Browse Source

pause menu

master
Nicholas Hayashi 4 years ago
parent
commit
78c891b80f
  1. BIN
      .DS_Store
  2. 1
      .gitignore
  3. 2
      color.lua
  4. 141
      main.lua
  5. BIN
      res/.DS_Store
  6. BIN
      res/tower_lighthouse.png
  7. BIN
      res/tower_moat.png
  8. BIN
      res/tower_redeye.png
  9. BIN
      res/tower_wall.png
  10. 38
      src/entity.lua
  11. 19
      src/grid.lua
  12. 116
      src/gui.lua
  13. 34
      src/mob.lua
  14. 26
      src/projectile.lua
  15. 106
      src/tower.lua

BIN
.DS_Store

1
.gitignore

@ -1,2 +1,3 @@
bin/
.DS_Store
log.txt

2
color.lua

@ -6,7 +6,7 @@ COLORS = {
-- tones
WHITE = vec4(0.8, 0.8, 0.7, 1),
BLACK = vec4(0, 0, 0.02, 1),
VERY_DARK_GRAY = vec4(45/255, 45/255, 35/255, 1),
VERY_DARK_GRAY = vec4(35/255, 35/255, 25/255, 1),
TRUE_BLACK = vec4(0, 0, 0, 1),
-- non-standard hues

