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@ -7,27 +7,27 @@ HEX_PIXEL_WIDTH = hex_width(HEX_SIZE, ORIENTATION.FLAT) |
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HEX_PIXEL_HEIGHT = hex_height(HEX_SIZE, ORIENTATION.FLAT) |
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HEX_PIXEL_DIMENSIONS = vec2(HEX_PIXEL_WIDTH, HEX_PIXEL_HEIGHT) |
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-- odd numbers are important because we want a 'true' center |
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-- added 2 cell padding, because we terraform the very outer edge and it looks ugly, so hide it |
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do |
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-- padding should be an even number if the result of the below calculation returns an odd number, |
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-- and vice-versa |
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-- added 2 cell padding, because we terraform the very outer edge and it looks ugly, so hide it |
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local padding = 2 |
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HEX_GRID_WIDTH = math.floor(WIN.width / (HEX_PIXEL_WIDTH + HEX_SIZE) * 2) + padding |
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HEX_GRID_HEIGHT = math.floor(WIN.height / HEX_PIXEL_HEIGHT) + padding |
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HEX_GRID_DIMENSIONS = vec2(HEX_GRID_WIDTH, HEX_GRID_HEIGHT) |
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log(HEX_GRID_DIMENSIONS) |
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assert(HEX_GRID_WIDTH % 2 == 1 |
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and HEX_GRID_HEIGHT % 2 == 1 |
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, string.format("grid dimensions aren't both odd numbers - %s", tostring(HEX_GRID_DIMENSIONS))) |
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-- odd numbers are important because we want a 'true' center |
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if HEX_GRID_WIDTH % 2 == 0 then |
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HEX_GRID_WIDTH = HEX_GRID_WIDTH + 1 |
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end |
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if HEX_GRID_HEIGHT % 2 == 0 then |
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HEX_GRID_HEIGHT = HEX_GRID_HEIGHT + 1 |
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end |
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HEX_GRID_DIMENSIONS = vec2(HEX_GRID_WIDTH, HEX_GRID_HEIGHT) |
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-- leaving y == 0 makes this the center in hex coordinates, assuming that our dimensions are correct |
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-- leaving y == 0 makes this the center in hex/cube coordinates |
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-- assuming that our dimensions are correct (odd numbers) |
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HEX_GRID_CENTER = vec2(math.floor(HEX_GRID_WIDTH/2) |
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, 0) |
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-- , math.floor(HEX_GRID_HEIGHT/2)) |
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end |
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HEX_GRID_MINIMUM_ELEVATION = -1 |
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@ -47,6 +47,8 @@ end |
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-- amulet puts 0,0 in the middle of the screen |
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-- transform coordinates by this to pretend 0,0 is elsewhere |
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-- note this is isn't necessary when adding stuff to the worldspace in general, |
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-- because the whole worldspace is translated by this constant |
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WORLDSPACE_COORDINATE_OFFSET = -HEX_GRID_PIXEL_DIMENSIONS/2 |
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-- the outer edges of the map are not interactable |
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@ -154,7 +156,7 @@ function building_tower_breaks_flow_field(tower_type, hex) |
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table.insert(original_elevations, tile.elevation) |
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-- making the tile's elevation very large *should* make it unwalkable |
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tile.elevation = 999 |
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tile.elevation = math.huge |
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end |
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-- if no mobs can pass over any of the tiles we're building on |
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