Browse Source

lighthouse!

master
Nicholas Hayashi 4 years ago
parent
commit
b8a4aa44fe
  1. 101
      main.lua
  2. BIN
      res/mountain1.png
  3. BIN
      res/mountain2.png
  4. BIN
      res/tower_lighthouse.png
  5. BIN
      res/tower_wall1.png
  6. BIN
      res/tower_wall2.png
  7. BIN
      res/tower_wall3.png
  8. BIN
      res/tower_wall4.png
  9. BIN
      res/tower_wall5.png
  10. BIN
      res/tower_wall6.png
  11. 58
      src/grid.lua
  12. 6
      src/hexyz.lua
  13. 28
      src/mob.lua
  14. 2
      src/projectile.lua
  15. 151
      src/tower.lua
  16. 25
      texture.lua

101
main.lua

@ -5,6 +5,15 @@ math.random()
math.random()
math.random()
-- Globals
WIN = am.window{
width = 1920,
height = 1080,
title = "hexyz",
highdpi = true,
letterbox = true
}
-- assets/non-or-trivial code
require "color"
require "sound"
@ -15,21 +24,12 @@ require "src/extra"
require "src/geometry"
require "src/hexyz"
require "src/grid"
WIN.clear_color = color_at(0)
require "src/mob"
require "src/projectile"
require "src/tower"
-- Globals
WIN = am.window{
width = 1920,
height = 1080,
title = "hexyz",
highdpi = true,
letterbox = true,
clear_color = color_at(0)
}
OFF_SCREEN = vec2(WIN.width * 2) -- arbitrary pixel position that is garunteed to be off screen
PERF_STATS = false -- result of am.perf_stats() -- should be called every frame
@ -47,7 +47,7 @@ MUSIC_VOLUME = 0.1
SFX_VOLUME = 0.1
-- game stuff
SELECTED_TOWER_TYPE = TOWER_TYPE.REDEYE
SELECTED_TOWER_TYPE = 1
-- top right display types
local TRDTS = {
@ -65,7 +65,6 @@ local TRDT = TRDTS.SEED
local function select_hex(hex)
local tower = tower_on_hex(hex)
local tile = HEX_MAP.get(hex.x, hex.y)
log(tile)
end
local function can_do_build(hex, tile, tower_type)
@ -118,6 +117,9 @@ local function game_action(scene)
elseif WIN:key_pressed"f1" then
TRDT = (TRDT + 1) % #table.keys(TRDTS)
elseif WIN:key_pressed"f2" then
WORLD"flow_field".hidden = not WORLD"flow_field".hidden
elseif WIN:key_pressed"tab" then
local num_of_types = #table.keys(TOWER_TYPE)
if WIN:key_down"lshift" then
@ -129,15 +131,15 @@ local function game_action(scene)
elseif WIN:key_pressed"1" then select_tower_type(TOWER_TYPE.REDEYE)
elseif WIN:key_pressed"2" then select_tower_type(2)
elseif WIN:key_pressed"3" then select_tower_type(3)
elseif WIN:key_pressed"4" then --select_tower_type(4)
elseif WIN:key_pressed"5" then --select_tower_type(5)
elseif WIN:key_pressed"6" then --select_tower_type(6)
elseif WIN:key_pressed"7" then --select_tower_type(7)
elseif WIN:key_pressed"8" then --select_tower_type(8)
elseif WIN:key_pressed"9" then --select_tower_type(9)
elseif WIN:key_pressed"0" then --select_tower_type(10)
elseif WIN:key_pressed"-" then --select_tower_type(1)
elseif WIN:key_pressed"=" then --select_tower_type(1)
elseif WIN:key_pressed"4" then select_tower_type(4)
elseif WIN:key_pressed"5" then select_tower_type(5)
elseif WIN:key_pressed"6" then select_tower_type(6)
elseif WIN:key_pressed"7" then select_tower_type(7)
elseif WIN:key_pressed"8" then select_tower_type(8)
elseif WIN:key_pressed"9" then select_tower_type(9)
elseif WIN:key_pressed"0" then select_tower_type(10)
elseif WIN:key_pressed"minus" then select_tower_type(11)
elseif WIN:key_pressed"equals" then select_tower_type(12)
end
if tile and hot then
@ -175,7 +177,7 @@ local function game_action(scene)
WIN.scene"coords".text = str
end
--do_day_night_cycle()
do_day_night_cycle()
end
function do_day_night_cycle()
@ -203,12 +205,22 @@ function update_money(diff)
