Browse Source

add configs, make howitzer chonky

master
Nicholas Hayashi 4 years ago
parent
commit
95b02cda61
  1. 30
      main.lua
  2. 5
      sound.lua
  3. 131
      src/game.lua
  4. 10
      src/grid.lua
  5. 2
      src/mob.lua
  6. 18
      src/projectile.lua
  7. 4
      src/tower.lua

30
main.lua

@ -1,5 +1,13 @@
settings = am.load_state("settings", "json") or {
fullscreen = true,
window_width = 1920,
window_height = 1080,
music_volume = 0.1,
sfx_volume = 0.1,
}
math.randomseed(os.time()) math.randomseed(os.time())
math.random() math.random()
math.random() math.random()
@ -7,19 +15,15 @@ math.random()
math.random() math.random()
do do
local width, height, title = 1920, 1080, "hexyz"
WIN = am.window{
width = width,
height = height,
title = title,
win = am.window{
width = settings.window_width,
height = settings.window_height,
title = "hexyz",
mode = settings.fullscreen and "fullscreen" or "windowed",
highdpi = true, highdpi = true,
letterbox = true, letterbox = true,
--mode = "fullscreen",
--projection = projection
resizable = true, -- user should probably set their resolution instead of resizing the window, but hey.
} }
OFF_SCREEN = vec2(width * 2, 0) -- arbitrary location garunteed to be offscreen
end end
-- assets and/or trivial code -- assets and/or trivial code
@ -37,14 +41,10 @@ require "src/mob"
require "src/projectile" require "src/projectile"
require "src/tower" require "src/tower"
-- global audio settings
MUSIC_VOLUME = 0.1
SFX_VOLUME = 0.1
function main_action() end function main_action() end
function main_scene() end function main_scene() end
WIN.scene = am.group()
win.scene = am.group()
game_init() game_init()
noglobals() noglobals()

5
sound.lua

@ -1,4 +1,5 @@
SOUNDS = { SOUNDS = {
-- sfxr_synth seeds -- sfxr_synth seeds
EXPLOSION1 = 49179102, -- this slowed sounds metal as fuck EXPLOSION1 = 49179102, -- this slowed sounds metal as fuck
@ -27,10 +28,10 @@ SOUNDS = {
-- play sound effect with variable pitch -- play sound effect with variable pitch
function vplay_sfx(sound, pitch_range) function vplay_sfx(sound, pitch_range)
local pitch = (math.random() + 0.5)/(pitch_range and 1/pitch_range or 2) local pitch = (math.random() + 0.5)/(pitch_range and 1/pitch_range or 2)
WIN.scene:action(am.play(sound, false, pitch, SFX_VOLUME))
win.scene:action(am.play(sound, false, pitch, settings.sfx_volume))
end end
function play_sfx(sound) function play_sfx(sound)
WIN.scene:action(am.play(sound, false, 1, SFX_VOLUME))
win.scene:action(am.play(sound, false, 1, settings.sfx_volume))
end end

