Browse Source

some rather severe refactors

master
Nicholas Hayashi 3 years ago
parent
commit
bdd30f6e51
  1. 10
      STYLEGUIDE.md
  2. 6
      conf.lua
  3. 4
      curves.lua
  4. 8
      data/towers.lua
  5. 12
      lib/color.lua
  6. 100
      lib/extra.lua
  7. 23
      lib/geometry.lua
  8. 223
      lib/gui.lua
  9. 33
      lib/memory.lua
  10. 76
      lib/random.lua
  11. 25
      lib/sound.lua
  12. 105
      lib/texture.lua
  13. 275
      main.lua
  14. BIN
      res/cells.jpg
  15. 0
      res/img/abouthex.png
  16. 0
      res/img/bagel.jpg
  17. 0
      res/img/button1.png
  18. 0
      res/img/curtain1.png
  19. 0
      res/img/gear.png
  20. 0
      res/img/gears.png
  21. 0
      res/img/gem1.png
  22. 0
      res/img/loadgamehex.png
  23. 0
      res/img/logo.png
  24. 0
      res/img/mainmenuhex.png
  25. 0
      res/img/mapeditorhex.png
  26. 0
      res/img/mob_beeper.png
  27. 0
      res/img/mob_spooder.png
  28. 0
      res/img/mob_velkooz.png
  29. 0
      res/img/mob_velkooz0.png
  30. 0
      res/img/mob_velkooz1.png
  31. 0
      res/img/mob_velkooz2.png
  32. 0
      res/img/mob_velkooz3.png
  33. 0
      res/img/newgamehex.png
  34. 0
      res/img/quithex.png
  35. 0
      res/img/savegamehex.png
  36. 0
      res/img/select_box.png
  37. 0
      res/img/settingshex.png
  38. 0
      res/img/shaded_hex.png
  39. 0
      res/img/slider.png
  40. 0
      res/img/sound-off.png
  41. 0
      res/img/sound-on.png
  42. 0
      res/img/tower_gattler.png
  43. 0
      res/img/tower_gattler_icon.png
  44. 0
      res/img/tower_howitzer.png
  45. 0
      res/img/tower_howitzer_icon.png
  46. 0
      res/img/tower_lighthouse.png
  47. 0
      res/img/tower_lighthouse_icon.png
  48. 0
      res/img/tower_moat.png
  49. 0
      res/img/tower_moat_icon.png
  50. 0
      res/img/tower_radar.png
  51. 0
      res/img/tower_radar_icon.png
  52. 0
      res/img/tower_redeye.png
  53. 0
      res/img/tower_redeye_icon.png
  54. 0
      res/img/tower_wall.png
  55. 0
      res/img/tower_wall_icon.png
  56. 0
      res/img/unpausehex.png
  57. BIN
      res/img/white-texture.png
  58. 0
      res/img/wider_button1.png
  59. 0
      res/ogg/main_theme.ogg
  60. 4
      src/entity.lua
  61. 1
      src/extra.lua
  62. 32
      src/game.lua
  63. 116
      src/grid.lua
  64. 65
      src/hexyz.lua
  65. 16
      src/map-editor.lua
  66. 3
      src/memory.lua
  67. 87
      src/tower.lua
  68. 84
      texture.lua

10
STYLEGUIDE.md

@ -1,10 +0,0 @@
###
this is a project written in lua, using the amulet game engine.
if you don't know lua, or know lua but don't know amulet, read or skim the documentation:
https://amulet.xyz/doc
amulet does extend lua syntax in some small ways.
@TODO

6
conf.lua

@ -2,9 +2,9 @@
title = "hexyz"
author = "nick hayashi"
shortname = "hexyz"
version = "0.3.0"
support_email = ""
copyright_message = "Copyright © 2021 Nick Hayashi"
version = "0.0.1"
support_email = "hayashi.nicholas@gmail.com"
copyright_message = "Copyright © nick hayashi"
dev_region = "en"
supported_languages = "en"

4
curves.lua

@ -1,4 +0,0 @@
-- nice curve, f(0) = ~1.1, f(100) = ~100, exponential slope roughly inbetween
-- math.exp((x + 1)/22) / 100
--

8
data/towers.lua

@ -1,4 +1,3 @@
--[[
the following is a list of tower specifications, which are declarations of a variety of properties describing what a tower is, and how it functions
this a lua file. a quick run-down of what writing code in lua looks like: https://www.amulet.xyz/doc/#lua-primer
@ -68,6 +67,7 @@
return {
{
id = "WALL",
name = "Wall",
placement_rules_text = "Place on Ground",
short_description = "Restricts movement, similar to a mountain.",
@ -79,6 +79,7 @@ return {
update = false,
},
{
id = "GATTLER",
name = "Gattler",
placement_rules_text = "Place on Ground",
short_description = "Short-range, fast-fire rate single-target tower.",
@ -131,6 +132,7 @@ return {
end
},
{
id = "HOWITZER",
name = "Howitzer",
placement_rules_text = "Place on Ground, with a 1 space gap between other towers and mountains - walls/moats don't count.",
short_description = "Medium-range, medium fire-rate area of effect artillery tower.",
@ -226,6 +228,7 @@ return {
end
},
{
id = "REDEYE",
name = "Redeye",
placement_rules_text = "Place on Mountains.",
short_description = "Long-range, penetrating high-velocity laser tower.",
@ -273,6 +276,7 @@ return {
end
},
{
id = "MOAT",
name = "Moat",
placement_rules_text = "Place on Ground",
short_description = "Restricts movement, similar to water.",
@ -285,6 +289,7 @@ return {
update = false
},
{
id = "RADAR",
name = "Radar",
placement_rules_text = "n/a",
short_description = "Doesn't do anything right now :(",
@ -296,6 +301,7 @@ return {
update = false
},
{
id = "LIGHTHOUSE",
name = "Lighthouse",
placement_rules_text = "Place on Ground, adjacent to Water or Moats",
short_description = "Attracts nearby mobs; temporarily redirects their path",

