Browse Source

fix pause

master
Nicholas Hayashi 4 years ago
parent
commit
aa714a501d
  1. 1
      main.lua
  2. 4
      src/entity.lua
  3. 37
      src/game.lua
  4. 8
      src/grid.lua
  5. 4
      src/tower.lua

1
main.lua

@ -93,6 +93,7 @@ function main_scene()
return am.group():action(main_action)
end
WIN.scene = am.group()
game_init()
noglobals()

4
src/entity.lua

@ -44,14 +44,14 @@ end
function delete_entity(t, index)
if not t then log("splat!") end
WORLD:remove(t[index].node)
state.world:remove(t[index].node)
t[index] = false -- leave empty indexes so other entities can learn that this entity was deleted
end
function delete_all_entities()
delete_all_mobs()
delete_all_towers()
delete_all_projetiles()
delete_all_projectiles()
end
function do_entity_updates()

37
src/game.lua

@ -1,10 +1,11 @@
state = false
local function get_initial_game_state()
local function get_initial_game_state(seed)
local STARTING_MONEY = 50
local map, world = random_map(seed)
return {
world = false, -- the root scene graph node for the game 'world'
map = false, -- map of hex coords map[x][y] to some stuff at that location
map = map, -- map of hex coords map[x][y] to some stuff at that location
world = world, -- the root scene graph node for the game 'world'
perf = {}, -- result of call to am.perf_stats, called every frame
time = 0, -- time since game started in seconds
@ -35,12 +36,13 @@ function do_day_night_cycle()
state.world"negative_mask".color = vec4(tstep){a=1}
end
local function pause_game()
local function game_pause()
WIN.scene"game".paused = true
WIN.scene"game":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")
}
:tag"pause_menu")
WIN.scene:action(function()
if WIN:key_pressed"escape" then
WIN.scene:remove"pause_menu"
@ -82,7 +84,7 @@ local function game_action(scene)
end
if WIN:key_pressed"escape" then
pause_game()
game_pause()
elseif WIN:key_pressed"f2" then
WORLD"flow_field".hidden = not WORLD"flow_field".hidden
@ -99,13 +101,13 @@ local function game_action(scene)
elseif WIN:key_pressed"3" then select_tower_type(3)
elseif WIN:key_pressed"4" then select_tower_type(4)
elseif WIN:key_pressed"q" then select_tower_type(5)
elseif WIN:key_pressed"w" then select_tower_type(6) -- wall?
elseif WIN:key_pressed"w" then select_tower_type(6)
elseif WIN:key_pressed"e" then select_tower_type(7)
elseif WIN:key_pressed"r" then select_tower_type(8)
elseif WIN:key_pressed"a" then --
elseif WIN:key_pressed"s" then --
elseif WIN:key_pressed"d" then --
elseif WIN:key_pressed"f" then --
elseif WIN:key_pressed"a" then select_tower_type(nil)
elseif WIN:key_pressed"s" then select_tower_type(nil)
elseif WIN:key_pressed"d" then select_tower_type(nil)
elseif WIN:key_pressed"f" then select_tower_type(nil)
end
do_entity_updates()
@ -176,7 +178,6 @@ local function make_game_toolbelt()
):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,
@ -200,13 +201,17 @@ local function make_game_toolbelt()
select_tower_type = function(tower_type)
state.selected_tower_type = tower_type
WIN.scene:replace("cursor", (am.translate(state.rounded_mouse) ^ get_tower_cursor(tower_type)):tag"cursor")
if TOWER_SPECS[state.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:replace("cursor", (am.translate(state.rounded_mouse) ^ get_tower_cursor(tower_type)):tag"cursor")
WIN.scene:action(am.play(am.sfxr_synth(SOUNDS.SELECT1), false, 1, SFX_VOLUME))
else
WIN.scene:replace("cursor", make_hex_cursor(state.rounded_mouse, 0, COLORS.TRANSPARENT))
end
end
@ -235,9 +240,6 @@ function game_scene()
WIN.scene:remove(curtain)
end))
-- 2227
state.map, state.world = random_map()
local scene = am.group{
state.world,
curtain,
@ -254,6 +256,7 @@ end
function game_init()
state = get_initial_game_state()
WIN.scene = game_scene()
WIN.scene:remove"game"
WIN.scene:append(game_scene())
end

8
src/grid.lua

@ -22,10 +22,6 @@ HEX_GRID_CENTER = vec2(math.floor(HEX_GRID_WIDTH/2)
HEX_GRID_MINIMUM_ELEVATION = -1
HEX_GRID_MAXIMUM_ELEVATION = 1
-- index is hex coordinates [x][y]
-- { { elevation, node, etc. } }
HEX_MAP = {}
do
local hhs = hex_horizontal_spacing(HEX_SIZE)
local hvs = hex_vertical_spacing(HEX_SIZE)
@ -81,7 +77,7 @@ function grid_cost(map, from, to)
local t1, t2 = map.get(from.x, from.y), map.get(to.x, to.y)
local elevation_epsilon = HEX_GRID_MAXIMUM_ELEVATION - HEX_GRID_MINIMUM_ELEVATION
local elevation_cost = 1 * math.abs(math.abs(t1.elevation)^0.5
local elevation_cost = math.abs(math.abs(t1.elevation)^0.5
- math.abs(t2.elevation)^0.5)
local epsilon = elevation_epsilon
@ -141,7 +137,7 @@ function random_map(seed)
-- if we're on an edge -- terraform edges to be passable
noise = 0
elseif i == HEX_GRID_CENTER.x and j == HEX_GRID_CENTER.y then
elseif j == HEX_GRID_CENTER.y and i == HEX_GRID_CENTER.x then
-- also terraform the center of the grid to be passable
-- very infrequently, but still sometimes it is not medium elevation
noise = 0

4
src/tower.lua

@ -186,7 +186,7 @@ function update_tower_redeye(tower, tower_index)
if MOBS[tower.target_index] == false then
tower.target_index = false
elseif (TIME - tower.last_shot_time) > 1 then
elseif (state.time - tower.last_shot_time) > 1 then
local mob = MOBS[tower.target_index]
make_and_register_projectile(
@ -197,7 +197,7 @@ function update_tower_redeye(tower, tower_index)
10
)
tower.last_shot_time = TIME
tower.last_shot_time = state.time
vplay_sfx(SOUNDS.LASER2)
end
end

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