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@ -13,21 +13,21 @@ end |
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============================================================================]]-- |
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-- all possible vector directions from a given hex by edge |
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local CUBE_DIRECTIONS = {vec2( 1 , 0), |
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local CUBE_DIRECTIONS = {vec2( 0 , 1), |
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vec2( 1 , 0), |
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vec2( 1 , -1), |
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vec2( 0 , -1), |
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vec2(-1 , 0), |
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vec2(-1 , 1), |
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vec2( 0 , 1)} |
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vec2(-1 , 1)} |
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-- return hex vector direction via integer index |direction|. |
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function cube_direction(direction) |
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return CUBE_DIRECTIONS[(6 + (direction % 6)) % 6 + 1] |
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return CUBE_DIRECTIONS[(direction % 6) % 6 + 1] |
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end |
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-- return hexagon adjacent to |hex| in integer index |direction|. |
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function cube_neighbour(hex, direction) |
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return hex + CUBE_DIRECTIONS[(6 + (direction % 6)) % 6 + 1] |
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return hex + CUBE_DIRECTIONS[(direction % 6) % 6 + 1] |
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end |
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-- return cube coords at location 60deg away to the left; counter-clockwise |
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@ -127,7 +127,6 @@ end |
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--[[============================================================================ |
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----- MAPS & STORAGE ----- |
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MAPS STORE CUBE COORDINATES. MAPS STORE CUBE COORDINATES. MAPS STORE CUBE COOR |
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This means, you are not to draw using the coordinates stored in your map. |
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@ -135,14 +134,26 @@ end |
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If you wish to draw a hexagon to the screen, you must first use cube_to_pixel |
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to retrieve the center of the hexagon on each set of cube coordinates stored |
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in your map. |
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in your map. Then, depending on how you are going to draw, either call |
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am.circle with |sides| = 6, or gather the vertices with hex_corners and |
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use am.draw - TODO, haven't used am.draw yet. |
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Information about the maps' dimensions are stored in a metatable, so you can |
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retrieve details about arbitrary maps after they are created. |
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retrieve details about maps after they are created. |
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----- NOISE ----- |
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To simplify terrain generation, unordered, hash-like maps automatically |
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calculate and store perlin noise as their values. You can modify the nature |
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of the noise by providing different |frequencies| as a tables of values, for |
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example: {1, 2, 4, 8} or {1, 0.5, 0.25, 0.125}. These just increase the |
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complexity of the curvature of the noise. The default is {1}. |
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----- TODO ----- |
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TODO make all functions work regardless of layout. as it stands, they kind |
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of do, just not always nicely. |
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============================================================================]]-- |
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----- ORDERED MAPS ----- |
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-- returns ordered ring-shaped map of |radius| from |center|. |
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function ring_map(center, radius) |
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@ -163,8 +174,9 @@ function ring_map(center, radius) |
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end |
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-- returns ordered hexagonal map of |radius| rings from |center|. |
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-- the only difference between hex_spiral_map and hex_hexagonal_map is that |
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-- hex_spiral_map is ordered, in a spiral path from the |center|. |
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-- the only difference between spiral_map and hexagonal_map is that |
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-- spiral_map is ordered, in a spiral path from the |center|. |
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function spiral_map(center, radius) |
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local map = {center} |
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local mt = {__index={center=center, radius=radius}} |
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@ -177,7 +189,9 @@ function spiral_map(center, radius) |
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return map |
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end |
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-- returns unordered parallelogram-shaped map of |width| and |height|. |
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----- UNORDERED, HASH-LIKE MAPS ----- |
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-- returns unordered parallelogram-shaped map of |width| and |height| with perlin noise |
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function parallelogram_map(width, height) |
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local map = {} |
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local mt = {__index={width=width, height=height}} |
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@ -186,13 +200,13 @@ function parallelogram_map(width, height) |
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for i = 0, width do |
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for j = 0, height do |
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map[vec2(i, -j)] = true |
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map[vec2(i, j)] = true |
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end |
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end |
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return map |
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end |
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-- returns unordered triangular map of |size|. |
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-- returns unordered triangular map of |size| with perlin noise |
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function triangular_map(size) |
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local map = {} |
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local mt = {__index={size=size}} |
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@ -207,7 +221,7 @@ function triangular_map(size) |
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return map |
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end |
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-- returns unordered hexagonal map of |radius|. |
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-- returns unordered hexagonal map of |radius| with perlin noise |
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function hexagonal_map(radius) |
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local map = {} |
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local mt = {__index={radius=radius}} |
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@ -225,21 +239,60 @@ function hexagonal_map(radius) |
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return map |
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end |
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-- returns unordered rectangular map of |width| and |height|. |
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function rectangular_map(width, height) |
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-- returns unordered rectangular map of |width| and |height| with perlin noise |
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function rectangular_map(width, height, frequencies) |
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local map = {} |
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local mt = {__index={width=width, height=height}} |
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local frequencies = frequencies or {1} |
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setmetatable(map, mt) |
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for i = 0, width do |
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for j = 0, height do |
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map[vec2(i, -j - math.floor(i/2))] = true |
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-- calculate noise |
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local idelta = assert(i / width, "width must be greater than 0") |
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local jdelta = assert(j / height, "height must be greater than 0") |
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local noise = 0 |
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for _,freq in pairs(frequencies) do |
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noise = noise + 1/freq * math.perlin(vec2(freq * idelta, |
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freq * jdelta)) |
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end |
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-- this is what makes it a rectangle |
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local hex = vec2(i, j - math.floor(i/2)) |
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-- store hex in the map paired with its associated noise value |
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map[hex] = noise |
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end |
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end |
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return map |
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end |
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--[[============================================================================ |
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----- NOISE ----- |
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============================================================================]]-- |
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function simplex_map(frequency, exponent, width, height) |
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local map = {} |
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for i = 0, height do |
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for j = 0, width do |
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local idelta = i/width - 0.5 |
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local jdelta = j/height - 0.5 |
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map[vec2(i, j)] = math.simplex(idelta, jdelta) |
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end |
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end |
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end |
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--[[============================================================================ |
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----- PATHFINDING ----- |
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============================================================================]]-- |
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