|
|
@ -33,14 +33,14 @@ local TOWER_SPECS = { |
|
|
|
icon_texture = TEXTURES.TOWER_GATTLER_ICON, |
|
|
|
cost = 20, |
|
|
|
range = 4, |
|
|
|
fire_rate = 10, |
|
|
|
fire_rate = 0.5, |
|
|
|
size = 0, |
|
|
|
height = 1, |
|
|
|
}, |
|
|
|
[TOWER_TYPE.HOWITZER] = { |
|
|
|
name = "Howitzer", |
|
|
|
placement_rules_text = "Place on non-Water, non-Mountain", |
|
|
|
short_description = "Fires area of effect artillery.", |
|
|
|
short_description = "Medium-range, medium fire-rate area of effect artillery tower.", |
|
|
|
texture = TEXTURES.TOWER_HOWITZER, |
|
|
|
icon_texture = TEXTURES.TOWER_HOWITZER_ICON, |
|
|
|
cost = 50, |
|
|
@ -52,19 +52,19 @@ local TOWER_SPECS = { |
|
|
|
[TOWER_TYPE.REDEYE] = { |
|
|
|
name = "Redeye", |
|
|
|
placement_rules_text = "Place on Mountains", |
|
|
|
short_description = "Long-range, penetrating laser tower", |
|
|
|
short_description = "Long-range, penetrating high-velocity laser tower.", |
|
|
|
texture = TEXTURES.TOWER_REDEYE, |
|
|
|
icon_texture = TEXTURES.TOWER_REDEYE_ICON, |
|
|
|
cost = 140, |
|
|
|
range = 9, |
|
|
|
fire_rate = 1, |
|
|
|
fire_rate = 3, |
|
|
|
size = 0, |
|
|
|
height = 1, |
|
|
|
}, |
|
|
|
[TOWER_TYPE.MOAT] = { |
|
|
|
name = "Moat", |
|
|
|
placement_rules_text = "Place on Ground", |
|
|
|
short_description = "Restricts movement", |
|
|
|
short_description = "Restricts movement, similar to water.", |
|
|
|
texture = TEXTURES.TOWER_MOAT, |
|
|
|
icon_texture = TEXTURES.TOWER_MOAT_ICON, |
|
|
|
cost = 10, |
|
|
@ -139,13 +139,17 @@ function make_tower_node(tower_type) |
|
|
|
return make_tower_sprite(tower_type) |
|
|
|
|
|
|
|
elseif tower_type == TOWER_TYPE.GATTLER then |
|
|
|
return make_tower_sprite(tower_type) |
|
|
|
return am.group{ |
|
|
|
am.circle(vec2(0), HEX_SIZE - 4, COLORS.VERY_DARK_GRAY, 5), |
|
|
|
am.rotate(state.time or 0) |
|
|
|
^ pack_texture_into_sprite(TEXTURES.TOWER_HOWITZER, HEX_PIXEL_HEIGHT*1.5, HEX_PIXEL_WIDTH*2, COLORS.GREEN_YELLOW) |
|
|
|
} |
|
|
|
|
|
|
|
elseif tower_type == TOWER_TYPE.HOWITZER then |
|
|
|
return am.group{ |
|
|
|
am.circle(vec2(0), HEX_SIZE, COLORS.VERY_DARK_GRAY, 6), |
|
|
|
am.circle(vec2(0), HEX_SIZE - 4, COLORS.VERY_DARK_GRAY, 6), |
|
|
|
am.rotate(state.time or 0) ^ am.group{ |
|
|
|
pack_texture_into_sprite(TEXTURES.CANNON1, HEX_PIXEL_HEIGHT*1.5, HEX_PIXEL_WIDTH*2) -- CHONK |
|
|
|
pack_texture_into_sprite(TEXTURES.TOWER_HOWITZER, HEX_PIXEL_HEIGHT*1.5, HEX_PIXEL_WIDTH*2) -- CHONK |
|
|
|
} |
|
|
|
} |
|
|
|
elseif tower_type == TOWER_TYPE.LIGHTHOUSE then |
|
|
@ -217,18 +221,6 @@ do |
|
|
|
end |
|
|
|
end |
|
|
|
|
|
|
|
local function get_tower_update_function(tower_type) |
|
|
|
if tower_type == TOWER_TYPE.REDEYE then |
|
|
|
return update_tower_redeye |
|
|
|
|
|
|
|
elseif tower_type == TOWER_TYPE.HOWITZER then |
|
|
|
return update_tower_howitzer |
|
|
|
|
|
|
|
elseif tower_type == TOWER_TYPE.LIGHTHOUSE then |