131
src/game.lua

@ -28,12 +28,12 @@ local function get_initial_game_state(seed)
local map, world = random_map() local map, world = random_map()
return { return {
map = map, -- map of hex coords map[x][y] to some stuff at that location
map = map, -- map of hex coords map[x][y] to a 'tile'
world = world, -- the root scene graph node for the game 'world' world = world, -- the root scene graph node for the game 'world'
ui = nil, -- unused, root scene graph node for the 'ui' stuff ui = nil, -- unused, root scene graph node for the 'ui' stuff
perf = {}, -- result of call to am.perf_stats, called every frame perf = {}, -- result of call to am.perf_stats, called every frame
time = 0, -- real time since game started in seconds
time = 0, -- real time since the *current* game started in seconds
score = 0, -- current game score score = 0, -- current game score
money = STARTING_MONEY, -- current money money = STARTING_MONEY, -- current money
@ -44,7 +44,7 @@ local function get_initial_game_state(seed)
spawn_chance = 55, spawn_chance = 55,
selected_tower_type = false, selected_tower_type = false,
selected_toolbelt_button = 9,
selected_toolbelt_button = false,
selected_top_right_display_type = TRDTS.SEED, selected_top_right_display_type = TRDTS.SEED,
} }
end end
@ -84,11 +84,11 @@ local function get_top_right_display_text(hex, evenq, centered_evenq, display_ty
end end
function alert(message) function alert(message)
WIN.scene:append(
win.scene:append(
am.scale(3) ^ am.text(message) am.scale(3) ^ am.text(message)
:action(coroutine.create(function(self) :action(coroutine.create(function(self)
am.wait(am.tween(self, 1, { color = vec4(0) })) am.wait(am.tween(self, 1, { color = vec4(0) }))
WIN.scene:remove(self)
win.scene:remove(self)
end)) end))
) )
end end
@ -111,10 +111,10 @@ function do_day_night_cycle()
end end
local function game_pause() local function game_pause()
WIN.scene("game").paused = true
win.scene("game").paused = true
WIN.scene("game"):append(am.group{
am.rect(WIN.left, WIN.bottom, WIN.right, WIN.top, COLORS.TRANSPARENT),
win.scene("game"):append(am.group{
am.rect(win.left, win.bottom, win.right, win.top, COLORS.TRANSPARENT),
am.scale(2) am.scale(2)
^ am.text(string.format( ^ am.text(string.format(
"Paused.\nSeed: %d\nEscape to Resume\nf4 to start a new game", state.map.seed "Paused.\nSeed: %d\nEscape to Resume\nf4 to start a new game", state.map.seed
@ -122,13 +122,13 @@ local function game_pause()
} }
:tag"pause_menu") :tag"pause_menu")
WIN.scene:action(function()
if WIN:key_pressed("escape") then
WIN.scene:remove("pause_menu")
WIN.scene("game").paused = false
win.scene:action(function()
if win:key_pressed("escape") then
win.scene:remove("pause_menu")
win.scene("game").paused = false
return true return true
elseif WIN:key_pressed("f4") then
elseif win:key_pressed("f4") then
game_end() game_end()
return true return true
end end
@ -165,7 +165,7 @@ local function game_action(scene)
end end
end end
local mouse = WIN:mouse_position()
local mouse = win:mouse_position()
local hex = pixel_to_hex(mouse - WORLDSPACE_COORDINATE_OFFSET, vec2(HEX_SIZE)) local hex = pixel_to_hex(mouse - WORLDSPACE_COORDINATE_OFFSET, vec2(HEX_SIZE))
local rounded_mouse = hex_to_pixel(hex, vec2(HEX_SIZE)) + WORLDSPACE_COORDINATE_OFFSET local rounded_mouse = hex_to_pixel(hex, vec2(HEX_SIZE)) + WORLDSPACE_COORDINATE_OFFSET
local evenq = hex_to_evenq(hex) local evenq = hex_to_evenq(hex)
@ -177,21 +177,21 @@ local function game_action(scene)
local buildable = tower_type_is_buildable_on(hex, tile, state.selected_tower_type) local buildable = tower_type_is_buildable_on(hex, tile, state.selected_tower_type)
local firable = false local firable = false
if WIN:mouse_pressed"left" then
if win:mouse_pressed"left" then
if interactable then if interactable then
if buildable then if buildable then
local broken, flow_field = building_tower_breaks_flow_field(state.selected_tower_type, hex) local broken, flow_field = building_tower_breaks_flow_field(state.selected_tower_type, hex)
local cost = get_tower_cost(state.selected_tower_type) local cost = get_tower_cost(state.selected_tower_type)
if broken then if broken then
local node = WIN.scene("cursor"):child(2)
local node = win.scene("cursor"):child(2)
node.color = COLORS.CLARET node.color = COLORS.CLARET
node:action(am.tween(0.1, { color = COLORS.TRANSPARENT })) node:action(am.tween(0.1, { color = COLORS.TRANSPARENT }))
play_sfx(SOUNDS.BIRD2) play_sfx(SOUNDS.BIRD2)
alert("breaks flow field") alert("breaks flow field")
elseif cost > state.money then elseif cost > state.money then
local node = WIN.scene("cursor"):child(2)
local node = win.scene("cursor"):child(2)
node.color = COLORS.CLARET node.color = COLORS.CLARET
node:action(am.tween(0.1, { color = COLORS.TRANSPARENT })) node:action(am.tween(0.1, { color = COLORS.TRANSPARENT }))
play_sfx(SOUNDS.BIRD2) play_sfx(SOUNDS.BIRD2)
@ -209,41 +209,41 @@ local function game_action(scene)
end end
end end
if WIN:mouse_pressed"middle" then
