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@ -27,10 +27,11 @@ WIN = am.window{ |
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title = "hexyz", |
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title = "hexyz", |
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highdpi = true, |
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highdpi = true, |
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letterbox = true, |
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letterbox = true, |
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--clear_color = color_at(0) |
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clear_color = COLORS.TRUE_BLACK |
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} |
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} |
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OFF_SCREEN = vec2(WIN.width * 2) -- arbitrary pixel position that is garunteed to be off screen |
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OFF_SCREEN = vec2(WIN.width * 2) -- arbitrary pixel position that is garunteed to be off screen |
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PERF_STATS = false -- result of am.perf_stats() -- should be called every frame |
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WORLD = false -- root scene node of everything considered to be in the game world |
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WORLD = false -- root scene node of everything considered to be in the game world |
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-- aka non gui stuff |
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-- aka non gui stuff |
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@ -60,10 +61,8 @@ local TRDTS = { |
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} |
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} |
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local TRDT = TRDTS.SEED |
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local TRDT = TRDTS.SEED |
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local function select_tower(tower_type) |
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SELECTED_TOWER_TYPE = tower_type |
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WIN.scene"tower_tooltip".text = tower_type_tostring(tower_type) |
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end |
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-- a function - get sets later inside toolbelt |
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--local select_tower_type |
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local function game_action(scene) |
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local function game_action(scene) |
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if SCORE < 0 then game_end() end |
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if SCORE < 0 then game_end() end |
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@ -71,6 +70,7 @@ local function game_action(scene) |
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TIME = TIME + am.delta_time |
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TIME = TIME + am.delta_time |
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SCORE = SCORE + am.delta_time |
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SCORE = SCORE + am.delta_time |
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MOUSE = WIN:mouse_position() |
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MOUSE = WIN:mouse_position() |
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PERF_STATS = am.perf_stats() |
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local hex = pixel_to_hex(MOUSE - WORLDSPACE_COORDINATE_OFFSET) |
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local hex = pixel_to_hex(MOUSE - WORLDSPACE_COORDINATE_OFFSET) |
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local rounded_mouse = hex_to_pixel(hex) + WORLDSPACE_COORDINATE_OFFSET |
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local rounded_mouse = hex_to_pixel(hex) + WORLDSPACE_COORDINATE_OFFSET |
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@ -103,11 +103,8 @@ local function game_action(scene) |
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elseif WIN:key_pressed"f1" then |
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elseif WIN:key_pressed"f1" then |
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TRDT = (TRDT + 1) % #table.keys(TRDTS) |
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TRDT = (TRDT + 1) % #table.keys(TRDTS) |
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elseif WIN:key_pressed"f2" then |
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WORLD"priority_overlay".hidden = not WORLD"priority_overlay".hidden |
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elseif WIN:key_pressed"tab" then |
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elseif WIN:key_pressed"tab" then |
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select_tower((SELECTED_TOWER_TYPE + 1) % #table.keys(TOWER_TYPE)) |
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select_tower_type((SELECTED_TOWER_TYPE) % #table.keys(TOWER_TYPE) + 1) |
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end |
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end |
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if tile and hot then |
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if tile and hot then |
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@ -134,7 +131,7 @@ local function game_action(scene) |
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str = string.format("%s %s lang %s", am.platform, am.version, am.language()) |
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str = string.format("%s %s lang %s", am.platform, am.version, am.language()) |
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elseif TRDT == TRDTS.PERF then |
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elseif TRDT == TRDTS.PERF then |
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str = table.tostring(am.perf_stats()) |
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str = table.tostring(PERF_STATS) |
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elseif TRDT == TRDTS.SEED then |
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elseif TRDT == TRDTS.SEED then |
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str = "SEED: " .. HEX_MAP.seed |
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str = "SEED: " .. HEX_MAP.seed |
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@ -162,23 +159,61 @@ end |
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local function toolbelt() |
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local function toolbelt() |
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local toolbelt_height = hex_height(HEX_SIZE) * 2 |
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local toolbelt_height = hex_height(HEX_SIZE) * 2 |
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local tower_tooltip = am.translate(WIN.left + 10, WIN.bottom + toolbelt_height + 10) |
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local tower_tooltip = am.translate(WIN.left + 10, WIN.bottom + toolbelt_height + 20) |
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^ am.text(tower_type_tostring(SELECTED_TOWER_TYPE), "left"):tag"tower_tooltip" |
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^ am.text(tower_type_tostring(SELECTED_TOWER_TYPE), "left"):tag"tower_tooltip" |
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local toolbelt = am.group{ |
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local toolbelt = am.group{ |
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tower_tooltip, |
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tower_tooltip, |
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am.rect(WIN.left, WIN.bottom, WIN.right, WIN.bottom + toolbelt_height, COLORS.TRANSPARENT) |
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am.rect(WIN.left, WIN.bottom, WIN.right, WIN.bottom + toolbelt_height, COLORS.TRANSPARENT) |
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} |
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}:tag"toolbelt" |
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--[[ |
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local padding = 22 |
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local padding = 15 |
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local size = toolbelt_height - padding |
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local size = toolbelt_height - padding |
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for i = 0, 0 do |
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local offset = vec2(WIN.left + padding/3, WIN.bottom + padding/3) |
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local keys = { |
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'1', '2', '3', '4', '5', '6', '7', '9', '0', '-', '=' |
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} |
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local tower_select_square = ( |
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am.translate(vec2(size + padding, size/2) + offset) |
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^ am.rect(-size/2-3, -size/2-3, size/2+3, size/2+3, COLORS.SUNRAY) |
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):tag"tower_select_square" |
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toolbelt:append(tower_select_square) |
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local tower_type_values = table.values(TOWER_TYPE) |
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for i = 1, #keys do |
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if tower_type_values[i] then |
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toolbelt:append( |
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toolbelt:append( |
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am.translate(vec2(size + padding, 0) * i + vec2(WIN.left + padding/3, WIN.bottom + padding/3)) |
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^ am.rect(0, 0, size, size, COLORS.BLACK) |
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am.translate(vec2(size + padding, 0) * i + offset) |
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^ am.group{ |
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am.translate(0, size/2) |
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^ pack_texture_into_sprite(TEX_BUTTON1, size, size), |
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am.translate(0, size/2) |
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^ pack_texture_into_sprite(get_tower_texture(tower_type_values[i]), size, size), |
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am.translate(vec2(size/2)) |
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^ am.group{ |
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pack_texture_into_sprite(TEX_BUTTON1, size/2, size/2), |
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am.scale(2) |
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^ am.text(keys[i], COLORS.BLACK) |
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} |
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} |
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) |
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) |
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end |
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end |
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]] |
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end |
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select_tower_type = function(tower_type) |
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SELECTED_TOWER_TYPE = tower_type |
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WIN.scene"tower_tooltip".text = tower_type_tostring(tower_type) |
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local new_position = vec2((size + padding) * tower_type, size/2) + offset |
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WIN.scene"tower_select_square":action(am.tween(0.1, { position2d = new_position })) |
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WIN.scene:action(am.play(am.sfxr_synth(SOUNDS.SELECT1), false, 1, SFX_VOLUME)) |
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end |
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return toolbelt |
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return toolbelt |
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end |
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end |
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