|
|
|
return update_tower_lighthouse |
|
|
|
end |
|
|
|
end |
|
|
|
|
|
|
|
function tower_serialize(tower) |
|
|
|
local serialized = entity_basic_devectored_copy(tower) |
|
|
|
|
|
|
@ -309,30 +301,13 @@ function tower_type_is_buildable_on(hex, tile, tower_type) |
|
|
|
local mobs_blocking = table.count(blocking_mobs) ~= 0 |
|
|
|
local blocked = mobs_blocking or towers_blocking |
|
|
|
|
|
|
|
if tower_type == TOWER_TYPE.HOWITZER then |
|
|
|
if not mobs_blocking and towers_blocking then |
|
|
|
-- you can build howitzers on top of walls. |
|
|
|
blocked = false |
|
|
|
for _,tower in pairs(blocking_towers) do |
|
|
|
if tower.type ~= TOWER_TYPE.WALL then |
|
|
|
blocked = true |
|
|
|
break |
|
|
|
end |
|
|
|
end |
|
|
|
end |
|
|
|
if tower_type == TOWER_TYPE.GATTLER then |
|
|
|
return not (blocked or has_water or has_mountain) |
|
|
|
|
|
|
|
elseif tower_type == TOWER_TYPE.HOWITZER then |
|
|
|
return not (blocked or has_water or has_mountain) |
|
|
|
|
|
|
|
elseif tower_type == TOWER_TYPE.REDEYE then |
|
|
|
if not mobs_blocking and towers_blocking then |
|
|
|
-- you can build redeyes on top of walls |
|
|
|
blocked = false |
|
|
|
for _,tower in pairs(blocking_towers) do |
|
|
|
if tower.type ~= TOWER_TYPE.WALL then |
|
|
|
blocked = true |
|
|
|
break |
|
|
|
end |
|
|
|
end |
|
|
|
end |
|
|
|
return not blocked |
|
|
|
and not has_water |
|
|
|
and not has_ground |
|
|
@ -361,7 +336,7 @@ function tower_type_is_buildable_on(hex, tile, tower_type) |
|
|
|
end |
|
|
|
end |
|
|
|
|
|
|
|
function update_tower_redeye(tower, tower_index) |
|
|
|
local function update_tower_redeye(tower, tower_index) |
|
|
|
if not tower.target_index then |
|
|
|
for index,mob in pairs(state.mobs) do |
|
|
|
if mob then |
|
|
@ -391,7 +366,53 @@ function update_tower_redeye(tower, tower_index) |
|
|
|
end |
|
|
|
end |
|
|
|
|
|
|
|
function update_tower_howitzer(tower, tower_index) |
|
|
|
local function update_tower_gattler(tower, tower_index) |
|
|
|
if not tower.target_index then |
|
|
|
-- we should try and acquire a target |
|
|
|
for index,mob in pairs(state.mobs) do |
|
|
|
if mob then |
|
|
|
local d = math.distance(mob.hex, tower.hex) |
|
|
|
if d <= tower.range then |
|
|
|
tower.target_index = index |
|
|
|
break |
|
|
|
end |
|
|
|
end |
|
|
|
end |
|
|
|
|
|
|
|
-- passive animation |
|
|
|
tower.node("rotate").angle = math.wrapf(tower.node("rotate").angle + 0.1 * am.delta_time, math.pi*2) |
|
|
|
else |
|
|
|
-- should have a target, so we should try and shoot it |
|
|
|
if not state.mobs[tower.target_index] then |
|
|
|
-- the target we have was invalidated |
|
|
|
tower.target_index = false |
|
|
|
|
|
|
|
else |
|
|
|
-- the target we have is valid |
|
|
|
local mob = state.mobs[tower.target_index] |
|
|
|
local vector = math.normalize(mob.position - tower.position) |
|
|
|
|
|
|
|