WIN.scene("world_scale").scale2d = vec2(1)
if win:mouse_pressed"middle" then
win.scene("world_scale").scale2d = vec2(1)
elseif WIN:key_down"lctrl" then
local mwd = WIN:mouse_wheel_delta()
WIN.scene("world_scale").scale2d = WIN.scene("world_scale").scale2d + vec2(mwd.y) / 100
elseif win:key_down"lctrl" then
local mwd = win:mouse_wheel_delta()
win.scene("world_scale").scale2d = win.scene("world_scale").scale2d + vec2(mwd.y) / 100
end end
if WIN:key_pressed"escape" then
if win:key_pressed"escape" then
game_pause() game_pause()
elseif WIN:key_pressed"f1" then
elseif win:key_pressed"f1" then
state.selected_top_right_display_type = (state.selected_top_right_display_type + 1) % #table.keys(TRDTS) state.selected_top_right_display_type = (state.selected_top_right_display_type + 1) % #table.keys(TRDTS)
elseif WIN:key_pressed"f2" then
elseif win:key_pressed"f2" then
state.world"flow_field".hidden = not state.world"flow_field".hidden state.world"flow_field".hidden = not state.world"flow_field".hidden
elseif WIN:key_pressed"tab" then
if WIN:key_down"lshift" then
elseif win:key_pressed"tab" then
if win:key_down"lshift" then
select_toolbelt_button((state.selected_toolbelt_button + table.count(TOWER_TYPE) - 2) % table.count(TOWER_TYPE) + 1) select_toolbelt_button((state.selected_toolbelt_button + table.count(TOWER_TYPE) - 2) % table.count(TOWER_TYPE) + 1)
else else
select_toolbelt_button((state.selected_toolbelt_button) % table.count(TOWER_TYPE) + 1) select_toolbelt_button((state.selected_toolbelt_button) % table.count(TOWER_TYPE) + 1)
end end
elseif WIN:key_pressed"1" then select_toolbelt_button( 1)
elseif WIN:key_pressed"2" then select_toolbelt_button( 2)
elseif WIN:key_pressed"3" then select_toolbelt_button( 3)
elseif WIN:key_pressed"4" then select_toolbelt_button( 4)
elseif WIN:key_pressed"q" then select_toolbelt_button( 5)
elseif WIN:key_pressed"w" then select_toolbelt_button( 6)
elseif WIN:key_pressed"e" then select_toolbelt_button( 7)
elseif WIN:key_pressed"r" then select_toolbelt_button( 8)
elseif WIN:key_pressed"a" then select_toolbelt_button( 9)
elseif WIN:key_pressed"s" then select_toolbelt_button(10)
elseif WIN:key_pressed"d" then select_toolbelt_button(11)
elseif WIN:key_pressed"f" then select_toolbelt_button(12)
elseif win:key_pressed"1" then select_toolbelt_button( 1)
elseif win:key_pressed"2" then select_toolbelt_button( 2)
elseif win:key_pressed"3" then select_toolbelt_button( 3)
elseif win:key_pressed"4" then select_toolbelt_button( 4)
elseif win:key_pressed"q" then select_toolbelt_button( 5)
elseif win:key_pressed"w" then select_toolbelt_button( 6)
elseif win:key_pressed"e" then select_toolbelt_button( 7)
elseif win:key_pressed"r" then select_toolbelt_button( 8)
elseif win:key_pressed"a" then select_toolbelt_button( 9)
elseif win:key_pressed"s" then select_toolbelt_button(10)
elseif win:key_pressed"d" then select_toolbelt_button(11)
elseif win:key_pressed"f" then select_toolbelt_button(12)
end end
do_entity_updates() do_entity_updates()
@ -251,21 +251,21 @@ local function game_action(scene)
do_day_night_cycle() do_day_night_cycle()
if interactable then if interactable then
WIN.scene("cursor").hidden = false
win.scene("cursor").hidden = false
if buildable then if buildable then
WIN.scene("cursor_translate").position2d = rounded_mouse
win.scene("cursor_translate").position2d = rounded_mouse
else else
WIN.scene("cursor").hidden = true
win.scene("cursor").hidden = true
end end
else else
WIN.scene("cursor").hidden = true
win.scene("cursor").hidden = true
end end
WIN.scene("score").text = string.format("SCORE: %.2f", state.score)
WIN.scene("money").text = string.format("MONEY: %d", state.money)
WIN.scene("wave_timer").text = get_wave_timer_text()
WIN.scene("top_right_display").text = get_top_right_display_text(hex, evenq, centered_evenq, state.selected_top_right_display_type)
win.scene("score").text = string.format("SCORE: %.2f", state.score)
win.scene("money").text = string.format("MONEY: %d", state.money)
win.scene("wave_timer").text = get_wave_timer_text()
win.scene("top_right_display").text = get_top_right_display_text(hex, evenq, centered_evenq, state.selected_top_right_display_type)
end end
local function make_game_toolbelt() local function make_game_toolbelt()
@ -293,7 +293,7 @@ local function make_game_toolbelt()
local rect = { x1 = x1, y1 = y1, x2 = x2, y2 = y2 } local rect = { x1 = x1, y1 = y1, x2 = x2, y2 = y2 }
button:action(function(self) button:action(function(self)
if WIN:mouse_pressed"left" and point_in_rect(WIN:mouse_position(), rect) then
if win:mouse_pressed"left" and point_in_rect(win:mouse_position(), rect) then
select_toolbelt_button(i) select_toolbelt_button(i)
end end
end) end)
@ -313,7 +313,7 @@ local function make_game_toolbelt()
end end
local color = COLORS.PALE_SILVER local color = COLORS.PALE_SILVER
return (am.translate(WIN.left + 10, WIN.bottom + toolbelt_height + 20)
return (am.translate(win.left + 10, win.bottom + toolbelt_height + 20)
