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@ -2,30 +2,30 @@ |
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require"hexyz" |
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math.randomseed(os.time()); math.random(); math.random(); math.random() |
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--[[============================================================================ |
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function explosion(position, size, color, color_var, sound) end |
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]] |
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-- |
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win = am.window |
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{ -- Base Resolution = 3/4 * WXGA standard 16:10 |
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width = 1280 * 3/4, height = 800 * 3/4, -- 960px -- 600px |
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} |
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bias = "right" |
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state = { |
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score = 0, |
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{ -- Base Resolution = 3/4 * WXGA standard 16:10 -- 960px, 600px |
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width = 1280 * 3/4, height = 800 * 3/4, |
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clear_color = vec4(0.08, 0.08, 0.11, 1) |
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} |
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local map |
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local world |
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local home |
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local home_node |
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local spawn_chance = 25 |
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--[[============================================================================ |
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]] |
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-- ensure home-base is somewhat of an open area. |
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function find_home(preferred_radius) |
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home = spiral_map(vec2(23, 4), preferred_radius or 2) |
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home_node = am.group() |
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local home_node = am.group() |
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repeat |
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local happy = true |
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@ -42,7 +42,7 @@ function find_home(preferred_radius) |
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home_node = am.group() |
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else |
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local center = hex_to_pixel(h, vec2(11)) |
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local center = hex_to_pixel(h) |
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local color = vec4(1, 0, 0.5, 1) |
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local node = am.circle(center, 4, color, 4) |
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home_node:append(node) |
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@ -55,26 +55,25 @@ end |
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-- map elevation to appropriate tile color. |
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function color_at(elevation) |
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if elevation < -0.5 then -- Lowest Elevation : Impassable |
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if elevation < -0.5 then -- lowest elevation : impassable |
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return vec4(0.10, 0.30, 0.40, (elevation + 1.4) / 2 + 0.2) |
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elseif elevation < 0 then -- Med-Low Elevation : Passable |
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elseif elevation < 0 then -- med-low elevation : passable |
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return vec4(0.10, 0.25, 0.10, (elevation + 1.8) / 2 + 0.2) |
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elseif elevation < 0.5 then -- Med-High Elevation : Passable |
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elseif elevation < 0.5 then -- med-high elevation : passable |
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return vec4(0.25, 0.20, 0.10, (elevation + 1.6) / 2 + 0.2) |
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elseif elevation < 1 then -- Highest Elevation : Impassable |
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elseif elevation < 1 then -- highest elevation : impassable |
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return vec4(0.15, 0.30, 0.20, (elevation + 1.0) / 2 + 0.2) |
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else |
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return vec4(0.6) |
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end |
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end |
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function cartograph() |
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map = rectangular_map(46, 33); math.randomseed(map.seed) |
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world = am.translate(vec2(-278, -318)) ^ am.group():tag"world" |
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-- |
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function random_map(seed) |
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map = rectangular_map(46, 33, seed); math.randomseed(map.seed) |
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local world = am.translate(vec2(-278, -318)) ^ am.group():tag"world" |
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for i,_ in pairs(map) do |
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for j,elevation in pairs(map[i]) do |
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@ -85,25 +84,24 @@ function cartograph() |
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((-off.y - 16.5) / 32) ^ 2)) |
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local color = color_at(elevation) - mask |
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local node = am.circle(hex_to_pixel(vec2(i, j), vec2(11)), 11, vec4(0), 6) |
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:action(am.tween(1, {color=color}, am.ease.out(am.ease.hyperbola))) |
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local node = am.circle(hex_to_pixel(vec2(i, j)), 11, vec4(0), 6) |
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:action(am.tween(2, {color=color}, am.ease.out(am.ease.hyperbola))) |
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world:append(node) |
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end |
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end |
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world:append(find_home()) |
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world:append(find_home(2)) |
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world:action(spawner) |
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return world |
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return world:tag"world" |
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end |
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-- determines when, where, and how often to spawn mobs. |
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function spawner(world) |
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if math.random(25) == 1 then -- chance to spawn |
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if math.random(spawn_chance) == 1 then -- chance to spawn |