141
main.lua

@ -5,6 +5,7 @@ math.random()
math.random()
math.random()
-- Globals
WIN = am.window{
width = 1920,
@ -14,7 +15,9 @@ WIN = am.window{
letterbox = true
}
-- assets/non-or-trivial code
STATE = {} -- @TODO move state in here
-- assets and/or trivial code
require "color"
require "sound"
require "texture"
@ -24,7 +27,7 @@ require "src/extra"
require "src/geometry"
require "src/hexyz"
require "src/grid"
WIN.clear_color = color_at(0)
require "src/gui"
require "src/mob"
require "src/projectile"
require "src/tower"
@ -36,6 +39,8 @@ PERF_STATS = false -- result of am.perf_stats() -- should be calle
WORLD = false -- root scene node of everything considered to be in the game world
-- aka non gui stuff
HEX_CURSOR = false
TIME = 0 -- runtime of the current game in seconds (not whole program runtime)
SCORE = 0 -- score of the player
STARTING_MONEY = 50
@ -89,6 +94,7 @@ local function game_action(scene)
do_entity_updates()
do_mob_spawning()
do_gui_updates()
if WIN:mouse_pressed"left" then
if hot and can_do_build(hex, tile, SELECTED_TOWER_TYPE) then
@ -96,23 +102,29 @@ local function game_action(scene)
end
end
--[[
if WIN:mouse_pressed"middle" then
WIN.scene"scale".scale2d = vec2(1)
WORLD"scale".scale2d = vec2(1)
else
local mwd = vec2(WIN:mouse_wheel_delta().y / 1000)
WIN.scene"scale".scale2d = WIN.scene"scale".scale2d + mwd
WIN.scene"scale".scale2d = WIN.scene"scale".scale2d + mwd
local mwd = vec2(WIN:mouse_wheel_delta().y / 500)
WORLD"scale".scale2d = WORLD"scale".scale2d + mwd
WORLD"scale".scale2d = WORLD"scale".scale2d + mwd
end
]]
if WIN:key_pressed"escape" then
WIN.scene"game".paused = true
WIN.scene:append(am.group{
am.rect(WIN.left, WIN.bottom, WIN.right, WIN.top, COLORS.TRANSPARENT),
am.scale(3) ^ am.text("Paused.\nEscape to Resume", COLORS.BLACK)
}:tag"pause_menu")
WIN.scene:action(function()
if WIN:key_pressed"escape" then
WIN.scene:remove"pause_menu"
WIN.scene"game".paused = false
return true
end
end)
--game_end()
elseif WIN:key_pressed"f1" then
TRDT = (TRDT + 1) % #table.keys(TRDTS)
@ -143,9 +155,9 @@ local function game_action(scene)
end
if tile and hot then
WIN.scene"hex_cursor".center = rounded_mouse
HEX_CURSOR.center = rounded_mouse
else
WIN.scene"hex_cursor".center = OFF_SCREEN
HEX_CURSOR.center = OFF_SCREEN
end
WIN.scene"score".text = string.format("SCORE: %.2f", SCORE)
@ -197,113 +209,22 @@ function game_end()
WIN.scene = am.group(am.scale(1) ^ game_scene())
end
function update_score(diff)
SCORE = SCORE + diff
end
function update_money(diff)
MONEY = MONEY + diff
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
function update_score(diff) SCORE = SCORE + diff end
function update_money(diff) MONEY = MONEY + diff end
local function toolbelt()
-- init the toolbelt
local toolbelt_height = hex_height(HEX_SIZE) * 2
local toolbelt = am.group{
am.translate(WIN.left + 10, WIN.bottom + toolbelt_height + 20)
^ am.text(get_tower_tooltip_text(SELECTED_TOWER_TYPE), "left", "bottom"):tag"tower_tooltip",
am.rect(WIN.left, WIN.bottom, WIN.right, WIN.bottom + toolbelt_height, COLORS.TRANSPARENT)
}:tag"toolbelt"
local padding = 15
local size = toolbelt_height - padding
local half_size = size/2
local offset = vec2(WIN.left + padding*3, WIN.bottom + padding/3)
local tab_button = am.translate(vec2(0, half_size) + offset) ^ am.group{
pack_texture_into_sprite(TEXTURES.WIDER_BUTTON1, 54, 32),
pack_texture_into_sprite(TEXTURES.TAB_ICON, 25, 25)
}
toolbelt:append(tab_button)
local tower_select_square = (
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"
toolbelt:append(tower_select_square)
-- fill in the other tower options
local tower_type_values = {
TOWER_TYPE.REDEYE,
TOWER_TYPE.LIGHTHOUSE,
TOWER_TYPE.WALL,
TOWER_TYPE.MOAT
}
local keys = { '1', '2', '3', '4', '5', '6', '7', '8', '9', '0', '-', '=' }
for i = 1, #keys do
if tower_type_values[i] then
toolbelt:append(
am.translate(vec2(size + padding, 0) * i + offset)
^ am.group{
am.translate(0, half_size)
^ pack_texture_into_sprite(TEXTURES.BUTTON1, size, size),
am.translate(0, half_size)
^ pack_texture_into_sprite(get_tower_texture(tower_type_values[i]), size, size),
am.translate(vec2(half_size))
^ am.group{
pack_texture_into_sprite(TEXTURES.BUTTON1, half_size, half_size),
am.scale(2)
^ am.text(keys[i], COLORS.BLACK)
}
}
)
else
toolbelt:append(
am.translate(vec2(size + padding, 0) * i + offset)
^ am.group{
am.translate(0, half_size)
^ pack_texture_into_sprite(TEXTURES.BUTTON1, size, size),
am.translate(vec2(half_size))
^ am.group{
pack_texture_into_sprite(TEXTURES.BUTTON1, half_size, half_size),
am.scale(2)
^ am.text(keys[i], COLORS.BLACK)
}
}
)
end
function draw_hex_cursor(map, color)
local group = am.group()
for _,h in pairs(map) do
group:append(am.circle(hex_to_pixel(h), HEX_SIZE, color, 6))
end
select_tower_type = function(tower_type)
SELECTED_TOWER_TYPE = tower_type
if TOWER_SPECS[SELECTED_TOWER_TYPE] then
WIN.scene"tower_tooltip".text = get_tower_tooltip_text(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 }))
WIN.scene:action(am.play(am.sfxr_synth(SOUNDS.SELECT1), false, 1, SFX_VOLUME))
end
end
return toolbelt
return group
end
-- @NOTE must be global to allow the game_action to reference it
function game_scene()
local score = am.translate(WIN.left + 10, WIN.top - 20) ^ am.text("", "left"):tag"score"
local money = am.translate(WIN.left + 10, WIN.top - 40) ^ am.text("", "left"):tag"money"
local coords = am.translate(WIN.right - 10, WIN.top - 20) ^ am.text("", "right", "top"):tag"coords"
local hex_cursor = am.circle(OFF_SCREEN, HEX_SIZE, COLORS.TRANSPARENT, 6):tag"hex_cursor"
HEX_CURSOR = am.circle(OFF_SCREEN, HEX_SIZE, COLORS.TRANSPARENT, 6):tag"hex_cursor"
local curtain = am.rect(WIN.left, WIN.bottom, WIN.right, WIN.top, COLORS.TRUE_BLACK)
curtain:action(coroutine.create(function()
@ -317,7 +238,7 @@ function game_scene()
local scene = am.group{
WORLD,
curtain,
hex_cursor,
HEX_CURSOR,
toolbelt(),
score,
money,
@ -330,6 +251,6 @@ function game_scene()
return scene
end
WIN.scene = am.group(am.scale(vec2(1)) ^ game_scene())
WIN.scene = am.group(game_scene())
noglobals()