MONEY = MONEY + diff
end
function get_tower_tooltip_text(tower_type)
return string.format(
"%s\n%s\n%s\ncost: %d"
, get_tower_name(tower_type)
, get_tower_placement_rules_text(tower_type)
, get_tower_short_description(tower_type)
, get_tower_base_cost(tower_type)
)
end
local function toolbelt()
-- init the toolbelt
local toolbelt_height = hex_height(HEX_SIZE) * 2
local tower_tooltip = am.translate(WIN.left + 10, WIN.bottom + toolbelt_height + 20)
^ am.text(tower_type_tostring(SELECTED_TOWER_TYPE), "left"):tag"tower_tooltip"
local toolbelt = am.group{
tower_tooltip,
am.translate(WIN.left + 10, WIN.bottom + toolbelt_height + 20)
^ am.text(get_tower_tooltip_text(SELECTED_TOWER_TYPE), "left", "bottom"):tag"tower_tooltip",
am.rect(WIN.left, WIN.bottom, WIN.right, WIN.bottom + toolbelt_height, COLORS.TRANSPARENT)
}:tag"toolbelt"
@ -216,21 +228,24 @@ local function toolbelt()
local size = toolbelt_height - padding
local half_size = size/2
local offset = vec2(WIN.left + padding*3, WIN.bottom + padding/3)
local tab_button = am.translate(vec2(0, half_size) + offset)
^ am.group{
pack_texture_into_sprite(TEX_WIDER_BUTTON1, 54, 32),
pack_texture_into_sprite(TEX_TAB_ICON, 25, 25)
}
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.TAB_ICON, 25, 25)
}
toolbelt:append(tab_button)
local tower_select_square = (
am.translate(vec2(size + padding, half_size) + offset)
^ am.rect(-size/2-3, -size/2-3, size/2+3, size/2+3, COLORS.SUNRAY)
):tag"tower_select_square"
toolbelt:append(tower_select_square)
local tower_type_values = table.values(TOWER_TYPE)
-- fill in the other tower options
local tower_type_values = {
TOWER_TYPE.REDEYE,
TOWER_TYPE.LIGHTHOUSE,
TOWER_TYPE.WALL,
TOWER_TYPE.MOAT
}
local keys = { '1', '2', '3', '4', '5', '6', '7', '8', '9', '0', '-', '=' }
for i = 1, #keys do
if tower_type_values[i] then
@ -238,14 +253,14 @@ local function toolbelt()
am.translate(vec2(size + padding, 0) * i + offset)
^ am.group{
am.translate(0, half_size)
^ pack_texture_into_sprite(TEX_BUTTON1, size, size),
^ pack_texture_into_sprite(TEXTURES.BUTTON1, size, size),
am.translate(0, half_size)
^ pack_texture_into_sprite(get_tower_texture(tower_type_values[i]), size, size),
am.translate(vec2(half_size))
^ am.group{
pack_texture_into_sprite(TEX_BUTTON1, half_size, half_size),
pack_texture_into_sprite(TEXTURES.BUTTON1, half_size, half_size),
am.scale(2)
^ am.text(keys[i], COLORS.BLACK)
}
@ -256,11 +271,11 @@ local function toolbelt()
am.translate(vec2(size + padding, 0) * i + offset)
^ am.group{
am.translate(0, half_size)
^ pack_texture_into_sprite(TEX_BUTTON1, size, size),
^ pack_texture_into_sprite(TEXTURES.BUTTON1, size, size),
am.translate(vec2(half_size))
^ am.group{
pack_texture_into_sprite(TEX_BUTTON1, half_size, half_size),
pack_texture_into_sprite(TEXTURES.BUTTON1, half_size, half_size),
am.scale(2)
^ am.text(keys[i], COLORS.BLACK)
}
@ -271,12 +286,13 @@ local function toolbelt()
select_tower_type = function(tower_type)
SELECTED_TOWER_TYPE = tower_type
WIN.scene"tower_tooltip".text = tower_type_tostring(tower_type)
if TOWER_SPECS[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 }))
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:action(am.play(am.sfxr_synth(SOUNDS.SELECT1), false, 1, SFX_VOLUME))
WIN.scene:action(am.play(am.sfxr_synth(SOUNDS.SELECT1), false, 1, SFX_VOLUME))
end
end
return toolbelt
@ -314,7 +330,6 @@ function game_scene()
return scene
end
load_textures()
WIN.scene = am.group(am.scale(vec2(1)) ^ game_scene())
noglobals()

