Nicholas Hayashi
4 years ago
10 changed files with 335 additions and 253 deletions
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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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99src/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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131src/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 @@ |
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COLORS = { |
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TRANSPARENT = vec4(0.4), |
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--TRANSPARENT = vec4(0.6), |
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|
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-- tones |
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WHITE = vec4(0.8, 0.8, 0.7, 1), |
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BLACK = vec4(0, 0, 0, 1), |
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TRUEBLACK = vec4(0, 0, 0, 1), |
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|
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-- hues |
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BLUE_STONE = vec4(0.12, 0.3, 0.3, 1), |
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MYRTLE = vec4(0.10, 0.25, 0.10, 1), |
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BROWN_POD = vec4(0.25, 0.20, 0.10, 1), |
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BOTTLE_GREEN = vec4(0.15, 0.30, 0.20, 1) |
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BOTTLE_GREEN = vec4(0.15, 0.30, 0.20, 1), |
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MAGENTA = vec4(1, 0, 1, 1) |
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} |
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@ -1,9 +1,53 @@ |
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local hot |
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local active |
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local hot, active = false, false |
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local widgets = {} |
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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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function get_widgets() return widgets end |
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function register_widget(id, poll) |
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widgets[id] = { id = id, poll = poll } |
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end |
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function point_in_rect(point, rect) |
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return point.x > rect.x1 and point.x < rect.x2 and point.y > rect.y1 and point.y < rect.y2 |
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end |
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function set_hot(id) |
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if not active then hot = { id = id } end |
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end |
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function register_button_widget(id, rect) |
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register_widget(id, function() |
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local click = false |
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if active and active.id == id then |
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if win:mouse_released"left" then |
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if hot and hot.id == id then click = true end |
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active = false |
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end |
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elseif hot and hot.id == id then |
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if win:mouse_pressed"left" then active = { id = id } end |
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end |
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if point_in_rect(win:mouse_position(), rect) then set_hot(id) end |
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return click |
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end) |
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end |
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function make_button_widget(id, position, dimensions, text) |
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local rect = am.rect( |
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-dimensions.x/2, |
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dimensions.y/2, |
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dimensions.x/2, |
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-dimensions.y/2, |
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vec4(1, 0, 0, 1) |
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) |
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register_button_widget(id, rect) |
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return am.group{ |
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rect, |
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am.text(text) |
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}:tag(id) |
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end |
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@ -1,79 +1,108 @@ |
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MOBS = {} |
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MOB_HURTBOX_RADIUS = 4 |
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-- check if a |tile| is passable by |mob| |
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function can_pass_through(mob, tile) |
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return tile and tile.elevation and tile.elevation < 0.5 and tile.elevation > -0.5 |
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end |
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function get_path(mob, starting_hex, goal_hex) |
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local moves = {} |
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local visited = {} |
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visited[starting_hex.x] = {} |
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visited[starting_hex.x][starting_hex.y] = true |
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-- determines when, where, and how often to spawn mobs. |
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function spawner(world) |
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local SPAWN_CHANCE = 25 |
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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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if math.random() < 0.5 then |
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x = math.random(0, 1) * 46 |
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local neighbours = hex_neighbours(pixel_to_hex(mob.position)) |
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local candidates = {} |
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-- get list of candidates: hex positions to consider moving to. |
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for _,neighbour in pairs(neighbours) do |
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if can_pass_through(mob, get_tile(neighbour.x, neighbour.y)) then |
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if not (visited[neighbour.h] and visited[neighbour.x][neighbour.y]) then |
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table.insert(candidates, neighbour) |
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else |
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y = math.random(0, 1) * 33 |
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--table.insert(candidates, neighbour) |
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end |
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end |
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end |
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spawn_position = offset_to_hex(vec2(x, y)) |
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-- ensure that we spawn somewhere that is passable: mid-elevation |