BIN
res/.DS_Store

BIN
res/tower_lighthouse.png

Before

Width: 64  |  Height: 64  |  Size: 643 B

After

Width: 64  |  Height: 64  |  Size: 796 B

BIN
res/tower_moat.png

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Width: 137  |  Height: 137  |  Size: 1.8 KiB

After

Width: 137  |  Height: 137  |  Size: 1.4 KiB

BIN
res/tower_redeye.png

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Width: 64  |  Height: 64  |  Size: 640 B

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Width: 64  |  Height: 64  |  Size: 637 B

BIN
res/tower_wall.png

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Width: 100  |  Height: 88  |  Size: 2.0 KiB

After

Width: 126  |  Height: 131  |  Size: 1.4 KiB

38
src/entity.lua

@ -1,9 +1,5 @@
MOBS = {}
TOWERS = {}
PROJECTILES = {}
--[[
entity structure:
{
@ -12,6 +8,8 @@ entity structure:
position - vec2 - current pixel position of it's translate (forced parent) node
update - function - runs every frame with itself and its index as an argument
node - node - scene graph node
... - any - a bunch of other shit depending on what entity type it is
}
--]]
function make_basic_entity(hex, node, update, position)
@ -51,34 +49,14 @@ function delete_entity(t, index)
end
function delete_all_entities()
for mob_index,mob in pairs(MOBS) do
if mob then delete_entity(MOBS, mob_index) end
end
for tower_index,tower in pairs(TOWERS) do
if tower then delete_entity(TOWERS, tower_index) end
end
for projectile_index,projectile in pairs(PROJECTILES) do
if projectile then delete_entity(PROJECTILES, projectile_index) end
end
delete_all_mobs()
delete_all_towers()
delete_all_projetiles()
end
function do_entity_updates()
--if WIN:key_down"space" then
for mob_index,mob in pairs(MOBS) do
if mob and mob.update then
mob.update(mob, mob_index)
end
end
for tower_index,tower in pairs(TOWERS) do
if tower and tower.update then
tower.update(tower, tower_index)
end
end
for projectile_index,projectile in pairs(PROJECTILES) do
if projectile and projectile.update then
projectile.update(projectile, projectile_index)
end
end
--end
do_mob_updates()
do_tower_updates()
do_projectile_updates()
end

19
src/grid.lua

@ -7,8 +7,8 @@ HEX_PIXEL_WIDTH = hex_width(HEX_SIZE, ORIENTATION.FLAT)
HEX_PIXEL_HEIGHT = hex_height(HEX_SIZE, ORIENTATION.FLAT)
HEX_PIXEL_DIMENSIONS = vec2(HEX_PIXEL_WIDTH, HEX_PIXEL_HEIGHT)
-- with 1920x1080, this is the minimal dimensions to cover the screen (65x33)
-- @NOTE added 2 cell padding, because we terraform the very outer edge and it looks ugly
-- with 1920x1080, the minimal dimensions to cover the screen is 65x33
-- added 2 cell padding, because we terraform the very outer edge and it looks ugly, so hide it
-- odd numbers are important because we want a 'true' center
HEX_GRID_WIDTH = 67
HEX_GRID_HEIGHT = 35
@ -91,14 +91,9 @@ function grid_cost(map, from, to)
end
function generate_and_apply_flow_field(map, start, world)
local flow
if false then
flow = flow_field(map, start, world)
else
flow = dijkstra(map, start, nil, grid_cost)
end
local flow = dijkstra(map, start, nil, grid_cost)
local flow_field_hidden = world and world"flow_field" and world"flow_field".hidden
local flow_field_hidden = world and world"flow_field" and world"flow_field".hidden or true
if world and world"flow_field" then
world:remove"flow_field"
end
@ -112,8 +107,7 @@ function generate_and_apply_flow_field(map, start, world)
overlay_group:append(am.translate(hex_to_pixel(vec2(i, j)))
^ am.text(string.format("%.1f", f.priority * 10)))
else
-- should fire exactly once per goal hex
-- log('no priority')
-- should fire exactly once
end
end
end
@ -134,6 +128,7 @@ function random_map(seed)
-- the world's appearance relies largely on a backdrop which can be scaled in
-- tone to give the appearance of light or darkness
-- @NOTE replace this with a shader program
local neg_mask = am.rect(0, 0, HEX_GRID_PIXEL_WIDTH, HEX_GRID_PIXEL_HEIGHT, COLORS.TRUE_BLACK):tag"negative_mask"
local world = am.group(neg_mask):tag"world"
@ -180,7 +175,7 @@ function random_map(seed)
getmetatable(map).__index.neighbours = function(hex)
return table.filter(hex_neighbours(hex), function(_hex)
local tile = map.get(_hex.x, _hex.y)
return tile and tile.elevation > -0.5 and tile.elevation <= 0.5
return tile and tile_is_medium_elevation(tile)
end)
end

