Nicholas Hayashi 4 years ago
parent
commit
74cd693b1b
  1. 2
      build.sh
  2. 35
      src/game.lua
  3. 17
      src/mob.lua

2
build.sh

@ -1,4 +1,4 @@
# add -mac, -windows, -linux, or -html if you only want one target # add -mac, -windows, -linux, or -html if you only want one target
rm -ri bin/*
rm -r bin/*
amulet export -r -d bin/ -a . amulet export -r -d bin/ -a .

35
src/game.lua

@ -23,7 +23,7 @@ local TRDTS = {
} }
local function get_initial_game_state(seed) local function get_initial_game_state(seed)
local STARTING_MONEY = 10000
local STARTING_MONEY = 100
-- 2014 -- 2014
local map, world = random_map() local map, world = random_map()
@ -37,10 +37,11 @@ local function get_initial_game_state(seed)
score = 0, -- current game score score = 0, -- current game score
money = STARTING_MONEY, -- current money money = STARTING_MONEY, -- current money
current_wave = 0,
current_wave = 1,
time_until_next_wave = 15, time_until_next_wave = 15,
time_until_next_break = 0, time_until_next_break = 0,
spawning = false, spawning = false,
spawn_chance = 25,
selected_tower_type = false, selected_tower_type = false,
selected_toolbelt_button = 9, selected_toolbelt_button = 9,
@ -50,9 +51,9 @@ end
local function get_wave_timer_text() local function get_wave_timer_text()
if state.spawning then if state.spawning then
return string.format("wave over: %.2f", state.time_until_next_break)
return string.format("WAVE (%d) OVER: %.2f", state.current_wave, state.time_until_next_break)
else else
return string.format("next wave: %.2f", state.time_until_next_wave)
return string.format("NEXT WAVE (%d): %.2f", state.current_wave, state.time_until_next_wave)
end end
end end
@ -94,6 +95,14 @@ function select_toolbelt_button(i)
end end
end end
local function get_wave_time(current_wave)
return math.log(current_wave) + 90
end
local function get_break_time(current_wave)
return math.log(current_wave) + 15
end
function do_day_night_cycle() function do_day_night_cycle()
local tstep = (math.sin(state.time * am.delta_time) + 1) / 100 local tstep = (math.sin(state.time * am.delta_time) + 1) / 100
--state.world"negative_mask".color = vec4(tstep){a=1} --state.world"negative_mask".color = vec4(tstep){a=1}
@ -124,14 +133,6 @@ local function game_pause()
end) end)
end end
local function get_wave_time(current_wave)
return 30
end
local function get_break_time(current_wave)
return 15
end
local function game_action(scene) local function game_action(scene)
if state.score < 0 then game_end() return true end if state.score < 0 then game_end() return true end
@ -139,6 +140,8 @@ local function game_action(scene)
state.time = state.time + am.delta_time state.time = state.time + am.delta_time
state.score = state.score + am.delta_time state.score = state.score + am.delta_time
state.spawn_chance = state.spawn_chance - math.floor(state.time / 100)
if state.spawning then if state.spawning then
state.time_until_next_break = state.time_until_next_break - am.delta_time state.time_until_next_break = state.time_until_next_break - am.delta_time
@ -153,6 +156,7 @@ local function game_action(scene)
if state.time_until_next_wave <= 0 then if state.time_until_next_wave <= 0 then
state.time_until_next_wave = 0 state.time_until_next_wave = 0
state.current_wave = state.current_wave + 1
state.spawning = true state.spawning = true
state.time_until_next_break = get_break_time(state.current_wave) state.time_until_next_break = get_break_time(state.current_wave)
@ -239,7 +243,7 @@ local function game_action(scene)
end end
do_entity_updates() do_entity_updates()
do_mob_spawning()
do_mob_spawning(state.spawn_chance)
do_gui_updates() do_gui_updates()
do_day_night_cycle() do_day_night_cycle()
@ -419,9 +423,8 @@ function game_scene()
local money = am.translate(WIN.left + 10, WIN.top - 40) local money = am.translate(WIN.left + 10, WIN.top - 40)
^ am.text("", "left"):tag"money" ^ am.text("", "left"):tag"money"
local wave_timer = am.translate(0, WIN.top - 30)
^ am.scale(1.5)
^ am.text(string.format("Next Wave: %d", state.time_until_next_wave)):tag"wave_timer"
local wave_timer = am.translate(0, WIN.top - 20)
^ am.text(get_wave_timer_text()):tag"wave_timer"
local top_right_display = am.translate(WIN.right - 10, WIN.top - 20) local top_right_display = am.translate(WIN.right - 10, WIN.top - 20)
^ am.text("", "right", "top"):tag"top_right_display" ^ am.text("", "right", "top"):tag"top_right_display"

17
src/mob.lua

@ -70,7 +70,7 @@ function do_hit_mob(mob, damage, mob_index)
mob_die(mob, mob_index) mob_die(mob, mob_index)
else else
mob.healthbar:action(coroutine.create(function(self) mob.healthbar:action(coroutine.create(function(self)
self:child(2).x2 = -HEALTHBAR_WIDTH/2 + mob.health/get_mob_health(mob.type) * HEALTHBAR_WIDTH/2
self:child(1).x2 = -HEALTHBAR_WIDTH/2 + mob.health/get_mob_health(mob.type) * HEALTHBAR_WIDTH/2
self.hidden = false self.hidden = false
am.wait(am.delay(0.8)) am.wait(am.delay(0.8))
self.hidden = true self.hidden = true
@ -130,7 +130,7 @@ local function get_spawn_hex()
return hex return hex
end end
local function resolve_frame_target_for_mob(mob)
local function resolve_frame_target_for_mob(mob, mob_index)
local last_frame_hex = mob.hex local last_frame_hex = mob.hex
mob.hex = pixel_to_hex(mob.position) mob.hex = pixel_to_hex(mob.position)
@ -191,14 +191,14 @@ local function resolve_frame_target_for_mob(mob)
mob.frame_target = lowest_cost_hex mob.frame_target = lowest_cost_hex
else else
log('no neighbours')
--log('no neighbours')
end end
end end
end end
end end
local function update_mob_spooder(mob, mob_index) local function update_mob_spooder(mob, mob_index)
resolve_frame_target_for_mob(mob)
resolve_frame_target_for_mob(mob, mob_index)
if mob.frame_target then if mob.frame_target then
-- do movement -- do movement
@ -216,7 +216,7 @@ local function update_mob_spooder(mob, mob_index)
mob.frame_target = false mob.frame_target = false
end end
else else
log('no target')
--log('no target')
end end
-- passive animation -- passive animation
@ -226,7 +226,7 @@ local function update_mob_spooder(mob, mob_index)
end end
local function update_mob_beeper(mob, mob_index) local function update_mob_beeper(mob, mob_index)
resolve_frame_target_for_mob(mob)
resolve_frame_target_for_mob(mob, mob_index)
if mob.frame_target then if mob.frame_target then
-- do movement -- do movement
@ -294,10 +294,9 @@ local function make_and_register_mob(mob_type)
return mob return mob
end end
local SPAWN_CHANCE = 25
function do_mob_spawning()
function do_mob_spawning(spawn_chance)
--if WIN:key_pressed"space" then --if WIN:key_pressed"space" then
if state.spawning and math.random(SPAWN_CHANCE) == 1 then
if state.spawning and math.random(spawn_chance) == 1 then
--if #MOBS < 1 then --if #MOBS < 1 then
make_and_register_mob(MOB_TYPE.BEEPER) make_and_register_mob(MOB_TYPE.BEEPER)
end end

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