if (state.time - tower.last_shot_time) > tower.fire_rate then |
|
|
|
local projectile = make_and_register_projectile( |
|
|
|
tower.hex, |
|
|
|
PROJECTILE_TYPE.BULLET, |
|
|
|
vector |
|
|
|
) |
|
|
|
|
|
|
|
tower.last_shot_time = state.time |
|
|
|
play_sfx(SOUNDS.HIT1) |
|
|
|
end |
|
|
|
|
|
|
|
-- point the cannon at the dude |
|
|
|
local theta = math.rad(90) - math.atan((tower.position.y - mob.position.y)/(tower.position.x - mob.position.x)) |
|
|
|
local diff = tower.node("rotate").angle - theta |
|
|
|
|
|
|
|
tower.node("rotate").angle = -theta + math.pi/2 |
|
|
|
end |
|
|
|
end |
|
|
|
end |
|
|
|
|
|
|
|
local function update_tower_howitzer(tower, tower_index) |
|
|
|
if not tower.target_index then |
|
|
|
-- we don't have a target |
|
|
|
for index,mob in pairs(state.mobs) do |
|
|
@ -403,6 +424,8 @@ function update_tower_howitzer(tower, tower_index) |
|
|
|
end |
|
|
|
end |
|
|
|
end |
|
|
|
|
|
|
|
-- passive animation |
|
|
|
tower.node("rotate").angle = math.wrapf(tower.node("rotate").angle + 0.1 * am.delta_time, math.pi*2) |
|
|
|
else |
|
|
|
-- we should have a target |
|
|
@ -432,6 +455,7 @@ function update_tower_howitzer(tower, tower_index) |
|
|
|
play_sfx(SOUNDS.EXPLOSION2) |
|
|
|
end |
|
|
|
|
|
|
|
-- point the cannon at the dude |
|
|
|
local theta = math.rad(90) - math.atan((tower.position.y - mob.position.y)/(tower.position.x - mob.position.x)) |
|
|
|
local diff = tower.node("rotate").angle - theta |
|
|
|
|
|
|
@ -440,7 +464,7 @@ function update_tower_howitzer(tower, tower_index) |
|
|
|
end |
|
|
|
end |
|
|
|
|
|
|
|
function update_tower_lighthouse(tower, tower_index) |
|
|
|
local function update_tower_lighthouse(tower, tower_index) |
|
|
|
-- check if there's a mob on a hex in our perimeter |
|
|
|
for _,h in pairs(tower.perimeter) do |
|
|
|
local mobs = mobs_on_hex(h) |
|
|
@ -455,7 +479,7 @@ function update_tower_lighthouse(tower, tower_index) |
|
|
|
|
|
|
|
if made_it then |
|
|
|
m.path = path |
|
|
|
m.seen_lighthouse = true |
|
|
|
m.seen_lighthouse = true -- right now mobs don't care about lighthouses if they've already seen one. |
|
|
|
|
|
|
|
--[[ |
|
|
|
local area = spiral_map(tower.hex, tower.range) |
|
|
@ -477,6 +501,21 @@ function update_tower_lighthouse(tower, tower_index) |
|
|
|
end |
|
|
|
end |
|
|
|
|
|
|
|
local function get_tower_update_function(tower_type) |
|
|
|
if tower_type == TOWER_TYPE.REDEYE then |
|
|
|
return update_tower_redeye |
|
|
|
|
|
|
|
elseif tower_type == TOWER_TYPE.GATTLER then |
|
|
|
return update_tower_gattler |
|
|
|
|
|
|
|
elseif tower_type == TOWER_TYPE.HOWITZER then |
|
|
|
return update_tower_howitzer |
|
|
|
|
|
|
|
elseif tower_type == TOWER_TYPE.LIGHTHOUSE then |
|
|
|
return update_tower_lighthouse |
|
|
|
end |
|
|
|
end |
|
|
|
|
|
|
|
function make_and_register_tower(hex, tower_type) |
|
|
|
local tower = make_basic_entity( |
|
|
|
hex, |
|
|
|