116
src/gui.lua

@ -12,8 +12,8 @@ function set_hot(id)
if not active then hot = { id = id } end
end
function register_button_widget(id, rect)
register_widget(id, function()
function register_button_widget(id, rect, onclick)
register_widget(id, function(i)
local click = false
if active and active.id == id then
@ -27,23 +27,107 @@ function register_button_widget(id, rect)
if point_in_rect(WIN:mouse_position(), rect) then set_hot(id) end
return click
if click then onclick() end
end)
end
function make_button_widget(id, position, dimensions, text)
local rect = am.rect(
-dimensions.x/2,
dimensions.y/2,
dimensions.x/2,
-dimensions.y/2,
vec4(1, 0, 0, 1)
)
function do_gui_updates()
for i,w in pairs(widgets) do
w.poll(i)
end
end
register_button_widget(id, rect)
return am.group{
rect,
am.text(text)
}:tag(id)
local 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
function toolbelt()
local function button(size, half_size, tower_texture, padding, i, offset, key_name)
local x1 = (size + padding) * i + offset.x
local y1 = offset.y
local x2 = (size + padding) * i + offset.x + size
local y2 = offset.y + size
register_button_widget("toolbelt_tower_button" .. i, am.rect(x1, y1, x2, y2), function() select_tower_type(i) end)
return am.translate(vec2(size + padding, 0) * i + offset)
^ am.group{
am.translate(0, half_size)
^ pack_texture_into_sprite(TEXTURES.BUTTON1, size, size),
am.translate(0, half_size)
^ pack_texture_into_sprite(tower_texture, size, size),
am.translate(vec2(half_size))
^ am.group{
pack_texture_into_sprite(TEXTURES.BUTTON1, half_size, half_size),
am.scale(2)
^ am.text(key_name, COLORS.BLACK)
}
}
end
-- init the toolbelt
local toolbelt_height = hex_height(HEX_SIZE) * 2
local toolbelt = am.group{
am.translate(WIN.left + 10, WIN.bottom + toolbelt_height + 20)
^ am.text(get_tower_tooltip_text(SELECTED_TOWER_TYPE), "left", "bottom"):tag"tower_tooltip",
am.rect(WIN.left, WIN.bottom, WIN.right, WIN.bottom + toolbelt_height, COLORS.TRANSPARENT)
}:tag"toolbelt"
local padding = 15
local size = toolbelt_height - padding
local half_size = size/2
local offset = vec2(WIN.left + padding*3, WIN.bottom + padding/3)
local tab_button = am.translate(vec2(0, half_size) + offset) ^ am.group{
pack_texture_into_sprite(TEXTURES.WIDER_BUTTON1, 54, 32),
pack_texture_into_sprite(TEXTURES.TAB_ICON, 25, 25)
}
toolbelt:append(tab_button)
local tower_select_square = (
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"
toolbelt:append(tower_select_square)
-- fill in the other tower options
local tower_type_values = {
TOWER_TYPE.REDEYE,
TOWER_TYPE.LIGHTHOUSE,
TOWER_TYPE.WALL,
TOWER_TYPE.MOAT
}
local keys = { '1', '2', '3', '4', '5', '6', '7', '8', '9', '0', '-', '=' }
for i = 1, #keys do
toolbelt:append(
button(
size,
half_size,
get_tower_texture(tower_type_values[i]),
padding,
i,
offset,
keys[i]
)
)
end
select_tower_type = function(tower_type)
SELECTED_TOWER_TYPE = tower_type
if TOWER_SPECS[SELECTED_TOWER_TYPE] then
WIN.scene"tower_tooltip".text = get_tower_tooltip_text(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 }))
WIN.scene:action(am.play(am.sfxr_synth(SOUNDS.SELECT1), false, 1, SFX_VOLUME))
end
end
return toolbelt
end