^ am.group{ ^ am.group{
am.translate(0, 60) am.translate(0, 60)
^ am.text(name, color, "left"):tag"tower_name", ^ am.text(name, color, "left"):tag"tower_name",
@ -332,13 +332,13 @@ local function make_game_toolbelt()
end end
local toolbelt = am.group{ local toolbelt = am.group{
am.group():tag"tower_tooltip_text", am.group():tag"tower_tooltip_text",
am.rect(WIN.left, WIN.bottom, WIN.right, WIN.bottom + toolbelt_height, COLORS.TRANSPARENT)
am.rect(win.left, win.bottom, win.right, win.bottom + toolbelt_height, COLORS.TRANSPARENT)
}:tag"toolbelt" }:tag"toolbelt"
local padding = 15 local padding = 15
local size = toolbelt_height - padding local size = toolbelt_height - padding
local half_size = size/2 local half_size = size/2
local offset = vec2(WIN.left + padding*3, WIN.bottom + padding/3)
local offset = vec2(win.left + padding*3, win.bottom + padding/3)
local tab_button = am.translate(vec2(0, half_size) + offset) ^ am.group{ 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.WIDER_BUTTON1, 54, 32),
pack_texture_into_sprite(TEXTURES.TAB_ICON, 25, 25) pack_texture_into_sprite(TEXTURES.TAB_ICON, 25, 25)
@ -381,7 +381,7 @@ local function make_game_toolbelt()
state.selected_tower_type = tower_type state.selected_tower_type = tower_type
if get_tower_spec(tower_type) then if get_tower_spec(tower_type) then
WIN.scene:replace("tower_tooltip_text", get_tower_tooltip_text_node(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 local new_position = vec2((size + padding) * tower_type, size/2) + offset
if toolbelt("tower_select_square").hidden then if toolbelt("tower_select_square").hidden then
@ -391,14 +391,14 @@ local function make_game_toolbelt()
toolbelt("tower_select_square"):action(am.tween(0.1, { position2d = new_position })) toolbelt("tower_select_square"):action(am.tween(0.1, { position2d = new_position }))
end end
WIN.scene:replace("cursor", get_tower_cursor(tower_type):tag"cursor")
win.scene:replace("cursor", get_tower_cursor(tower_type):tag"cursor")
WIN.scene:action(am.play(am.sfxr_synth(SOUNDS.SELECT1), false, 1, SFX_VOLUME))
play_sfx(SOUNDS.SELECT1)
else else
-- de-selecting currently selected tower if any -- de-selecting currently selected tower if any
toolbelt("tower_select_square").hidden = true toolbelt("tower_select_square").hidden = true
WIN.scene:replace("cursor", make_hex_cursor(0, COLORS.TRANSPARENT))
win.scene:replace("cursor", make_hex_cursor(0, COLORS.TRANSPARENT))
end end
end end
@ -415,8 +415,9 @@ local function make_game_toolbelt()
return toolbelt return toolbelt
end end
-- this is a stupid name, it just returns a scene node group of hexagons in a hexagonal shape centered at 0,0, of size |radius|
-- |color_f| can be a function that takes a hex and returns a color, or just a color -- |color_f| can be a function that takes a hex and returns a color, or just a color
-- |action_f| should be an action that operates on the group node or nil
-- optionally, |action_f| is a function that operates on the group node every frame
function make_hex_cursor(radius, color_f, action_f) function make_hex_cursor(radius, color_f, action_f)
local color = type(color_f) == "userdata" and color_f or nil local color = type(color_f) == "userdata" and color_f or nil
local map = spiral_map(vec2(0), radius) local map = spiral_map(vec2(0), radius)
@ -435,28 +436,28 @@ function make_hex_cursor(radius, color_f, action_f)
end end
function game_scene() function game_scene()
local score = am.translate(WIN.left + 10, WIN.top - 20)
local score = am.translate(win.left + 10, win.top - 20)
^ am.text("", "left"):tag"score" ^ am.text("", "left"):tag"score"
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 - 20)
local wave_timer = am.translate(0, win.top - 20)
^ am.text(get_wave_timer_text()):tag"wave_timer" ^ 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"
local curtain = am.rect(WIN.left, WIN.bottom, WIN.right, WIN.top, COLORS.TRUE_BLACK)
local curtain = am.rect(win.left, win.bottom, win.right, win.top, COLORS.TRUE_BLACK)
curtain:action(coroutine.create(function() curtain:action(coroutine.create(function()
am.wait(am.tween(curtain, 3, { color = vec4(0) }, am.ease.out(am.ease.hyperbola))) am.wait(am.tween(curtain, 3, { color = vec4(0) }, am.ease.out(am.ease.hyperbola)))
WIN.scene:remove(curtain)
win.scene:remove(curtain)
return true return true
end)) end))
local scene = am.group{ local scene = am.group{
am.scale(1):tag"world_scale" ^ state.world, am.scale(1):tag"world_scale" ^ state.world,
am.translate(OFF_SCREEN):tag"cursor_translate" ^ make_hex_cursor(0, COLORS.TRANSPARENT),
am.translate(HEX_GRID_CENTER):tag"cursor_translate" ^ make_hex_cursor(0, COLORS.TRANSPARENT),
score, score,
money, money,
wave_timer, wave_timer,
@ -479,7 +480,7 @@ function game_init()
state.map.get(h.x, h.y).elevation = 0 state.map.get(h.x, h.y).elevation = 0
end end
WIN.scene:remove("game")
WIN.scene:append(game_scene())
win.scene:remove("game")
win.scene:append(game_scene())
end end

