Browse Source

Implemented Noise.

master
churchianity 6 years ago
parent
commit
09c75d2d44
  1. 2
      README.md
  2. 89
      hex.lua
  3. 59
      main.lua
  4. 54
      sprites.lua

2
README.md

@ -5,7 +5,7 @@ this is a library for using hexagonal grids in amulet/lua.
it is extremely incomplete. the following list of features is it is extremely incomplete. the following list of features is
either implemented shoddily, or not at all. either implemented shoddily, or not at all.
if you want an actual good resource, go to TODO LINK.
if you want an actual good resource, go to [amit's guide to hexagonal grids](#RESOURCES USED TO DEVELOP THIS LIBRARY, AND FOR WHICH I AM GRATEFUL).
## GETTING STARTED ## GETTING STARTED

89
hex.lua

@ -13,21 +13,21 @@ end
============================================================================]]-- ============================================================================]]--
-- all possible vector directions from a given hex by edge -- all possible vector directions from a given hex by edge
local CUBE_DIRECTIONS = {vec2( 1 , 0),
local CUBE_DIRECTIONS = {vec2( 0 , 1),
vec2( 1 , 0),
vec2( 1 , -1), vec2( 1 , -1),
vec2( 0 , -1), vec2( 0 , -1),
vec2(-1 , 0), vec2(-1 , 0),
vec2(-1 , 1),
vec2( 0 , 1)}
vec2(-1 , 1)}
-- return hex vector direction via integer index |direction|. -- return hex vector direction via integer index |direction|.
function cube_direction(direction) function cube_direction(direction)
return CUBE_DIRECTIONS[(6 + (direction % 6)) % 6 + 1]
return CUBE_DIRECTIONS[(direction % 6) % 6 + 1]
end end
-- return hexagon adjacent to |hex| in integer index |direction|. -- return hexagon adjacent to |hex| in integer index |direction|.
function cube_neighbour(hex, direction) function cube_neighbour(hex, direction)
return hex + CUBE_DIRECTIONS[(6 + (direction % 6)) % 6 + 1]
return hex + CUBE_DIRECTIONS[(direction % 6) % 6 + 1]
end end
-- return cube coords at location 60deg away to the left; counter-clockwise -- return cube coords at location 60deg away to the left; counter-clockwise
@ -126,8 +126,7 @@ function offset_to_cube(off)
end end
--[[============================================================================ --[[============================================================================
----- MAPS & STORAGE -----
----- MAPS & STORAGE -----
MAPS STORE CUBE COORDINATES. MAPS STORE CUBE COORDINATES. MAPS STORE CUBE COOR MAPS STORE CUBE COORDINATES. MAPS STORE CUBE COORDINATES. MAPS STORE CUBE COOR
This means, you are not to draw using the coordinates stored in your map. This means, you are not to draw using the coordinates stored in your map.
@ -135,14 +134,26 @@ end
If you wish to draw a hexagon to the screen, you must first use cube_to_pixel If you wish to draw a hexagon to the screen, you must first use cube_to_pixel
to retrieve the center of the hexagon on each set of cube coordinates stored to retrieve the center of the hexagon on each set of cube coordinates stored
in your map.
in your map. Then, depending on how you are going to draw, either call
am.circle with |sides| = 6, or gather the vertices with hex_corners and
use am.draw - TODO, haven't used am.draw yet.
Information about the maps' dimensions are stored in a metatable, so you can Information about the maps' dimensions are stored in a metatable, so you can
retrieve details about arbitrary maps after they are created.
retrieve details about maps after they are created.
----- NOISE -----
To simplify terrain generation, unordered, hash-like maps automatically
calculate and store perlin noise as their values. You can modify the nature
of the noise by providing different |frequencies| as a tables of values, for
example: {1, 2, 4, 8} or {1, 0.5, 0.25, 0.125}. These just increase the
complexity of the curvature of the noise. The default is {1}.
----- TODO -----
TODO make all functions work regardless of layout. as it stands, they kind TODO make all functions work regardless of layout. as it stands, they kind
of do, just not always nicely. of do, just not always nicely.
============================================================================]]-- ============================================================================]]--