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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 = am.translate(-278, -318) ^ am.circle(hex_to_pixel(spawn_position), MOB_HURTBOX_RADIUS) |
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world:append(mob"circle":action(coroutine.create(live))) |
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-- choose where to move |
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local move = candidates[1] |
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for _,hex in pairs(candidates) do |
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if math.distance(hex, goal_hex) < math.distance(move, goal_hex) then |
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move = hex |
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end |
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end |
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-- this function is the coroutine that represents the life-cycle of a mob. |
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function live(mob) |
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local dead = false |
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if move then |
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table.insert(moves, move) |
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visited[move.x] = {} |
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visited[move.x][move.y] = true |
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end |
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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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--if move == goal then log('made it!') return end |
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until move == goal_hex |
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return moves |
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end |
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-- begin life |
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function get_spawn_hex(mob) |
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local spawn_hex |
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repeat |
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local neighbours = hex_neighbours(pixel_to_hex(mob.center)) |
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local candidates = {} |
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-- ensure we spawn on an random tile along the map's edges |
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local roll = math.random(HEX_GRID_WIDTH * 2 + HEX_GRID_HEIGHT * 2) - 1 |
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local x, y |
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-- get list of candidates: hex positions to consider moving to. |
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for _,h in pairs(neighbours) do |
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if roll < HEX_GRID_HEIGHT then |
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x, y = 0, roll |
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local e |
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if map[h.x] then |
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e = map[h.x][h.y] |
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end |
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elseif roll < (HEX_GRID_WIDTH + HEX_GRID_HEIGHT) then |
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x, y = roll - HEX_GRID_HEIGHT, HEX_GRID_HEIGHT - 1 |
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elseif roll < (HEX_GRID_HEIGHT * 2 + HEX_GRID_WIDTH) then |
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x, y = HEX_GRID_WIDTH - 1, roll - HEX_GRID_WIDTH - HEX_GRID_HEIGHT |
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if e and e < 0.5 and e > -0.5 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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x, y = roll - (HEX_GRID_HEIGHT * 2) - HEX_GRID_WIDTH, 0 |
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end |
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-- @NOTE negate 'y' because hexyz algorithms assume south is positive, in amulet north is positive |
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spawn_hex = evenq_to_hex(vec2(x, -y)) |
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local tile = HEX_MAP[spawn_hex.x][spawn_hex.y] |
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until can_pass_through(mob, tile) |
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return spawn_hex |
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end |
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function make_mob() |
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local mob = {} |
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local spawn_hex = get_spawn_hex(mob) |
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log(spawn_hex) |
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local spawn_position = hex_to_pixel(spawn_hex) + WORLDSPACE_COORDINATE_OFFSET |
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mob.position = spawn_position |
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--mob.path = get_path(mob, spawn_hex, HEX_GRID_CENTER) |
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mob.sprite = am.circle(spawn_position, 18, COLORS.WHITE, 4) |
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win.scene:append(mob.sprite) |
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return mob |
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end |
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-- choose where to move. manhattan distance closest to goal is chosen. |
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local move = candidates[1] |
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for _,h in pairs(candidates) do |
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if math.distance(h, home.center) < math.distance(move, home.center) then |
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move = h |
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local SPAWN_CHANCE = 25 |
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function do_mob_spawning() |
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if win:key_pressed"space" then |
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--if math.random(SPAWN_CHANCE) == 1 then |
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table.insert(MOBS, make_mob()) |
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end |
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end |
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if not move then print("can't find anywhere to move to"); return |
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end -- bug |
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function do_mob_updates() |
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for _,mob in pairs(MOBS) do |
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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)})) |
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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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win.scene:remove(mob) |
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end |
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end |
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@ -0,0 +1,14 @@ |
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function table.shift(t, count) |
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local e = t[1] |
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t[1] = nil |
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for i,e in pairs(t) do |
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if e then |
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t[i - 1] = e |
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end |
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end |
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return e |
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end |
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