34
src/mob.lua

@ -1,14 +1,6 @@
--[[
mob(entity) structure:
{
path - 2d table - map of hexes to other hexes, forms a path
speed - number - multiplier on distance travelled per frame, up to the update function to use correctly
bounty - number - score bonus you get when this mob is killed
hurtbox_radius - number -
}
--]]
MOBS = {}
MAX_MOB_SIZE = hex_height(HEX_SIZE, ORIENTATION.FLAT) / 2
MOB_SIZE = MAX_MOB_SIZE
@ -33,7 +25,7 @@ end
-- check if a the tile at |hex| is passable by |mob|
function mob_can_pass_through(mob, hex)
local tile = HEX_MAP.get(hex.x, hex.y)
return tile and tile.elevation <= 0.5 and tile.elevation > -0.5
return tile and tile_is_medium_elevation(tile)
end
function mob_die(mob, mob_index)
@ -143,12 +135,6 @@ local function update_mob(mob, mob_index)
if mob.frame_target and mob.frame_target == last_frame_hex then
--log('backpedaling')
-- backpedaling or failing to find anywhere to go, run Astar and hope it works
--local made_it
--mob.path, made_it = Astar(HEX_MAP, mob.hex, HEX_GRID_CENTER, grid_heuristic, grid_cost)
--if not made_it then
-- log('stuck!')
--end
end
-- do movement
@ -187,7 +173,7 @@ local function make_and_register_mob(mob_type)
register_entity(MOBS, mob)
end
local SPAWN_CHANCE = 25
local SPAWN_CHANCE = 45
function do_mob_spawning()
--if WIN:key_pressed"space" then
if math.random(SPAWN_CHANCE) == 1 then
@ -196,3 +182,17 @@ function do_mob_spawning()
end
end
function delete_all_mobs()
for mob_index,mob in pairs(MOBS) do
if mob then delete_entity(MOBS, mob_index) end
end
end
function do_mob_updates()
for mob_index,mob in pairs(MOBS) do
if mob and mob.update then
mob.update(mob, mob_index)
end
end
end

26
src/projectile.lua

@ -1,16 +1,8 @@
--[[
bullet/projectile(entity) structure
{
vector - vec2 - normalized vector of the current direction of this projectile
velocity - number - multplier on distance travelled per frame
damage - number - guess
hitbox_radius - number - hitboxes are circles
}
--]]
PROJECTILES = {}
function update_projectile(projectile, projectile_index)
local function update_projectile(projectile, projectile_index)
projectile.position = projectile.position + projectile.vector * projectile.velocity
projectile.node.position2d = projectile.position
projectile.hex = pixel_to_hex(projectile.position)
@ -80,3 +72,17 @@ function make_and_register_projectile(hex, vector, velocity, damage, hitbox_radi
register_entity(PROJECTILES, projectile)
end
function delete_all_projectiles()
for projectile_index,projectile in pairs(PROJECTILES) do
if projectile then delete_entity(PROJECTILES, projectile_index) end
end
end
function do_projectile_updates()
for projectile_index,projectile in pairs(PROJECTILES) do
if projectile and projectile.update then
projectile.update(projectile, projectile_index)
end
end
end