10
src/grid.lua

@ -8,11 +8,11 @@ HEX_PIXEL_HEIGHT = hex_height(HEX_SIZE, ORIENTATION.FLAT)
HEX_PIXEL_DIMENSIONS = vec2(HEX_PIXEL_WIDTH, HEX_PIXEL_HEIGHT) HEX_PIXEL_DIMENSIONS = vec2(HEX_PIXEL_WIDTH, HEX_PIXEL_HEIGHT)
do do
-- added 2 cell padding, because we terraform the very outer edge and it looks ugly, so hide it
local padding = 2
-- add padding, because we terraform the very outer edge and it looks ugly, so hide it
local padding = 3
HEX_GRID_WIDTH = math.floor(WIN.width / (HEX_PIXEL_WIDTH + HEX_SIZE) * 2) + padding
HEX_GRID_HEIGHT = math.floor(WIN.height / HEX_PIXEL_HEIGHT) + padding
HEX_GRID_WIDTH = math.floor(win.width / (HEX_PIXEL_WIDTH + HEX_SIZE) * 2) + padding
HEX_GRID_HEIGHT = math.floor(win.height / HEX_PIXEL_HEIGHT) + padding
-- odd numbers are important because we want a 'true' center -- odd numbers are important because we want a 'true' center
if HEX_GRID_WIDTH % 2 == 0 then if HEX_GRID_WIDTH % 2 == 0 then
@ -53,7 +53,7 @@ WORLDSPACE_COORDINATE_OFFSET = -HEX_GRID_PIXEL_DIMENSIONS/2
-- the outer edges of the map are not interactable -- the outer edges of the map are not interactable
-- the interactable region is defined with this function and constant -- the interactable region is defined with this function and constant
HEX_GRID_INTERACTABLE_REGION_MARGIN = 4
HEX_GRID_INTERACTABLE_REGION_MARGIN = 3
function evenq_is_in_interactable_region(evenq) function evenq_is_in_interactable_region(evenq)
return point_in_rect(evenq, { return point_in_rect(evenq, {
x1 = HEX_GRID_INTERACTABLE_REGION_MARGIN, x1 = HEX_GRID_INTERACTABLE_REGION_MARGIN,

