10 changed files with 335 additions and 253 deletions
			
			
		- 
					2README.md
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					BINres/wall_closed.png
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					BINres/wall_open.png
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					6src/colors.lua
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					101src/grid.lua
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					54src/gui.lua
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					51src/hexyz.lua
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					155src/main.lua
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					137src/mob.lua
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					14src/util.lua
| After Width: 138 | Height: 138 | Size: 2.0 KiB | 
| After Width: 137 | Height: 137 | Size: 1.8 KiB | 
| @ -1,15 +1,17 @@ | |||||
| 
 | 
 | ||||
| COLORS = { | COLORS = { | ||||
|     TRANSPARENT = vec4(0.4), |     TRANSPARENT = vec4(0.4), | ||||
|     --TRANSPARENT = vec4(0.6), |  | ||||
| 
 | 
 | ||||
|  |     -- tones | ||||
|     WHITE = vec4(0.8, 0.8, 0.7, 1), |     WHITE = vec4(0.8, 0.8, 0.7, 1), | ||||
|     BLACK = vec4(0, 0, 0, 1), |     BLACK = vec4(0, 0, 0, 1), | ||||
|  |     TRUEBLACK = vec4(0, 0, 0, 1), | ||||
| 
 | 
 | ||||
|     -- hues |     -- hues | ||||
|     BLUE_STONE = vec4(0.12, 0.3, 0.3, 1), |     BLUE_STONE = vec4(0.12, 0.3, 0.3, 1), | ||||
|     MYRTLE = vec4(0.10, 0.25, 0.10, 1), |     MYRTLE = vec4(0.10, 0.25, 0.10, 1), | ||||
|     BROWN_POD = vec4(0.25, 0.20, 0.10, 1), |     BROWN_POD = vec4(0.25, 0.20, 0.10, 1), | ||||
|     BOTTLE_GREEN = vec4(0.15, 0.30, 0.20, 1) |  | ||||
|  |     BOTTLE_GREEN = vec4(0.15, 0.30, 0.20, 1), | ||||
|  |     MAGENTA = vec4(1, 0, 1, 1) | ||||
| } | } | ||||
| 
 | 
 | ||||
| @ -1,9 +1,53 @@ | |||||
| 
 | 
 | ||||
| local hot |  | ||||
| local active |  | ||||
|  | local hot, active = false, false | ||||
|  | local widgets = {} | ||||
| 
 | 
 | ||||
| function button(x, y) |  | ||||
|    local color = (x + y) % 2 == 0 and vec4(0.4, 0.4, 0.5, 1) or vec4(0.5, 0.4, 0.4, 1) |  | ||||
|    return am.translate(x * 80, y * 80) ^ am.rect(-40, 40, 40, -40, color) |  | ||||
|  | function get_widgets() return widgets end | ||||
|  | 
 | ||||
|  | function register_widget(id, poll) | ||||
|  |     widgets[id] = { id = id, poll = poll } | ||||
|  | end | ||||
|  | 
 | ||||
|  | function point_in_rect(point, rect) | ||||
|  |     return point.x > rect.x1 and point.x < rect.x2 and point.y > rect.y1 and point.y < rect.y2 | ||||
|  | end | ||||
|  | 
 | ||||
|  | function set_hot(id) | ||||
|  |     if not active then hot = { id = id } end | ||||
|  | end | ||||
|  | 
 | ||||
|  | function register_button_widget(id, rect) | ||||
|  |     register_widget(id, function() | ||||
|  |         local click = false | ||||
|  | 
 | ||||
|  |         if active and active.id == id then | ||||
|  |             if win:mouse_released"left" then | ||||
|  |                 if hot and hot.id == id then click = true end | ||||
|  |                 active = false | ||||
|  |             end | ||||
|  |         elseif hot and hot.id == id then | ||||
|  |             if win:mouse_pressed"left" then active = { id = id } end | ||||
|  |         end | ||||
|  | 
 | ||||
|  |         if point_in_rect(win:mouse_position(), rect) then set_hot(id) end | ||||
|  | 
 | ||||
|  |         return click | ||||
|  |     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) | ||||
|  |     ) | ||||
|  | 
 | ||||
|  |     register_button_widget(id, rect) | ||||
|  |     return am.group{ | ||||
|  |         rect, | ||||
|  |         am.text(text) | ||||
|  |     }:tag(id) | ||||
| end | end | ||||
| 
 | 
 | ||||
| @ -1,79 +1,108 @@ | |||||
| 
 | 
 | ||||
|  | MOBS = {} | ||||
| 
 | 
 | ||||
| MOB_HURTBOX_RADIUS = 4 |  | ||||
|  | -- check if a |tile| is passable by |mob| | ||||
