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-- @TODO @TODO @TODO @TODO -- main -- -- scale menu hexes to window size, right now they look bad on smaller resolutions
-- settings menu -- -- make the volume icon clickable -- -- music volume slider or number input box -- -- sfx volume slider or number input box -- -- allow different resolution options, as long as you are 4:3
-- serialization -- -- allow saving by name -- -- allow loading by name -- -- investigate saving as lua instead, and having as a consequence a less janky map serialization - we don't care about exploitability
-- sound -- -- fix the non-seamless loop in the soundtrack -- -- more trax
-- game -- -- allow selecting of tiles, if tower is selected then allow sell/upgrade -- -- new game menu allowing set seed -- -- make art, birds-eye-ify the redeye tower and lighthouse maybe?
-- map editor? -- -- paint terrain elevation levels -- -- place tiles of set elevation -- -- place towers -- -- move home?
-- lua's random number generator doesn't really produce random looking values if you don't seed it and discard a few calls first math.randomseed(os.time()) math.random() math.random() math.random() math.random()
-- aspect ratios seem like a huge mess -- for now, i think we should enforce 4:3 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 = false, highdpi = true, letterbox = true, show_cursor = true, }
-- 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, }
function make_top_right_display_node() return am.translate(win.right - 10, win.top - 15) ^ am.text("", "right", "top"):tag"top_right_display" end
-- asset interfaces and/or trivial code require "conf" require "color" require "sound" require "texture"
-- require "src/entity" require "src/extra" require "src/memory" require "src/geometry" require "src/hexyz" require "src/game" require "src/gui" require "src/grid" require "src/mob" require "src/projectile" require "src/tower" require "src/map-editor"
------------------------------------------------------------------ local sound_toggle_node_tag = "sound_on_off_icon" local function make_sound_toggle_node(on) local sprite if on then sprite = pack_texture_into_sprite(TEXTURES.SOUND_ON1, 40, 30) else sprite = pack_texture_into_sprite(TEXTURES.SOUND_OFF, 40, 30) end
return (am.translate(win.right - 30, win.top - 60) ^ sprite) :tag(sound_toggle_node_tag) :action(function() -- @TODO click me! end) end
local cached_music_volume = 0.2 local cached_sfx_volume = 0.1 local function toggle_mute() settings.sound_on = not settings.sound_on
if settings.sound_on then settings.music_volume = cached_music_volume settings.sfx_volume = cached_sfx_volume else cached_music_volume = settings.music_volume cached_sfx_volume = settings.sfx_volume
settings.music_volume = 0 settings.sfx_volume = 0 end
update_music_volume(settings.music_volume)
win.scene:replace(sound_toggle_node_tag, make_sound_toggle_node(settings.sound_on)) end
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()
elseif win:key_pressed("m") then toggle_mute() 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 make_scene_menu(scene_options, tag)
-- 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") 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 = option and COLORS.TRANSPARENT or vec4(0.3) 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 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.TRANSPARENT end end end)
group:append(node) option_index = option_index + 1 end end
return am.translate(pixel_offset) ^ group end
function main_scene(do_backdrop, do_logo) local group = am.group():tag"main_scene"
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_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") )
group:append( make_sound_toggle_node(settings.sound_on) )
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, TEXTURES.LOGO.width, TEXTURES.LOGO.height)
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 main_scene_options = { false, { texture = TEXTURES.NEW_GAME_HEX, action = function() win.scene:remove"main_scene" game_init() end }, false, false, false, { texture = TEXTURES.LOAD_GAME_HEX, action = function() local save = am.load_state("save", "json")
if save then win.scene:remove("main_scene") game_init(save) else gui_alert("no saved games") end end }, { texture = TEXTURES.MAP_EDITOR_HEX, action = function() win.scene:remove("main_scene") 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))
group:action(main_action)
return group end
win.scene = am.group( main_scene(true, true) ) play_track(SOUNDS.MAIN_THEME)
noglobals()
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