2
src/mob.lua

@ -298,7 +298,7 @@ local function make_and_register_mob(mob_type)
end end
function do_mob_spawning(spawn_chance) 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)

18
src/projectile.lua

@ -67,10 +67,10 @@ local function update_projectile_shell(projectile, projectile_index)
projectile.position = projectile.position + projectile.vector * projectile.velocity projectile.position = projectile.position + projectile.vector * projectile.velocity
if not point_in_rect(projectile.position + WORLDSPACE_COORDINATE_OFFSET, { if not point_in_rect(projectile.position + WORLDSPACE_COORDINATE_OFFSET, {
x1 = WIN.left,
y1 = WIN.bottom,
x2 = WIN.right,
y2 = WIN.top
x1 = win.left,
y1 = win.bottom,
x2 = win.right,
y2 = win.top
}) then }) then
delete_entity(PROJECTILES, projectile_index) delete_entity(PROJECTILES, projectile_index)
return true return true
@ -116,7 +116,7 @@ local function update_projectile_shell(projectile, projectile_index)
local damage = (1 / (math.distance(mob.position, projectile.position) / (HEX_PIXEL_WIDTH * 2))) * projectile.damage local damage = (1 / (math.distance(mob.position, projectile.position) / (HEX_PIXEL_WIDTH * 2))) * projectile.damage
do_hit_mob(mob, damage, index) do_hit_mob(mob, damage, index)
end end
WIN.scene:append(make_shell_explosion_node(projectile.position))
win.scene:append(make_shell_explosion_node(projectile.position))
delete_entity(PROJECTILES, projectile_index) delete_entity(PROJECTILES, projectile_index)
return true return true
end end
@ -127,10 +127,10 @@ local function update_projectile_laser(projectile, projectile_index)
-- check if we're out of bounds -- check if we're out of bounds
if not point_in_rect(projectile.position + WORLDSPACE_COORDINATE_OFFSET, { if not point_in_rect(projectile.position + WORLDSPACE_COORDINATE_OFFSET, {
x1 = WIN.left,
y1 = WIN.bottom,
x2 = WIN.right,
y2 = WIN.top
x1 = win.left,
y1 = win.bottom,
x2 = win.right,
y2 = win.top
}) then }) then
delete_entity(PROJECTILES, projectile_index) delete_entity(PROJECTILES, projectile_index)
return true return true

4
src/tower.lua

@ -132,9 +132,9 @@ local function make_tower_node(tower_type)
elseif tower_type == TOWER_TYPE.HOWITZER then elseif tower_type == TOWER_TYPE.HOWITZER then
return am.group{ return am.group{
pack_texture_into_sprite(TEXTURES.HEX_FLOWER, HEX_PIXEL_WIDTH, HEX_PIXEL_HEIGHT),
am.circle(vec2(0), HEX_SIZE, COLORS.VERY_DARK_GRAY, 6),
am.rotate(state.time or 0) ^ am.group{ am.rotate(state.time or 0) ^ am.group{
pack_texture_into_sprite(TEXTURES.CANNON1, 50, 50)
pack_texture_into_sprite(TEXTURES.CANNON1, HEX_PIXEL_HEIGHT, HEX_PIXEL_WIDTH*2) -- CHONK
} }
} }
elseif tower_type == TOWER_TYPE.LIGHTHOUSE then elseif tower_type == TOWER_TYPE.LIGHTHOUSE then

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