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-- all 4:3 aspect ratio local RESOLUTION_OPTIONS = { { width = 1440, height = 1080 }, { width = 1400, height = 1050 }, -- seems like a good default one { width = 1280, height = 960 }, { width = 1152, height = 864 }, { width = 1024, height = 768 }, { width = 960, height = 720 }, { width = 832, height = 624 }, { width = 800, height = 600 }, } local DEFAULT_RESOLUTION = RESOLUTION_OPTIONS[2]
SETTINGS = am.load_state("settings", "json") or { fullscreen = false, window_width = DEFAULT_RESOLUTION.width, window_height = DEFAULT_RESOLUTION.height, music_volume = 0.2, sfx_volume = 0.1, sound_on = true }
win = am.window{ width = SETTINGS.window_width, height = SETTINGS.window_height, title = "hexyz", mode = SETTINGS.fullscreen and "fullscreen" or "windowed", resizable = true, -- as long as the aspect ratio is maintained via letterboxing highdpi = true, letterbox = true, show_cursor = true, clear_color = vec4(0), }
-- top right display types -- different scenes overlay different content in the top right of the screen -- f1 toggles what is displayed in the top right of the screen in some scenes TRDTS = { NOTHING = 0, CENTERED_EVENQ = 1, EVENQ = 2, HEX = 3, PLATFORM = 4, PERF = 5, SEED = 6, TILE = 7, MOUSE = 8 }
function make_top_right_display_node() return am.translate(win.right - 10, win.top - 15) ^ am.text("", "right", "top"):tag"top_right_display" end
require "conf"
-- library/standard code (ours) require "lib/random" require "lib/extra" require "lib/memory" require "lib/geometry" require "lib/gui" require "lib/color" require "lib/sound" require "lib/texture"
-- other internal dependencies require "src/hexyz" require "src/grid" require "src/game" require "src/tower" require "src/mob" require "src/map-editor" require "src/entity" require "src/projectile"
function main_action(self) if win:key_pressed("escape") then if game then unpause(self) else --win:close() end elseif win:key_pressed("f4") then win:close() end
if self"hex_backdrop" then self"hex_backdrop""rotate".angle = math.wrapf(self"hex_backdrop""rotate".angle - 0.005 * am.delta_time, math.pi*2) end end
function main_scene(do_backdrop, do_logo) local group = am.group()
if do_backdrop then local map = hex_hexagonal_map(30) local hex_backdrop = (am.rotate(0) ^ am.group()):tag"hex_backdrop" for i,_ in pairs(map) do for j,n in pairs(map[i]) do local color = map_elevation_to_color(n) color = color{a=color.a - 0.1}
local node = am.translate(hex_to_pixel(vec2(i, j), vec2(HEX_SIZE))) ^ am.circle(vec2(0), HEX_SIZE, vec4(0), 6)
node"circle":action(am.tween(0.6, { color = color }))
hex_backdrop:append(node) end end group:append(hex_backdrop)
else group:append( pack_texture_into_sprite(TEXTURES.CURTAIN, win.width, win.height) ) end
-- version/author info group:append( am.translate(win.right - 10, win.bottom + 10) ^ am.text(string.format("v%s, by %s", version, author), COLORS.WHITE, "right", "bottom") )
if do_logo then local position = vec2(0, win.top - 20 - TEXTURES.LOGO.height/2) local logo = am.translate(position) ^ pack_texture_into_sprite(TEXTURES.LOGO)
local selected = false logo:action(function(self) local mouse = win:mouse_position() if math.distance(mouse, position) < TEXTURES.LOGO.height/2 then selected = true self"sprite".color = vec4(1) if win:mouse_pressed("left") then vplay_sfx(math.random(1000000000)) end else selected = false self"sprite".color = vec4(0.95) end end)
group:append(logo) end
local seed_textfield, get_seed_textfield_value = gui_make_textfield{ position = vec2(win.left + 190, 50), dimensions = vec2(90, 40), max = math.ceil(math.log(HEX_GRID_WIDTH * HEX_GRID_HEIGHT, 10)), validate = function(string) return not string.match(string, "%D") end, } group:append( seed_textfield ) group:append( am.translate(win.left + 80, 50) ^ pack_texture_into_sprite(TEXTURES.SEED_COLON_TEXT) )
local main_scene_options = { false, { texture = TEXTURES.NEW_GAME_HEX, action = function() game_init(nil, tonumber(get_seed_textfield_value())) end }, false, false, false, { texture = TEXTURES.LOAD_GAME_HEX, action = function() local save = am.load_state("save", "lua")
if save then game_init(save) else gui_alert("no saved games") end end }, { texture = TEXTURES.MAP_EDITOR_HEX, action = function() map_editor_init() end }, false, { texture = TEXTURES.SETTINGS_HEX, action = function() gui_alert("not yet :)") end }, { texture = TEXTURES.QUIT_HEX, action = function() win:close() end }, false }
group:append(make_scene_menu(main_scene_options, "main_menu"))
group:action(main_action) return group end
function make_scene_menu(scene_options, tag, do_curtain) -- calculate the dimensions of the whole grid local spacing = 150 local grid_width = 6 local grid_height = 2 local hhs = hex_horizontal_spacing(spacing) local hvs = hex_vertical_spacing(spacing) local grid_pixel_width = grid_width * hhs local grid_pixel_height = grid_height * hvs local pixel_offset = vec2(-grid_pixel_width/2, win.bottom + hex_height(spacing)/2 + 20)
-- 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 local map = hex_rectangular_map(grid_width, grid_height, HEX_ORIENTATION.POINTY) local group = am.group():tag(tag or "menu") if do_curtain then group:append(pack_texture_into_sprite(TEXTURES.CURTAIN, win.width, win.height)) end
local menu = am.group() local option_index = 1 for i,_ in pairs(map) do for j,_ in pairs(map[i]) do local hex = vec2(i, j) local position = hex_to_pixel(hex, vec2(spacing), HEX_ORIENTATION.POINTY) local option = scene_options[option_index] local texture = option and option.texture or TEXTURES.SHADED_HEX local color = COLORS.TRANSPARENT3 local node = am.translate(position) ^ pack_texture_into_sprite(texture, texture.width, texture.height, color)
hex_map_set(map, i, j, { node = node, option = option }) local tile = hex_map_get(map, i, j)
local selected = false node:action(function(self) local mouse = win:mouse_position() local hex_ = pixel_to_hex(mouse - pixel_offset, vec2(spacing), HEX_ORIENTATION.POINTY)
if tile.option then if tile.option.keys and tile.option.action then
for _,key in pairs(win:keys_pressed()) do if table.find(tile.option.keys, function(_key) return _key == key end) then tile.option.action() end end end if hex == hex_ then if not selected then play_sfx(SOUNDS.SELECT1) end selected = true tile.node"sprite".color = vec4(1)
if win:mouse_pressed("left") then tile.option.action() end else selected = false tile.node"sprite".color = COLORS.TRANSPARENT3 end end end)
menu:append(node) option_index = option_index + 1 end end group:append(am.translate(pixel_offset) ^ menu)
return group end
function switch_context(scene, action) win.scene:remove("menu")
if action then win.scene:replace("context", scene:action(action):tag"context") else win.scene:replace("context", scene:tag"context") end end
function init() init_entity_specs() switch_context(main_scene(true, true)) end
win.scene = am.group(am.group():tag"context") init() noglobals()
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