select") end end) end
function title_init() backdrop = am.group{}:tag"backdrop" menu = am.group{}:tag"menu" title = am.group{menu, backdrop}:tag"title" end
function game_init() world = am.group{}:tag"world" panel = am.group{}:tag"panel" game = am.group{world, panel}:tag"game"
local hexes = {} for cube,_ in pairs(map) do hexes[math.perlin(cube)] = cube_to_pixel(cube, layout) end
world:action(coroutine.create(function() panel:append(am.rect(win.left, win.top, -268, win.bottom):tag"bg")
for noise, hex in pairs(hexes) do local off = cube_to_offset(hex) local tag = tostring(hex)
-- determine cell shading mask based on map position local mask = vec4(0, 0, 0, math.max(((off.x-23)/30)^2, ((off.y-16)/20)^2))
-- determine cell color based on noise local color = vec4(math.random()) - mask
panel"bg".color = BASE03/am.frame_time
world:prepend(am.circle(hex, 11, color, 6):tag(tag)) am.wait(am.delay(0.01)) end show_coords() keep_time() end)) win.scene = game end
--[[============================================================================ ----- MAIN ----- ============================================================================]]--
game_init()
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