churchianity
6 years ago
3 changed files with 89 additions and 209 deletions
@ -1,107 +1,57 @@ |
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----- [[ WARZONE 2 - HEXAGONAL GRID RESOURCE BASED TOWER DEFENSE GAME]] ------- |
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----- [[ WARZONE 2 - HEXAGONAL GRID RESOURCE BASED TOWER DEFENSE GAME]] -------- |
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--[[ author@churchianity.ca |
--[[ author@churchianity.ca |
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]] |
]] |
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require "hex" |
require "hex" |
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require "util" |
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----- [[ DUMMY FUNCTIONS ]] ---------------------------------------------------- |
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local world |
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function show_hex_coords() |
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grid:action(function() |
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grid:remove("text") |
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mouse_position = vec2(win:mouse_position().x, win:mouse_position().y) |
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if mouse_position.x < 268 then |
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hex = map.retrieve(mouse_position) |
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grid:append(am.translate(win.left + 30, win.top - 10) |
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^ am.text(string.format("%d,%d", hex.s, hex.t))) |
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end |
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end) |
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end |
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function rcolor() |
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return vec4(math.random(20, 80) / 100, |
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math.random(20, 80) / 100, |
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math.random(20, 80) / 100, |
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1) |
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end |
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local guibgcolor = vec4(0.5, 0.5, 0.2, 0) |
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SPRITES = {"BoulderHills1.png", "BoulderHills2.png", "BoulderHills2.png", |
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"Brambles1.png", "Brambles2.png", "Brambles3.png", "Brambles4.png", |
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"BrownHills1.png", "BrownHills2.png", "BrownHills3.png", |
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"Grass1.png", "Grass2.png", "Grass3.png", "Grass4.png", "Grass5.png", "Hills1.png", "Hills2.png", "Hills3.png", "Hills4.png", "Hills5.png", |
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"HillsGreen1.png", "HillsGreen2.png", "HillsGreen3.png", |
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"LightGrass1.png", "LightGrass2.png", "LightGrass3.png", |
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"LowHills1.png", "LowHills2.png", "LowHills3.png", "LowHills4.png", |
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"Mountains1.png", "Mountains2.png", "Mountains3.png", |
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"Mud1.png", "Mud2.png", "Mud3.png", "Mud4.png", "Mud5.png", |
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"Orchards1.png", "Orchards2.png", "Orchards3.png", "Orchards4.png", |
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"PineForest1.png", "PineForest2.png", "PineForest3.png", |
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"Woods1.png", "Woods2.png", "Woods3.png", "Woods4.png"} |
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local win = am.window{ |
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-- BASE RESOLUTION = 3/4 * WXGA Standard 16:10 |
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width = 1280 * 3 / 4, -- 960px |
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height = 800 * 3 / 4, -- 600px |
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title = "Warzone 2: Electric Boogaloo"} |
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function rsprite() |
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return string.format("res/%s", SPRITES[math.random(#SPRITES)]) |
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function show_axes() |
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xaxis = am.line(vec2(win.left, 0), vec2(win.right, 0)) |
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yaxis = am.line(vec2(0, win.top), vec2(0, win.bottom)) |
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world:append(am.group{xaxis, yaxis}:tag("axes")) |
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end |
end |
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----- [[ BLAH BLAH LBAH ]] ----------------------------------------------- |
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win = am.window { |
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title = "Warzone 2: Electric Boogaloo", |
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-- BASE RESOLUTION = 3/4 * WXGA Standard 16:10 Aspect Ratio |
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width = 1280 * 3 / 4, -- 960 |
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height = 800 * 3 / 4} -- 600 |
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----- [[ MAP RENDERING ]] ------------------------------------------------ |
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function grid_init() |
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grid = am.group() |
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map = rectmap_init(layout_init(vec2(win.left, win.bottom)), 45, 31) |
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grid:action(function() |
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for hex,pix in pairs(map) do |
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grid:append(am.circle(pix, map.layout.size.x, rcolor(), 6)) |
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function world_init() |
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world = am.group() |
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local layout = layout_init(vec2(-402, win.bottom)) |
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local map = rectmap_init(45, 31) |
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local lgui = am.group( |
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am.rect(win.left, win.top, -402, win.bottom, guibgcolor)) |
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local rgui = am.group( |
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am.rect(win.right, win.top, 402, win.bottom, guibgcolor)) |
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world:append(lgui) |
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world:append(rgui) |
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world:action(coroutine.create(function() |
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for hex,_ in pairs(map) do |
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world:append(am.circle(hex_to_pixel(hex, layout), 11, rrgb(1), 6)) |
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am.wait(am.delay(0.01)) |
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end |
end |
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return true |
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end) |
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end)) |
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grid:append(am.translate(350, 200) |
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^ am.scale(2) |
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^ am.sprite("2.png")) |
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show_hex_coords() |
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return grid |
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end |
end |
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function toolbar_init() |
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local toolbar = am.group() |
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local toolbar_bg = vec4(0.4, 0.6, 0.8, 1) |
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toolbar:append(am.rect(268, win.top, win.right, win.bottom, toolbar_bg)) |
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toolbar:append(am.particles2d({source_pos=vec2(win.width/2-268, win.top), |
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source_pos_var=vec2(0, 600), |
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angle=math.pi/4, |
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start_color=vec4(0.9), |
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gravity=vec2(100), |
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start_color_var=rcolor(), |
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start_size=3})) |
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return toolbar |
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function init() |
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world_init() |
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show_axes() |
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win.scene = world |
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end |
end |
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function game_init() |
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return am.group{grid_init(), toolbar_init()} |
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end |
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----- [[ MAIN ]] ----------------------------------------------------------- |
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local map = {} |
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win.scene = game_init() |
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----- [[ MAIN ]] --------------------------------------------------------------- |
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show_hex_coords() |
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init() |
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@ -0,0 +1,9 @@ |
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function rrgb(a) |
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local R = math.random(20, 80) / 100 |
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local G = math.random(20, 80) / 100 |
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local B = math.random(20, 80) / 100 |
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local A = a or math.random() |
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return vec4(R, G, B, A) |
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end |
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