BIN
res/mountain1.png

After

Width: 188  |  Height: 164  |  Size: 61 KiB

BIN
res/mountain2.png

After

Width: 189  |  Height: 163  |  Size: 69 KiB

BIN
res/tower_lighthouse.png

Before

Width: 64  |  Height: 64  |  Size: 934 B

After

Width: 64  |  Height: 64  |  Size: 643 B

BIN
res/tower_wall1.png

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Width: 100  |  Height: 88  |  Size: 2.0 KiB

BIN
res/tower_wall2.png

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Width: 100  |  Height: 88  |  Size: 1.8 KiB

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res/tower_wall3.png

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Width: 100  |  Height: 88  |  Size: 2.0 KiB

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res/tower_wall4.png

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Width: 100  |  Height: 88  |  Size: 2.0 KiB

BIN
res/tower_wall5.png

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Width: 100  |  Height: 88  |  Size: 2.0 KiB

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res/tower_wall6.png

After

Width: 100  |  Height: 88  |  Size: 2.0 KiB

58
src/grid.lua

@ -57,10 +57,6 @@ local function tile_is_medium_elevation(tile)
return tile.elevation >= -0.5 and tile.elevation < 0.5
end
function tilehex_is_buildable(tile, hex)
return tile_is_medium_elevation(tile) and hex ~= HEX_GRID_CENTER
end
-- map elevation to appropriate color
function color_at(elevation)
if elevation < -0.5 then -- lowest elevation
@ -83,16 +79,33 @@ end
function grid_cost(map, from, to)
local t1, t2 = map.get(from.x, from.y), map.get(to.x, to.y)
local epsilon = HEX_GRID_MAXIMUM_ELEVATION - HEX_GRID_MINIMUM_ELEVATION
return epsilon + 10 * math.abs(math.abs(t1.elevation)^0.5
- math.abs(t2.elevation)^0.5)
local elevation_epsilon = HEX_GRID_MAXIMUM_ELEVATION - HEX_GRID_MINIMUM_ELEVATION
local elevation_cost = 1 * math.abs(math.abs(t1.elevation)^0.5
- math.abs(t2.elevation)^0.5)
local epsilon = elevation_epsilon
local cost = elevation_cost
return epsilon - cost
end
function generate_and_apply_flow_field(map, start, world)
local flow_field = dijkstra(map, start, nil, grid_cost)
local flow
if false then
flow = flow_field(map, start, world)
else
flow = dijkstra(map, start, nil, grid_cost)
end
local flow_field_hidden = world and world"flow_field" and world"flow_field".hidden
if world and world"flow_field" then
world:remove"flow_field"
end
local overlay_group = am.group():tag"flow_field"
for i,_ in pairs(flow_field) do
for j,f in pairs(flow_field[i]) do
for i,_ in pairs(flow) do
for j,f in pairs(flow[i]) do
if f then
map[i][j].priority = f.priority
@ -100,7 +113,7 @@ function generate_and_apply_flow_field(map, start, world)
^ am.text(string.format("%.1f", f.priority * 10)))
else
-- should fire exactly once per goal hex
--log('no priority')
-- log('no priority')
end
end
end
@ -109,22 +122,9 @@ function generate_and_apply_flow_field(map, start, world)
map[HEX_GRID_CENTER.x][HEX_GRID_CENTER.y].priority = -1
overlay_group:append(am.translate(hex_to_pixel(vec2(HEX_GRID_CENTER.x, HEX_GRID_CENTER.y)))
^ am.text(string.format("%.1f", -10)))
if world then world:append(overlay_group) end
end
function redraw_flow_field_overlay(flow_field)
local overlay_group = am.group():tag"flow_field"
for i,_ in pairs(flow_field) do
for j,f in pairs(flow_field[i]) do
if f then
overlay_group:append(am.translate(hex_to_pixel(vec2(i, j)))
^ am.text(string.format("%.1f", f.priority * 10)))
else
-- should fire exactly once per goal hex
--log('no priority')
end
end
if world then
overlay_group.hidden = flow_field_hidden
world:append(overlay_group)
end
end
@ -154,7 +154,7 @@ function random_map(seed)
else
-- scale noise to be closer to 0 the closer we are to the center
-- @NOTE i don't know if this 100% of the time makes the center tile passable, but it seems to 99.9+% of the time
-- @NOTE it doesn't. seed: 1835
-- @NOTE it doesn't. seed: 1835, 2227?
local nx, ny = evenq.x/HEX_GRID_WIDTH - 0.5, -evenq.y/HEX_GRID_HEIGHT - 0.5
local d = (nx^2 + ny^2)^0.5 / 0.5^0.5
noise = noise * d^0.125 -- arbitrary, seems to work good
@ -187,7 +187,7 @@ function random_map(seed)
generate_and_apply_flow_field(map, HEX_GRID_CENTER, world)
world:append(am.translate(hex_to_pixel(HEX_GRID_CENTER))
^ pack_texture_into_sprite(TEX_SATELLITE, HEX_PIXEL_WIDTH, HEX_PIXEL_HEIGHT))
^ pack_texture_into_sprite(TEXTURES.SATELLITE, HEX_PIXEL_WIDTH, HEX_PIXEL_HEIGHT))
return map, am.translate(WORLDSPACE_COORDINATE_OFFSET) ^ world
end

