Browse Source

trying something

master
Nicholas Hayashi 4 years ago
parent
commit
2fe256bffd
  1. 2
      color.lua
  2. 11
      main.lua
  3. 16
      src/grid.lua
  4. 38
      src/mob.lua

2
color.lua

@ -10,7 +10,7 @@ COLORS = {
TRUE_BLACK = vec4(0, 0, 0, 1),
-- non-standard hues
WATER = vec4(0.12, 0.3, 0.3, 1),
WATER = vec4(0.12, 0.25, 0.3, 1),
GRASS = vec4(0.10, 0.25, 0.10, 1),
DIRT = vec4(0.22, 0.20, 0.10, 1),
MOUNTAIN = vec4(0.95, 0.30, 0.20, 1),

11
main.lua

@ -27,7 +27,7 @@ WIN = am.window{
title = "hexyz",
highdpi = true,
letterbox = true,
clear_color = color_at(0)
--clear_color = color_at(0)
}
OFF_SCREEN = vec2(WIN.width * 2) -- arbitrary pixel position that is garunteed to be off screen
@ -71,7 +71,6 @@ local function game_action(scene)
TIME = TIME + am.delta_time
SCORE = SCORE + am.delta_time
MOUSE = WIN:mouse_position()
local mwd = WIN:mouse_wheel_delta()
local hex = pixel_to_hex(MOUSE - WORLDSPACE_COORDINATE_OFFSET)
local rounded_mouse = hex_to_pixel(hex) + WORLDSPACE_COORDINATE_OFFSET
@ -93,9 +92,9 @@ local function game_action(scene)
if WIN:mouse_pressed"middle" then
WIN.scene"scale".scale2d = vec2(1)
else
local small_mwd = vec2(mwd.y / 1000)
WIN.scene"scale".scale = WIN.scene"scale".scale + small_mwd
WIN.scene"scale".scale = WIN.scene"scale".scale + small_mwd
local mwd = vec2(WIN:mouse_wheel_delta().y / 1000)
WIN.scene"scale".scale2d = WIN.scene"scale".scale2d + mwd
WIN.scene"scale".scale2d = WIN.scene"scale".scale2d + mwd
end
if WIN:key_pressed"escape" then
@ -154,7 +153,7 @@ function game_end()
delete_all_entities()
SCORE = 0
WIN.scene = game_scene()
WIN.scene = am.scale(1) ^ game_scene()
end
function update_score(diff)

16
src/grid.lua

@ -45,10 +45,6 @@ function is_interactable(tile, evenq)
})
end
function is_passable(tile, mob)
return tile.elevation > -0.5 and tile.elevation < 0.5
end
-- map elevation to appropriate color
function color_at(elevation)
if elevation < -0.5 then -- lowest elevation
@ -65,14 +61,18 @@ function color_at(elevation)
end
end
local function grid_heuristic(source, target)
function grid_heuristic(source, target)
return math.distance(source, target)
end
local function grid_cost(map, from, to)
function grid_cost(map, from, to)
local t1, t2 = map.get(from.x, from.y), map.get(to.x, to.y)
if t2.elevation < -0.5 or t2.elevation >= 0.5
or t1.elevation < -0.5 or t1.elevation >= 0.5 then return 999 end
-- moving from a non-water, non-mountain tile to a water or mountain tile is very expensive
if math.abs(t1.elevation) < 0.5 and math.abs(t2.elevation) > 0.5 then
return 999
end
return math.abs(math.abs(t1.elevation)^0.5 - math.abs(t2.elevation)^0.5)
end

38
src/mob.lua

@ -30,6 +30,15 @@ function mob_on_hex(hex)
end)
end
function mob_can_pass_through(mob, hex)
local tile = HEX_MAP.get(hex.x, hex.y)
if tile and tile.elevation < -0.5 or tile.elevation >= 0.5 then
return false
else
return true
end
end
function mob_die(mob, mob_index)
WORLD:action(vplay_sound(SOUNDS.EXPLOSION1))
delete_entity(MOBS, mob_index)
@ -61,13 +70,11 @@ end
-- try reducing map size by identifying key nodes (inflection points)
-- there are performance hits everytime we spawn a mob and it's Astar's fault
function get_mob_path(mob, map, start, goal)
--return Astar(map, goal, start, grid_heuristic, grid_cost)
return Astar(map, goal, start, grid_heuristic, grid_cost)
end
-- @FIXME there's a bug here where the position of the spawn hex is sometimes 1 closer to the center than we want
local function get_spawn_hex()
local spawn_hex
repeat
-- ensure we spawn on an random tile along the map's edges
local roll = math.random(HEX_GRID_WIDTH * 2 + HEX_GRID_HEIGHT * 2) - 1
local x, y
@ -86,12 +93,7 @@ local function get_spawn_hex()
end
-- @NOTE negate 'y' because hexyz algorithms assume south is positive, in amulet north is positive
spawn_hex = evenq_to_hex(vec2(x, -y))
local tile = HEX_MAP[spawn_hex.x][spawn_hex.y]
until is_passable(tile)
return spawn_hex
return evenq_to_hex(vec2(x, -y))
end
local function mob_update(mob, mob_index)
@ -104,8 +106,13 @@ local function mob_update(mob, mob_index)
return true
end
--local frame_target = mob.path[mob.hex.x] and mob.path[mob.hex.x][mob.hex.y]
local frame_target = nil
if mob.path then
-- we have an explicitly stored hex that this mob wants to move towards.
frame_target = mob.path[mob.hex.x] and mob.path[mob.hex.x][mob.hex.y]
else
-- make a dumb guess where we should go.
local neighbours = HEX_MAP.neighbours(mob.hex)
if #neighbours ~= 0 then
local first_entry = HEX_MAP.get(neighbours[1].x, neighbours[1].y)
@ -114,7 +121,6 @@ local function mob_update(mob, mob_index)
local best_cost = first_entry and first_entry.priority or HEX_MAP.get(last_frame_hex.x, last_frame_hex.y).priority
for _,h in pairs(neighbours) do
--if h ~= last_frame_hex then
local map_entry = HEX_MAP.get(h.x, h.y)
local cost = map_entry.priority
@ -122,10 +128,16 @@ local function mob_update(mob, mob_index)
best_cost = cost
best_hex = h
end
--end
end
frame_target = best_hex
end
end
if frame_target == last_frame_hex or not mob_can_pass_through(mob, frame_target) then
-- we are trying to go somewhere dumb. make a better path.
mob.path = get_mob_path(mob, HEX_MAP, mob.hex, HEX_GRID_CENTER)
return -- don't move this frame. too much time thinking
end
if frame_target then
mob.position = mob.position + math.normalize(hex_to_pixel(frame_target) - mob.position) * mob.speed
@ -150,7 +162,7 @@ local function make_and_register_mob()
mob_update
)
mob.path = get_mob_path(mob, HEX_MAP, mob.hex, HEX_GRID_CENTER)
mob.path = false --get_mob_path(mob, HEX_MAP, mob.hex, HEX_GRID_CENTER)
mob.health = 10
mob.speed = 1
mob.bounty = 5

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