|  | function can_pass_through(mob, tile) | ||||
|  |     return tile and tile.elevation and tile.elevation < 0.5 and tile.elevation > -0.5 | ||||
|  | end | ||||
|  | 
 | ||||
|  | function get_path(mob, starting_hex, goal_hex) | ||||
|  |     local moves = {} | ||||
| 
 | 
 | ||||
|  |     local visited = {} | ||||
|  |     visited[starting_hex.x] = {} | ||||
|  |     visited[starting_hex.x][starting_hex.y] = true | ||||
| 
 | 
 | ||||
| -- determines when, where, and how often to spawn mobs. |  | ||||
| function spawner(world) |  | ||||
|     local SPAWN_CHANCE = 25 |  | ||||
|     if math.random(SPAWN_CHANCE) == 1 then -- chance to spawn |  | ||||
|         local spawn_position |  | ||||
|     repeat |     repeat | ||||
|             -- ensure we spawn on an random tile along the map's edges |  | ||||
|             local x,y = math.random(46), math.random(33) |  | ||||
|             if math.random() < 0.5 then |  | ||||
|                 x = math.random(0, 1) * 46 |  | ||||
|  |         local neighbours = hex_neighbours(pixel_to_hex(mob.position)) | ||||
|  |         local candidates = {} | ||||
|  | 
 | ||||
|  |         -- get list of candidates: hex positions to consider moving to. | ||||
|  |         for _,neighbour in pairs(neighbours) do | ||||
|  |             if can_pass_through(mob, get_tile(neighbour.x, neighbour.y)) then | ||||
|  |                 if not (visited[neighbour.h] and visited[neighbour.x][neighbour.y]) then | ||||
|  |                     table.insert(candidates, neighbour) | ||||
|                 else |                 else | ||||
|                 y = math.random(0, 1) * 33 |  | ||||
|  |                     --table.insert(candidates, neighbour) | ||||
|  |                 end | ||||
|  |             end | ||||
|         end |         end | ||||
|             spawn_position = offset_to_hex(vec2(x, y)) |  | ||||
| 
 | 
 | ||||
|             -- ensure that we spawn somewhere that is passable: mid-elevation |  | ||||
|             local e = map[spawn_position.x][spawn_position.y] |  | ||||
|         until e and e < 0.5 and e > -0.5 |  | ||||
|  |         -- choose where to move | ||||
|  |         local move = candidates[1] | ||||
|  |         for _,hex in pairs(candidates) do | ||||
|  |             if math.distance(hex, goal_hex) < math.distance(move, goal_hex) then | ||||
|  |                 move = hex | ||||
|  |             end | ||||
|  |         end | ||||
| 
 | 
 | ||||
|         local mob = am.translate(-278, -318) ^ am.circle(hex_to_pixel(spawn_position), MOB_HURTBOX_RADIUS) |  | ||||
|         world:append(mob"circle":action(coroutine.create(live))) |  | ||||
|  |         if move then | ||||
|  |             table.insert(moves, move) | ||||
|  |             visited[move.x] = {} | ||||
|  |             visited[move.x][move.y] = true | ||||
|         end |         end | ||||
| end |  | ||||
| 
 | 
 | ||||
| -- this function is the coroutine that represents the life-cycle of a mob. |  | ||||
| function live(mob) |  | ||||
|     local dead = false |  | ||||
|  |         --if move == goal then log('made it!') return end | ||||
|  |     until move == goal_hex | ||||
| 
 | 
 | ||||
|     local visited = {} |  | ||||
|     visited[mob.center.x] = {}; visited[mob.center.x][mob.center.y] = true |  | ||||
|  |     return moves | ||||
|  | end | ||||
| 
 | 
 | ||||
|     -- begin life |  | ||||
|  | function get_spawn_hex(mob) | ||||
|  |     local spawn_hex | ||||
|     repeat |     repeat | ||||
|         local neighbours = hex_neighbours(pixel_to_hex(mob.center)) |  | ||||
|         local candidates = {} |  | ||||
|  |         -- ensure we spawn on an random tile along the map's edges | ||||
|  |         local roll = math.random(HEX_GRID_WIDTH * 2 + HEX_GRID_HEIGHT * 2) - 1 | ||||
|  |         local x, y | ||||
| 
 | 
 | ||||
|         -- get list of candidates: hex positions to consider moving to. |  | ||||