6
src/hexyz.lua

@ -247,6 +247,9 @@ end
local function map_get(t, x, y)
return t[x] and t[x][y]
end
function hex_map_get(t, x, y)
return map_get(t, x, y)
end
local function map_set(t, x, y, v)
if t[x] then
@ -258,6 +261,9 @@ local function map_set(t, x, y, v)
return t
end
function hex_map_set(t, x, y, v)
return map_set(t, x, y, v)
end
local function map_traverse(t, callback)
for i,_ in pairs(t) do

28
src/mob.lua

@ -94,14 +94,22 @@ local function update_mob(mob, mob_index)
if last_frame_hex ~= mob.hex or not mob.frame_target then
local frame_target, tile = nil, nil
if mob.path then
log('A*')
--log('A*')
-- we have an explicitly stored target
local path_entry = mob.path[mob.hex.x] and mob.path[mob.hex.x][mob.hex.y]
if not path_entry then
-- we should be just about to reach the target, delete the path.
mob.path = nil
mob.frame_target = nil
return
end
mob.frame_target = path_entry.hex
-- check if our target is valid, and if it's not we aren't going to move this frame.
-- recalculate our path.
if last_frame_hex ~= mob.hex and not mob_can_pass_through(mob, frame_target) then
if last_frame_hex ~= mob.hex and not mob_can_pass_through(mob, mob.frame_target) then
log('recalc')
mob.path = get_mob_path(mob, HEX_MAP, mob.hex, HEX_GRID_CENTER)
mob.frame_target = nil
@ -134,11 +142,13 @@ local function update_mob(mob, mob_index)
end
if mob.frame_target and mob.frame_target == last_frame_hex then
log('backpedaling')
log(mob.frame_target)
log(mob.hex)
log(last_frame_hex)
--WIN.scene.paused = true
--log('backpedaling')
-- backpedaling or failing to find anywhere to go, run Astar and hope it works
--local made_it
--mob.path, made_it = Astar(HEX_MAP, mob.hex, HEX_GRID_CENTER, grid_heuristic, grid_cost)
--if not made_it then
-- log('stuck!')
--end
end
-- do movement
@ -164,7 +174,7 @@ end
local function make_and_register_mob(mob_type)
local mob = make_basic_entity(
get_spawn_hex(),
am.rotate(TIME) ^ pack_texture_into_sprite(TEX_MOB_BEEPER, MOB_SIZE, MOB_SIZE),
am.rotate(TIME) ^ pack_texture_into_sprite(TEXTURES.MOB_BEEPER, MOB_SIZE, MOB_SIZE),
update_mob
)
@ -172,7 +182,7 @@ local function make_and_register_mob(mob_type)
mob.health = 10
mob.speed = 10
mob.bounty = 5
mob.hurtbox_radius = MOB_SIZE
mob.hurtbox_radius = MOB_SIZE/2
register_entity(MOBS, mob)
end

2
src/projectile.lua

@ -28,6 +28,8 @@ function update_projectile(projectile, projectile_index)
-- check if we hit something
-- get a list of hexes that could have something we could hit on them
-- right now, it's just the hex we're on and all of its neighbours.
-- this is done to avoid having to check every mob on screen, though maybe it's not necessary.
local search_hexes = spiral_map(projectile.hex, 1)
local hit_mob_count = 0
local hit_mobs = {}