----- ORDERED MAPS -----
-- returns ordered ring-shaped map of |radius| from |center|. -- returns ordered ring-shaped map of |radius| from |center|.
function ring_map(center, radius) function ring_map(center, radius)
@ -163,8 +174,9 @@ function ring_map(center, radius)
end end
-- returns ordered hexagonal map of |radius| rings from |center|. -- returns ordered hexagonal map of |radius| rings from |center|.
-- the only difference between hex_spiral_map and hex_hexagonal_map is that
-- hex_spiral_map is ordered, in a spiral path from the |center|.
-- the only difference between spiral_map and hexagonal_map is that
-- spiral_map is ordered, in a spiral path from the |center|.
function spiral_map(center, radius) function spiral_map(center, radius)
local map = {center} local map = {center}
local mt = {__index={center=center, radius=radius}} local mt = {__index={center=center, radius=radius}}
@ -177,7 +189,9 @@ function spiral_map(center, radius)
return map return map
end end
-- returns unordered parallelogram-shaped map of |width| and |height|.
----- UNORDERED, HASH-LIKE MAPS -----
-- returns unordered parallelogram-shaped map of |width| and |height| with perlin noise
function parallelogram_map(width, height) function parallelogram_map(width, height)
local map = {} local map = {}
local mt = {__index={width=width, height=height}} local mt = {__index={width=width, height=height}}
@ -186,13 +200,13 @@ function parallelogram_map(width, height)
for i = 0, width do for i = 0, width do
for j = 0, height do for j = 0, height do
map[vec2(i, -j)] = true
map[vec2(i, j)] = true
end end
end end
return map return map
end end
-- returns unordered triangular map of |size|.
-- returns unordered triangular map of |size| with perlin noise
function triangular_map(size) function triangular_map(size)
local map = {} local map = {}
local mt = {__index={size=size}} local mt = {__index={size=size}}
@ -207,7 +221,7 @@ function triangular_map(size)
return map return map
end end
-- returns unordered hexagonal map of |radius|.
-- returns unordered hexagonal map of |radius| with perlin noise
function hexagonal_map(radius) function hexagonal_map(radius)
local map = {} local map = {}
local mt = {__index={radius=radius}} local mt = {__index={radius=radius}}
@ -225,21 +239,60 @@ function hexagonal_map(radius)
return map return map
end end
-- returns unordered rectangular map of |width| and |height|.
function rectangular_map(width, height)
-- returns unordered rectangular map of |width| and |height| with perlin noise
function rectangular_map(width, height, frequencies)
local map = {} local map = {}
local mt = {__index={width=width, height=height}} local mt = {__index={width=width, height=height}}
local frequencies = frequencies or {1}
setmetatable(map, mt) setmetatable(map, mt)
for i = 0, width do for i = 0, width do
for j = 0, height do for j = 0, height do
map[vec2(i, -j - math.floor(i/2))] = true
-- calculate noise
local idelta = assert(i / width, "width must be greater than 0")
local jdelta = assert(j / height, "height must be greater than 0")
local noise = 0
for _,freq in pairs(frequencies) do
noise = noise + 1/freq * math.perlin(vec2(freq * idelta,
freq * jdelta))
end
-- this is what makes it a rectangle
local hex = vec2(i, j - math.floor(i/2))
-- store hex in the map paired with its associated noise value
map[hex] = noise
end end
end end
return map return map
end end
--[[============================================================================
----- NOISE -----
============================================================================]]--
function simplex_map(frequency, exponent, width, height)
local map = {}
for i = 0, height do
for j = 0, width do
local idelta = i/width - 0.5
local jdelta = j/height - 0.5
map[vec2(i, j)] = math.simplex(idelta, jdelta)
end
end
end
--[[============================================================================ --[[============================================================================
----- PATHFINDING ----- ----- PATHFINDING -----
============================================================================]]-- ============================================================================]]--