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local spawn_position |
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repeat |
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-- ensure we spawn on an random tile along the map's edges |
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local x, y = math.random(46), math.random(33) |
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local x,y = math.random(46), math.random(33) |
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if math.random() < 0.5 then |
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x = math.random(0, 1) * 46 |
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else |
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@ -115,13 +113,7 @@ function spawner(world) |
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local e = map[spawn_position.x][spawn_position.y] |
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until e and e < 0.5 and e > -0.5 |
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local mob |
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if bias == "right" then |
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mob = am.translate(-278, -318) ^ am.circle(hex_to_pixel(spawn_position, vec2(11)), 4) |
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elseif bias == "left" then |
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mob = am.translate(-480, -318) ^ am.circle(hex_to_pixel(spawn_position, vec2(11)), 4) |
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end |
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local mob = am.translate(-278, -318) ^ am.circle(hex_to_pixel(spawn_position), 4) |
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world:append(mob"circle":action(coroutine.create(live))) |
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end |
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end |
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@ -131,11 +123,12 @@ end |
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function live(mob) |
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local dead = false |
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local visited = {}; visited[mob.center] = true |
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local visited = {} |
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visited[mob.center.x] = {}; visited[mob.center.x][mob.center.y] = true |
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-- begin life |
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repeat |
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local neighbours = hex_neighbours(pixel_to_hex(mob.center, vec2(11))) |
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local neighbours = hex_neighbours(pixel_to_hex(mob.center)) |
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local candidates = {} |
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-- get list of candidates: hex positions to consider moving to. |
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@ -147,7 +140,11 @@ function live(mob) |
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end |
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if e and e < 0.5 and e > -0.5 then |
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if not hash_retrieve(visited, h) then |
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if visited[h.x] then |
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if not visited[h.x][h.y] then |
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table.insert(candidates, h) |
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end |
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else |
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table.insert(candidates, h) |
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end |
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end |
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@ -165,62 +162,134 @@ function live(mob) |
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end -- bug |
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local speed = map[move.x][move.y] ^ 2 + 0.5 |
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am.wait(am.tween(mob, speed, {center=hex_to_pixel(move, vec2(11))})) |
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visited[move] = true |
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am.wait(am.tween(mob, speed, {center=hex_to_pixel(move)})) |
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visited[move.x] = {}; visited[move.x][move.y] = true |
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if move == home.center then dead = true end |
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until dead |
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explosion(mob.center) |
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win.scene:remove(mob) |
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end |
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-- |
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function init() |
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local score = am.translate(-264, 290) ^ am.text("0", "left"):tag"score" |
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local coords = am.translate(440, 290) ^ am.text():tag"coords" |
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local bg = am.rect(win.left, win.top, win.right, win.bottom, vec4(0.12, 0.3, 0.3, 1)):tag"curtain" |
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-- -480, 300, -268, -300 |
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main_scene = am.group |
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{ |
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cartograph(), |
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bg, |
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score, |
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coords, |
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} |
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main_scene:append(am.circle(home.center, 11, vec4(0.4), 6):tag"selected") |
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function main_action(scene) |
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-- POLL MOUSE |
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function poll_mouse() |
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if win:mouse_position().x > -268 then -- mouse is inside game map |
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-- get info about mouse position |
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local hex = pixel_to_hex(win:mouse_position() - vec2(-278, -318), vec2(11)) |
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local hex = pixel_to_hex(win:mouse_position() - vec2(-278, -318)) |
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local off = hex_to_offset(hex) |
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-- check if cursor location outside of map bounds |
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if map[hex.x] == nil or map[hex.x][hex.y] == nil or off.x <= 1 or -off.y <= 1 or off.x >= 46 or -off.y >= 32 then |
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scene"coords".text = "" |
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if off.x <= 1 or -off.y <= 1 or off.x >= 46 or -off.y >= 32 then |
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win.scene"coords".text = "" |
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else |
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-- check if mouse clicked |
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if win:mouse_down"left" then |
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if win:mouse_down"left" then -- check if mouse clicked |
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if map[hex.x][hex.y] <= -0.5 or map[hex.x][hex.y] >= 0.5 then |