151
src/tower.lua

@ -1,60 +1,70 @@
--[[
tower(entity) structure:
{
-- @NOTE these should probably be wrapped in a 'weapon' struct or something, so towers can have multiple weapons
range - number - distance it can shoot
last_shot_time - number - timestamp (seconds) of last time it shot
target_index - number - index of entity it is currently shooting
}
--]]
TOWER_TYPE = {
REDEYE = 1,
WALL = 2,
MOAT = 3,
REDEYE = 1,
LIGHTHOUSE = 2,
WALL = 3,
MOAT = 4,
}
function get_tower_build_cost(tower_type)
if tower_type == TOWER_TYPE.REDEYE then return 25
elseif tower_type == TOWER_TYPE.WALL then return 5
elseif tower_type == TOWER_TYPE.MOAT then return 15
end
end
function can_afford_tower(money, tower_type)
local cost = get_tower_build_cost(tower_type)
TOWER_SPECS = {
[TOWER_TYPE.REDEYE] = {
name = "Redeye",
placement_rules_text = "Place on mountains or on Walls",
short_description = "Long range laser tower",
texture = TEXTURES.TOWER_REDEYE,
base_cost = 25,
},
[TOWER_TYPE.LIGHTHOUSE] = {
name = "Lighthouse",
placement_rules_text = "Place next to - but not on - water or moats",
short_description = "Attracts and distracts mobs",
texture = TEXTURES.TOWER_LIGHTHOUSE,
base_cost = 25
},
[TOWER_TYPE.WALL] = {
name = "Wall",
placement_rules_text = "Place on grass or dirt",
short_description = "Restricts movement",
texture = TEXTURES.TOWER_WALL,
base_cost = 5,
},
[TOWER_TYPE.MOAT] = {
name = "Moat",
placement_rules_text = "Place on grass or dirt",
short_description = "Restricts movement",
texture = TEXTURES.TOWER_MOAT,
base_cost = 5,
}
}
if tower_type == TOWER_TYPE.REDEYE then return (money - cost) > 0
elseif tower_type == TOWER_TYPE.WALL then return (money - cost) > 0
elseif tower_type == TOWER_TYPE.MOAT then return (money - cost) > 0
end
function get_tower_name(tower_type)
return TOWER_SPECS[tower_type] and TOWER_SPECS[tower_type].name
end
function get_tower_placement_rules_text(tower_type)
return TOWER_SPECS[tower_type] and TOWER_SPECS[tower_type].placement_rules_text
end
function get_tower_short_description(tower_type)
return TOWER_SPECS[tower_type] and TOWER_SPECS[tower_type].short_description
end
function get_tower_texture(tower_type)
if tower_type == TOWER_TYPE.REDEYE then return TEX_TOWER_REDEYE
elseif tower_type == TOWER_TYPE.WALL then return TEX_TOWER_WALL
elseif tower_type == TOWER_TYPE.MOAT then return TEX_TOWER_MOAT
end
return TOWER_SPECS[tower_type] and TOWER_SPECS[tower_type].texture
end
function get_tower_base_cost(tower_type)
return TOWER_SPECS[tower_type] and TOWER_SPECS[tower_type].base_cost
end
function tower_type_tostring(tower_type)
if tower_type == TOWER_TYPE.REDEYE then return "Redeye Tower"
elseif tower_type == TOWER_TYPE.WALL then return "Wall"
elseif tower_type == TOWER_TYPE.MOAT then return "Moat"
end
function can_afford_tower(money, tower_type)
local cost = get_tower_base_cost(tower_type)
return (money - cost) >= 0
end
local function get_tower_update_function(tower_type)
if tower_type == TOWER_TYPE.REDEYE then
return update_tower_redeye
end
end
function update_wall_texture(hex)
for _,n in pairs(hex_neighbours(hex)) do
local tile = HEX_MAP.get(hex.x, hex.y)
elseif tower_type == TOWER_TYPE.LIGHTHOUSE then
return update_tower_lighthouse
end
end
@ -71,11 +81,23 @@ end
function tower_is_buildable_on(hex, tile, tower_type)
if hex == HEX_GRID_CENTER then return false end
local blocked = #mobs_on_hex(hex) ~= 0
local blocked = tower_on_hex(hex) or #mobs_on_hex(hex) ~= 0
if tower_type == TOWER_TYPE.REDEYE then
return not blocked and tile.elevation > 0.5
elseif tower_type == TOWER_TYPE.LIGHTHOUSE then
local has_water_neighbour = false
for _,h in pairs(hex_neighbours(hex)) do
local tile = HEX_MAP.get(h.x, h.y)
if tile and tile.elevation < -0.5 then
has_water_neighbour = true
break
end
end
return not blocked and tile.elevation <= 0.5 and tile.elevation > -0.5 and has_water_neighbour
elseif tower_type == TOWER_TYPE.WALL then
return not blocked and tile.elevation <= 0.5 and tile.elevation > -0.5
@ -116,6 +138,23 @@ function update_tower_redeye(tower, tower_index)
end
end
function update_tower_lighthouse(tower, tower_index)
-- check if there's a mob on a hex in our perimeter
for _,h in pairs(tower.perimeter) do
local mobs = mobs_on_hex(h)
for _,m in pairs(mobs) do
if not m.path then
local path, made_it = Astar(HEX_MAP, tower.hex, m.hex, grid_heuristic, grid_cost)
if made_it then
m.path = path
end
end
end
end
end
function make_and_register_tower(hex, tower_type)
local tower = make_basic_entity(
hex,
@ -123,19 +162,33 @@ function make_and_register_tower(hex, tower_type)
get_tower_update_function(tower_type)
)
tower.range = 7
tower.last_shot_time = tower.TOB
tower.target_index = false
tower.type = tower_type
if tower_type == TOWER_TYPE.REDEYE then
tower.range = 7
tower.last_shot_time = tower.TOB
tower.target_index = false
HEX_MAP[hex.x][hex.y].elevation = 2
elseif tower_type == TOWER_TYPE.LIGHTHOUSE then
tower.range = 4
tower.perimeter = ring_map(tower.hex, tower.range)
elseif tower_type == TOWER_TYPE.WALL then
HEX_MAP[hex.x][hex.y].elevation = 1
elseif tower_type == TOWER_TYPE.MOAT then
HEX_MAP[hex.x][hex.y].elevation = 0
end
-- make this cell impassable
HEX_MAP[hex.x][hex.y].elevation = 2
generate_and_apply_flow_field(HEX_MAP, HEX_GRID_CENTER)
generate_and_apply_flow_field(HEX_MAP, HEX_GRID_CENTER, WORLD)
register_entity(TOWERS, tower)
end
function build_tower(hex, tower_type)
update_money(-get_tower_build_cost(tower_type))
update_money(-get_tower_base_cost(tower_type))
make_and_register_tower(hex, tower_type)
vplay_sfx(SOUNDS.EXPLOSION4)
end