59
main.lua

@ -48,7 +48,7 @@ am.ascii_color_map =
} }
--[[============================================================================ --[[============================================================================
----- WINDOW SETUP -----
----- SETUP -----
============================================================================]]-- ============================================================================]]--
local win = am.window local win = am.window
{ -- base resolution = 3/4 * WXGA standard 16:10 { -- base resolution = 3/4 * WXGA standard 16:10
@ -58,29 +58,26 @@ local win = am.window
clear_color = BASE03 clear_color = BASE03
} }
--[[============================================================================
============================================================================]]--
local map = rectangular_map(45, 31) local map = rectangular_map(45, 31)
local layout = layout(vec2(-268, win.top - 10)) local layout = layout(vec2(-268, win.top - 10))
--[[============================================================================ --[[============================================================================
----- SCENE GRAPH / NODES ----- ----- SCENE GRAPH / NODES -----
============================================================================]]-- ============================================================================]]--
local panel; local world; local game; --[[
local panel; local world; local game --[[
panel panel
| |
#------> game ------> win.scene
+------> game ------> win.scene
| |
world world
--==========================================================================]]--
local backdrop; local menu; local title; --[[
]]--
local backdrop; local menu; local title --[[
backdrop backdrop
| |
#------> title ------> win.scene
+------> title ------> win.scene
| |
menu menu
@ -105,11 +102,12 @@ end
function show_coords() function show_coords()
game:action(function() game:action(function()
game:remove("coords") game:remove("coords")
game:remove("select")
game:remove("selected")
local hex = pixel_to_cube(win:mouse_position(), layout) local hex = pixel_to_cube(win:mouse_position(), layout)
local mouse = cube_to_offset(hex) local mouse = cube_to_offset(hex)
-- check mouse is within bounds of game map
if mouse.x > 0 and mouse.x < map.width and if mouse.x > 0 and mouse.x < map.width and
mouse.y > 0 and mouse.y < map.height then mouse.y > 0 and mouse.y < map.height then
@ -120,9 +118,9 @@ function show_coords()
world:append(coords) world:append(coords)
local color = vec4(1, 1, 1, 0.2)
local color = vec4(1)
local pix = cube_to_pixel(hex, layout) local pix = cube_to_pixel(hex, layout)
world:append(am.circle(pix, layout.size.x, color, 6):tag"select")
world:append(am.circle(pix, layout.size.x, color, 6):tag"selected")
end end
end) end)
end end
@ -135,37 +133,44 @@ end
function game_init() function game_init()
-- setup nodes
world = am.group{}:tag"world" world = am.group{}:tag"world"
panel = am.group{}:tag"panel" panel = am.group{}:tag"panel"
game = am.group{world, panel}:tag"game" 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
-- render world
world:action(coroutine.create(function() world:action(coroutine.create(function()
-- background panel for gui elements
panel:append(am.rect(win.left, win.top, -268, win.bottom):tag"bg") 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)
-- begin map generation
for hex,noise in pairs(map) do
-- determine cell color based on noise
local color = vec4((noise + 1) / 2)
-- determine cell shading mask based on map position -- determine cell shading mask based on map position
local off = cube_to_offset(hex)
local mask = vec4(0, 0, 0, math.max(((off.x-23)/30)^2, local mask = vec4(0, 0, 0, math.max(((off.x-23)/30)^2,
((off.y-16)/20)^2)) ((off.y-16)/20)^2))
-- determine hexagon center for drawing
local center = cube_to_pixel(hex, layout)
-- determine cell color based on noise
local color = vec4(math.random()) - mask
-- prepend hexagon to screen
world:prepend(am.circle(center, 11, color, 6):tag(tostring(hex)))
am.wait(am.delay(0.01))
-- fade in bg panel
panel"bg".color = BASE03/am.frame_time panel"bg".color = BASE03/am.frame_time
world:prepend(am.circle(hex, 11, color, 6):tag(tag))
am.wait(am.delay(0.01))
end end
show_coords()
keep_time()
show_coords() -- mouse-hover events
keep_time() -- scoring
end)) end))
-- make it so
win.scene = game win.scene = game
end end

54
sprites.lua

@ -1,54 +0,0 @@
grass1 =
[[
......gggggggggg......
.....ggggKggggggg.....
....ggggggKggggggg....
....gggggggggggggg....
...gggggggggggggggg...
...gggggggggggggggg...
..gggggggggggggggggg..
..gggggggggggggggggg..
.ggggggggggkggggggggg.
ggggggggggmmgggggggggg
.gggggggggggggggggggg.
..ggggggggglgggggggg..
..gggggggglggggggggg..
...gggggggLgggggggg...
...gggggggggggggggg...
....ggggggsggggggg....
.....ggggggsgggggg....
.....ggggggSggggg.....
......gggggggggg......
]]
titlebutton =
[[
KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK
KwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwK
KwkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkK
KwkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkK
KwkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkK
KwkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkK
KwkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkK
KwkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkK
KwkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkK
KwkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkK
KkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkK
KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK
]]
Loading…
Cancel
Save