|         for _,h in pairs(neighbours) do |  | ||||
|  |         if roll < HEX_GRID_HEIGHT then | ||||
|  |             x, y = 0, roll | ||||
| 
 | 
 | ||||
|             local e |  | ||||
|             if map[h.x] then |  | ||||
|                 e = map[h.x][h.y] |  | ||||
|             end |  | ||||
|  |         elseif roll < (HEX_GRID_WIDTH + HEX_GRID_HEIGHT) then | ||||
|  |             x, y = roll - HEX_GRID_HEIGHT, HEX_GRID_HEIGHT - 1 | ||||
|  | 
 | ||||
|  |         elseif roll < (HEX_GRID_HEIGHT * 2 + HEX_GRID_WIDTH) then | ||||
|  |             x, y = HEX_GRID_WIDTH - 1, roll - HEX_GRID_WIDTH - HEX_GRID_HEIGHT | ||||
| 
 | 
 | ||||
|             if e and e < 0.5 and e > -0.5 then |  | ||||
|                 if visited[h.x] then |  | ||||
|                     if not visited[h.x][h.y] then |  | ||||
|                         table.insert(candidates, h) |  | ||||
|                     end |  | ||||
|         else |         else | ||||
|                     table.insert(candidates, h) |  | ||||
|                 end |  | ||||
|             end |  | ||||
|  |             x, y = roll - (HEX_GRID_HEIGHT * 2) - HEX_GRID_WIDTH, 0 | ||||
|         end |         end | ||||
| 
 | 
 | ||||
|         -- choose where to move. manhattan distance closest to goal is chosen. |  | ||||
|         local move = candidates[1] |  | ||||
|         for _,h in pairs(candidates) do |  | ||||
|             if math.distance(h, home.center) < math.distance(move, home.center) then |  | ||||
|                 move = h |  | ||||
|             end |  | ||||
|  |         -- @NOTE negate 'y' because hexyz algorithms assume south is positive, in amulet north is positive | ||||
|  |         spawn_hex = evenq_to_hex(vec2(x, -y)) | ||||
|  |         local tile = HEX_MAP[spawn_hex.x][spawn_hex.y] | ||||
|  | 
 | ||||
|  |     until can_pass_through(mob, tile) | ||||
|  | 
 | ||||
|  |     return spawn_hex | ||||
|  | end | ||||
|  | 
 | ||||
|  | function make_mob() | ||||
|  |     local mob = {} | ||||
|  | 
 | ||||
|  |     local spawn_hex = get_spawn_hex(mob) | ||||
|  |     log(spawn_hex) | ||||
|  |     local spawn_position = hex_to_pixel(spawn_hex) + WORLDSPACE_COORDINATE_OFFSET | ||||
|  | 
 | ||||
|  |     mob.position = spawn_position | ||||
|  |     --mob.path = get_path(mob, spawn_hex, HEX_GRID_CENTER) | ||||
|  |     mob.sprite = am.circle(spawn_position, 18, COLORS.WHITE, 4) | ||||
|  |     win.scene:append(mob.sprite) | ||||
|  | 
 | ||||
|  |     return mob | ||||
|  | end | ||||
|  | 
 | ||||
|  | local SPAWN_CHANCE = 25 | ||||
|  | function do_mob_spawning() | ||||
|  |     if win:key_pressed"space" then | ||||
|  |     --if math.random(SPAWN_CHANCE) == 1 then | ||||
|  |         table.insert(MOBS, make_mob()) | ||||
|     end |     end | ||||
|  | end | ||||
| 
 | 
 | ||||
|         if not move then print("can't find anywhere to move to"); return |  | ||||
|         end -- bug |  | ||||
|  | function do_mob_updates() | ||||
|  |     for _,mob in pairs(MOBS) do | ||||
| 
 | 
 | ||||
|         local speed = map[move.x][move.y] ^ 2 + 0.5 |  | ||||
|         am.wait(am.tween(mob, speed, {center=hex_to_pixel(move)})) |  | ||||
|         visited[move.x] = {}; visited[move.x][move.y] = true |  | ||||
|         if move == home.center then dead = true end |  | ||||
|     until dead |  | ||||
|     win.scene:remove(mob) |  | ||||
|  |     end | ||||
| end | end | ||||
| 
 | 
 | ||||
| @ -0,0 +1,14 @@ | |||||
|  | 
 | ||||
|  | function table.shift(t, count) | ||||
|  |     local e = t[1] | ||||
|  |     t[1] = nil | ||||
|  | 
 | ||||
|  |     for i,e in pairs(t) do | ||||
|  |         if e then | ||||
|  |             t[i - 1] = e | ||||
|  |         end | ||||
|  |     end | ||||
|  | 
 | ||||
|  |     return e | ||||
|  | end | ||||
|  | 
 | ||||
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