Browse Source

update res

master
Nicholas Hayashi 3 years ago
parent
commit
3f5d4aad06
  1. 1
      build.sh
  2. 2
      conf.lua
  3. BIN
      res/radar.png
  4. BIN
      res/radar2.png
  5. BIN
      res/radar3.png
  6. BIN
      res/tab_icon.png
  7. BIN
      res/thing.png
  8. BIN
      res/tower_howitzer_icon-export.png
  9. BIN
      res/tower_radar4.png
  10. BIN
      res/tower_wall.aseprite
  11. 4
      src/game.lua
  12. 3
      src/grid.lua

1
build.sh

@ -2,3 +2,4 @@
# add -mac, -windows, -linux, or -html if you only want one target
rm -r build/*
amulet export -r -d build/ -a .
amulet export -r -d build/ -a -html .

2
conf.lua

@ -2,7 +2,7 @@
title = "hexyz"
author = "nick hayashi"
shortname = "hexyz"
version = "0.1.2"
version = "0.2.0"
support_email = ""
copyright_message = "Copyright © 2021 Nick Hayashi"

BIN
res/radar.png

Before

Width: 64  |  Height: 64  |  Size: 1.8 KiB

BIN
res/radar2.png

Before

Width: 835  |  Height: 832  |  Size: 350 KiB

BIN
res/radar3.png

Before

Width: 377  |  Height: 389  |  Size: 105 KiB

BIN
res/tab_icon.png

Before

Width: 512  |  Height: 512  |  Size: 3.8 KiB

BIN
res/thing.png

Before

Width: 287  |  Height: 309  |  Size: 6.0 KiB

BIN
res/tower_howitzer_icon-export.png

Before

Width: 64  |  Height: 64  |  Size: 366 B

BIN
res/tower_radar4.png

Before

Width: 202  |  Height: 192  |  Size: 50 KiB

BIN
res/tower_wall.aseprite

4
src/game.lua

@ -108,8 +108,8 @@ local function game_deserialize(json_string)
local new_state = am.parse_json(json_string)
if new_state.version ~= version then
log("loading old save data.")
return nil
log("loading incompatible old save data. starting a fresh game instead.")
return get_initial_game_state()
end
new_state.map = random_map(new_state.seed)

3
src/grid.lua

@ -216,7 +216,8 @@ function make_hex_grid_scene(map)
-- add the magenta diamond that represents 'home'
world:append(
am.circle(hex_to_pixel(HEX_GRID_CENTER, vec2(HEX_SIZE)), HEX_SIZE/2, COLORS.MAGENTA, 4)
am.translate(hex_to_pixel(HEX_GRID_CENTER, vec2(HEX_SIZE)))
^ pack_texture_into_sprite(TEXTURES.GEM1, HEX_SIZE, HEX_SIZE*1.1)
)
apply_flow_field(map, generate_flow_field(map, HEX_GRID_CENTER), world)

Loading…
Cancel
Save