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else |
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map[hex.x][hex.y] = 2 |
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world:append(am.circle(hex_to_pixel(hex, vec2(11)), 11, vec4(0.2, 0.2, 0.2, 1), 6)) |
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win.scene"world":append(am.circle(hex_to_pixel(hex), 11, vec4(0, 0, 0, 1), 6)) |
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end |
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end |
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scene"coords".text = string.format("%d,%d", off.x, -off.y) |
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scene"selected".center = hex_to_pixel(hex, vec2(11)) + vec2(-278, -318) |
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win.scene"coords".text = string.format("%2d,%2d", off.x, -off.y) |
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win.scene"selected".center = hex_to_pixel(hex) + vec2(-278, -318) |
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end |
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else -- mouse is over background bar, (or outside window!!!!) |
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if win:key_pressed"escape" then |
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init() |
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end |
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scene"score".text = string.format("SCORE: %.2f", am.current_time() + state.score) |
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end |
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main_scene:action(am.series |
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end |
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-- |
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function update_score() |
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win.scene"score".text = string.format("SCORE: %.2f", am.current_time()) |
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end |
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function update_mobs() |
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end |
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-- |
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function button(x, y) |
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local color = (x + y) % 2 == 0 and vec4(0.4, 0.4, 0.5, 1) or vec4(0.5, 0.4, 0.4, 1) |
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return am.translate(x * 80, y * 80) ^ am.rect(-40, 40, 40, -40, color) |
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end |
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-- GAME INITIALIZATION FUNCTION |
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function game_init() |
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local score = am.translate(-264, 290) ^ am.text("", "left"):tag"score" |
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local coords = am.translate(440, 290) ^ am.text(""):tag"coords" |
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local selected = am.circle(vec2(win.left, win.top), 11, vec4(0.4), 6):tag"selected" |
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local bg = am.rect(win.left, win.top, win.right, win.bottom, vec4(0.12, 0.3, 0.3, 1)):tag"curtain" |
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local buttons = am.translate(-500, -300) ^ am.group() |
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for i = 1, 2 do |
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for j = 1, 6 do |
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buttons:append(button(i, j)) |
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end |
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end |
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local main_scene = am.group{random_map(9), bg, buttons, score, coords, selected} |
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:action(am.series |
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{ |
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am.tween(bg, 1, {x2 = -268}, am.ease.bounce), |
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main_action |
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am.tween(bg, 0.8, {x2 = -268}, am.ease.bounce), -- INTRO TRANSITION |
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function(scene) -- MAIN ACTION |
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update_score() |
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-- update mobs |
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-- update towers |
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-- update environment |
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poll_mouse() -- check if player did anything |
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end |
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}) |
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win.scene = main_scene |
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end |
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-- TITLE SCREEN |
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function init() |
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local map = hexagonal_map(15, 9) |
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local backdrop = am.group() |
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for i,_ in pairs(map) do |
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for j,e in pairs(map[i]) do |
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backdrop:append(am.circle(hex_to_pixel(vec2(i, j)), 11, color_at(e), 6)) |
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end |
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end |
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local title_text = am.group |
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{ |
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am.translate(0, 200) ^ am.scale(5) ^ am.text("hexyz", vec4(0.8, 0.8, 0.7, 1), "right"), |
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am.translate(0, 130) ^ am.scale(4) ^ am.text("a tower defense", vec4(0.8, 0.8, 0.7, 1)), |
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am.circle(vec2(0), 100, vec4(0.6), 6):tag"b", am.scale(4) ^ am.text("START", vec4(0, 0, 0, 1)) |
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} |
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win.scene = am.group |
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{ |
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backdrop, |
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title_text |
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} |
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:action(function(s) |
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local mouse = win:mouse_position() |
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if math.length(mouse) < 100 then |
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s"b":action(am.series |
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{ |
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am.tween(0.1, {color = vec4(0.8, 0.8, 0.7, 1)}), |
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am.tween(0.1, {color = vec4(0.6)}) |
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}) |
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if win:mouse_pressed"left" then |
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game_init() |
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end |
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end |
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end) |
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end |
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init() |
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noglobals() |
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