25
texture.lua

@ -1,18 +1,21 @@
function load_textures()
TEX_BUTTON1 = am.texture2d("res/button1.png")
TEX_WIDER_BUTTON1 = am.texture2d("res/wider_button1.png")
TEX_TAB_ICON = am.texture2d("res/tab_icon.png")
TEX_SATELLITE = am.texture2d("res/satelite.png")
TEXTURES = {
BUTTON1 = am.texture2d("res/button1.png"),
WIDER_BUTTON1 = am.texture2d("res/wider_button1.png"),
TAB_ICON = am.texture2d("res/tab_icon.png"),
SATELLITE = am.texture2d("res/satelite.png"),
TEX_TOWER_WALL = am.texture2d("res/tower_wall.png")
TEX_TOWER_MOAT = am.texture2d("res/tower_moat.png")
TEX_TOWER_REDEYE = am.texture2d("res/tower_redeye.png")
TEX_TOWER_LIGHTHOUSE = am.texture2d("res/tower_lighthouse.png")
TOWER_REDEYE = am.texture2d("res/tower_redeye.png"),
TOWER_LIGHTHOUSE = am.texture2d("res/tower_lighthouse.png"),
TOWER_WALL = am.texture2d("res/tower_wall.png"),
TOWER_MOAT = am.texture2d("res/tower_moat.png"),
TEX_MOB_BEEPER = am.texture2d("res/mob_beeper.png")
end
MOUNTAIN1 = am.texture2d("res/mountain1.png"),
MOUNTAIN2 = am.texture2d("res/mountain2.png"),
MOB_BEEPER = am.texture2d("res/mob_beeper.png"),
}
function pack_texture_into_sprite(texture, width, height)
return am.sprite{

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