diff --git a/color.lua b/color.lua index 1646edb..033384b 100644 --- a/color.lua +++ b/color.lua @@ -5,6 +5,7 @@ COLORS = { -- tones WHITE = vec4(0.8, 0.8, 0.7, 1), + PALE_SILVER = vec4(193/255, 178/255, 171/255, 1), BLACK = vec4(0, 0, 0.02, 1), VERY_DARK_GRAY = vec4(35/255, 35/255, 25/255, 1), TRUE_BLACK = vec4(0, 0, 0, 1), @@ -16,16 +17,7 @@ COLORS = { MOUNTAIN = vec4(0.95, 0.30, 0.20, 1), -- hues - SUNRAY = vec4(228/255, 179/255, 99/255, 1), - MAGENTA = vec4( 1, 0, 1, 1), - TEAL = vec4( 16/255, 126/255, 124/244, 1), - YALE_BLUE = vec4( 4/255, 75/255, 127/255, 1), - OLIVE = vec4(111/255, 124/254, 18/255, 1), - LIGHT_CYAN = vec4(224/255, 251/255, 252/255, 1), - PALE_SILVER = vec4(193/255, 178/255, 171/255, 1), CLARET = vec4(139/255, 30/255, 63/255, 1), - BISTRO = vec4( 73/255, 44/255, 29/255, 1), - DEEP_SPACE_SPARKLE = vec4( 61/255, 90/255, 108/255, 1), - WHEAT = vec4(225/255, 202/255, 150/255, 1) + SUNRAY = vec4(228/255, 179/255, 99/255, 1), } diff --git a/src/game.lua b/src/game.lua index 0245b53..e002eb8 100644 --- a/src/game.lua +++ b/src/game.lua @@ -1,5 +1,6 @@ -state = false + +state = {} local function get_initial_game_state(seed) local STARTING_MONEY = 50 local map, world = random_map(seed) @@ -20,7 +21,7 @@ local function get_initial_game_state(seed) tile = false, -- tile at position of state.hex this frame hot = false, -- element being interacted with this frame - selected_tower_type = 1, + selected_tower_type = false, } end @@ -66,15 +67,14 @@ end function game_end() delete_all_entities() - state = get_initial_game_state() - WIN.scene = main_scene() + game_init() end function update_score(diff) state.score = state.score + diff end function update_money(diff) state.money = state.money + diff end local function game_action(scene) - if state.score < 0 then game_end() end + if state.score < 0 then game_end() return true end state.perf = am.perf_stats() state.time = state.time + am.delta_time @@ -90,7 +90,7 @@ local function game_action(scene) state.hot = evenq_is_interactable(state.evenq{ y = -state.evenq.y }) if WIN:mouse_pressed"left" then - if state.hot and can_do_build(state.hex, state.tile, state.selected_tower_type) then + if state.hot and state.selected_tower_type and can_do_build(state.hex, state.tile, state.selected_tower_type) then build_tower(state.hex, state.selected_tower_type) end end @@ -132,15 +132,7 @@ local function game_action(scene) WIN.scene"cursor".position2d = state.rounded_mouse end -function get_tower_tooltip_text(tower_type) - return string.format( - "%s\n%s\n%s\ncost: %d" - , get_tower_name(tower_type) - , get_tower_placement_rules_text(tower_type) - , get_tower_short_description(tower_type) - , get_tower_base_cost(tower_type) - ) -end + local function make_game_toolbelt() local function toolbelt_button(size, half_size, tower_texture, padding, i, offset, key_name) @@ -169,9 +161,26 @@ local function make_game_toolbelt() end local toolbelt_height = hex_height(HEX_SIZE) * 2 + local function get_tower_tooltip_text_node(tower_type) + local name = get_tower_name(tower_type) + local placement_rules = get_tower_placement_rules_text(tower_type) + local short_desc = get_tower_short_description(tower_type) + local base_cost = get_tower_base_cost(tower_type) + + if not (name or placement_rules or short_desc or base_cost) then + return am.group():tag"tower_tooltip_text" + end + + local white = COLORS.PALE_SILVER + return (am.translate(WIN.left + 10, WIN.bottom + toolbelt_height + 20) ^ am.group{ + am.translate(0, 60) ^ am.text(name, white, "left"):tag"tower_name", + am.translate(0, 40) ^ am.text(placement_rules, white, "left"):tag"tower_placement_rules", + am.translate(0, 20) ^ am.text(short_desc, white, "left"):tag"tower_short_description", + am.translate(0, 0) ^ am.text(string.format("cost: %d", base_cost), white, "left"):tag"tower_base_cost" + }):tag"tower_tooltip_text" + end local toolbelt = am.group{ - am.translate(WIN.left + 10, WIN.bottom + toolbelt_height + 20) - ^ am.text(get_tower_tooltip_text(state.selected_tower_type), "left", "bottom"):tag"tower_tooltip", + get_tower_tooltip_text_node(state.selected_tower_type), am.rect(WIN.left, WIN.bottom, WIN.right, WIN.bottom + toolbelt_height, COLORS.TRANSPARENT) }:tag"toolbelt" @@ -188,6 +197,7 @@ local function make_game_toolbelt() am.translate(vec2(size + padding, half_size) + offset) ^ am.rect(-size/2-3, -size/2-3, size/2+3, size/2+3, COLORS.SUNRAY) ):tag"tower_select_square" + tower_select_square.hidden = true toolbelt:append(tower_select_square) local tower_type_values = { @@ -215,14 +225,22 @@ local function make_game_toolbelt() state.selected_tower_type = tower_type if TOWER_SPECS[state.selected_tower_type] then - WIN.scene"tower_tooltip".text = get_tower_tooltip_text(tower_type) + WIN.scene:replace("tower_tooltip_text", get_tower_tooltip_text_node(tower_type)) local new_position = vec2((size + padding) * tower_type, size/2) + offset - WIN.scene"tower_select_square":action(am.tween(0.1, { position2d = new_position })) + if WIN.scene"tower_select_square".hidden then + WIN.scene"tower_select_square".position2d = new_position + WIN.scene"tower_select_square".hidden = false + else + WIN.scene"tower_select_square":action(am.tween(0.1, { position2d = new_position })) + end WIN.scene:replace("cursor", (am.translate(state.rounded_mouse) ^ get_tower_cursor(tower_type)):tag"cursor") + WIN.scene:action(am.play(am.sfxr_synth(SOUNDS.SELECT1), false, 1, SFX_VOLUME)) else + WIN.scene"tower_select_square".hidden = true + WIN.scene:replace("cursor", make_hex_cursor(state.rounded_mouse, 0, COLORS.TRANSPARENT)) end end