106
src/tower.lua

@ -1,5 +1,7 @@
TOWERS = {}
TOWER_TYPE = {
REDEYE = 1,
LIGHTHOUSE = 2,
@ -72,6 +74,34 @@ local function make_tower_sprite(tower_type)
return pack_texture_into_sprite(get_tower_texture(tower_type), HEX_PIXEL_WIDTH, HEX_PIXEL_HEIGHT)
end
local function make_tower_node(tower_type)
if tower_type == TOWER_TYPE.REDEYE then
return make_tower_sprite(tower_type)
elseif tower_type == TOWER_TYPE.LIGHTHOUSE then
return am.group(
make_tower_sprite(tower_type)
)
elseif tower_type == TOWER_TYPE.WALL then
return am.circle(vec2(0), HEX_SIZE, COLORS.VERY_DARK_GRAY, 6)
elseif tower_type == TOWER_TYPE.MOAT then
return am.circle(vec2(0), HEX_SIZE, (COLORS.WATER){a=1}, 6)
end
end
function towers_on_hex(hex)
local t = {}
for tower_index,tower in pairs(TOWERS) do
if tower and tower.hex == hex then
table.insert(t, tower_index, tower)
end
end
return t
end
function tower_on_hex(hex)
return table.find(TOWERS, function(tower)
return tower.hex == hex
@ -81,9 +111,24 @@ end
function tower_is_buildable_on(hex, tile, tower_type)
if hex == HEX_GRID_CENTER then return false end
local blocked = tower_on_hex(hex) or #mobs_on_hex(hex) ~= 0
local blocking_towers = towers_on_hex(hex)
local blocking_mobs = mobs_on_hex(hex)
local towers_blocking = #blocking_towers ~= 0
local mobs_blocking = #blocking_mobs ~= 0
local blocked = mobs_blocking or towers_blocking
if tower_type == TOWER_TYPE.REDEYE then
if not mobs_blocking and towers_blocking then
blocked = false
for _,tower in pairs(TOWERS) do
if tower.type ~= TOWER_TYPE.WALL then
blocked = true
break
end
end
end
return not blocked and tile.elevation > 0.5
elseif tower_type == TOWER_TYPE.LIGHTHOUSE then
@ -96,13 +141,13 @@ function tower_is_buildable_on(hex, tile, tower_type)
break
end
end
return not blocked and tile.elevation <= 0.5 and tile.elevation > -0.5 and has_water_neighbour
return not blocked and tile_is_medium_elevation(tile) and has_water_neighbour
elseif tower_type == TOWER_TYPE.WALL then
return not blocked and tile.elevation <= 0.5 and tile.elevation > -0.5
return not blocked and tile_is_medium_elevation(tile)
elseif tower_type == TOWER_TYPE.MOAT then
return not blocked and tile.elevation <= 0.5 and tile.elevation > -0.5
return not blocked and tile_is_medium_elevation(tile)
end
end
@ -158,10 +203,11 @@ end
function make_and_register_tower(hex, tower_type)
local tower = make_basic_entity(
hex,
make_tower_sprite(tower_type),
make_tower_node(tower_type),
get_tower_update_function(tower_type)
)
local need_to_regen_flow_field = true
tower.type = tower_type
if tower_type == TOWER_TYPE.REDEYE then
tower.range = 7
@ -171,18 +217,46 @@ function make_and_register_tower(hex, tower_type)
HEX_MAP[hex.x][hex.y].elevation = 2
elseif tower_type == TOWER_TYPE.LIGHTHOUSE then
tower.range = 4
tower.range = 5
tower.perimeter = ring_map(tower.hex, tower.range)
--[[
tower.node:append(
am.particles2d{
source_pos = vec2(0, 12),
source_pos_var = vec2(2),
start_size = 1,
start_size_var = 1,
end_size = 1,
end_size_var = 1,
angle = 0,
angle_var = math.pi,
speed = 1,
speed_var = 2,
life = 10,
life_var = 1,
start_color = COLORS.WHITE,
start_color_var = vec4(0.1, 0.1, 0.1, 1),
end_color = COLORS.SUNRAY,
end_color_var = vec4(0.1),
emission_rate = 4,
start_particles = 4,
max_particles = 200
}
)
]]
-- @HACK
need_to_regen_flow_field = false
elseif tower_type == TOWER_TYPE.WALL then
HEX_MAP[hex.x][hex.y].elevation = 1
elseif tower_type == TOWER_TYPE.MOAT then
HEX_MAP[hex.x][hex.y].elevation = 0
HEX_MAP[hex.x][hex.y].elevation = -1
end
generate_and_apply_flow_field(HEX_MAP, HEX_GRID_CENTER, WORLD)
if need_to_regen_flow_field then
generate_and_apply_flow_field(HEX_MAP, HEX_GRID_CENTER, WORLD)
end
register_entity(TOWERS, tower)
end
@ -193,3 +267,17 @@ function build_tower(hex, tower_type)
vplay_sfx(SOUNDS.EXPLOSION4)
end
function delete_all_towers()
for tower_index,tower in pairs(TOWERS) do
if tower then delete_entity(TOWERS, tower_index) end
end
end
function do_tower_updates()
for tower_index,tower in pairs(TOWERS) do
if tower and tower.update then
tower.update(tower, tower_index)
end
end
end
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