12
color.lua → lib/color.lua

@ -1,14 +1,16 @@
COLORS = {
TRANSPARENT = vec4(0.6),
TRANSPARENT1 = vec4(0.4),
TRANSPARENT1 = vec4(0),
TRANSPARENT2 = vec4(0.4),
TRANSPARENT3 = vec4(0.6),
-- tones
WHITE = vec4(1, 1, 0.98, 1),
PALE_SILVER = vec4(193/255, 178/255, 171/255, 1),
TRUE_WHITE = vec4(1, 1, 1, 1),
BLACK = vec4(0, 0, 0.05, 1),
VERY_DARK_GRAY = vec4(35/255, 35/255, 25/255, 1),
TRUE_BLACK = vec4(0, 0, 0, 1),
PALE_SILVER = vec4(193/255, 178/255, 171/255, 1),
VERY_DARK_GRAY = vec4(35/255, 35/255, 25/255, 1),
EIGENGRAU = vec4(0, 0, 0.02, 1),
-- non-standard ??? hues
@ -22,6 +24,6 @@ COLORS = {
SUNRAY = vec4(228/255, 179/255, 99/255, 1),
GREEN_YELLOW = vec4(204/255, 255/255, 102/255, 1),
BLUE = vec4(50/255, 50/255, 180/255, 1),
MAGENTA = vec4(183/255, 0/255, 213/255, 1),
MAGENTA = vec4(183/255, 0/255, 213/255, 1)
}

100
lib/extra.lua

@ -0,0 +1,100 @@
-- utility functions that don't below elsewhere go here,
-- especially if they would be at home on the global 'math' or 'table' variables, or are otherwise extensions of standard lua features
-- try to avoid *too* much amulet specific stuff, but vector types are probably ok.
function fprofile(f, ...)
local t1 = am.current_time()
local result = { f(...) }
local time = am.current_time() - t1
--log("%f", time)
return time, unpack(result)
end
function math.wrapf(float, range)
return float - range * math.floor(float / range)
end
function math.lerp(v1, v2, t)
return v1 * t + v2 * (1 - t)
end
-- don't use this with sparse arrays
function table.rchoice(t)
return t[math.floor(math.random() * #t) + 1]
end
function table.count(t)
local count = 0
for i,v in pairs(t) do
if v ~= nil then
count = count + 1
end
end
return count
end
function table.highest_index(t)
local highest = nil
for i,v in pairs(t) do
if i and not highest then
highest = i
end
if i > highest then
highest = i
end
end
return highest
end
function table.find(t, predicate)
for i,v in pairs(t) do
if predicate(v) then
return i,v
end
end
return nil
end
-- don't use with sparse arrays or hash tables.
-- only arrays.
-- mutates the array in place.
function table.reverse(t)
local n = #t
for i,v in pairs(t) do
t[i], t[n] = t[n], t[i]
n = n - 1
end
end
function table.quicksort(t, low_index, high_index, comparator)
local function partition(t, low_index, high_index)
local i = low_index - 1
local pivot = t[high_index]
for j = low_index, high_index - 1 do
if comparator(t[j], t[pivot]) <= 0 then
i = i + 1
t[i], t[j] = t[j], t[i]
end
end
t[i + 1], t[high_index] = t[high_index], t[i + 1]
return i + 1
end
if #t == 1 then
return t
end
if comparator(t[low_index], t[high_index]) < 0 then
local partition_index = partition(t, low_index, high_index)
quicksort(t, low_index, partition_index - 1, comparator)
quicksort(t, partition_index + 1, high_index, comparator)
end
return t
end

23
lib/geometry.lua

@ -0,0 +1,23 @@
function circles_intersect(center1, center2, radius1, radius2)
local c1, c2, r1, r2 = center1, center2, radius1, radius2
local d = math.distance(center1, center2)
local radii_sum = r1 + r2
-- touching
if d == radii_sum then return 1
-- not touching or intersecting
elseif d > radii_sum then return false
-- intersecting
else return 2
end
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

223
lib/gui.lua

@ -0,0 +1,223 @@
-- text popup in the middle of the screen that dissapates
function gui_alert(message, color, decay_time)
win.scene:append(
am.scale(3) ^ am.text(message, color or COLORS.WHITE)
:action(coroutine.create(function(self)
am.wait(am.tween(self, decay_time or 1, { color = vec4(0) }, am.ease_in_out))
win.scene:remove(self)
end))
)
end
local function gui_make_backing_rect(
position,
content_width,
content_height,
padding
)
local half_width = content_width/2
local half_height = content_height/2
local x1 = position[1] - half_width - padding
local y1 = position[2] - half_height - padding
local x2 = position[1] + half_width + padding
local y2 = position[2] + half_height + padding
return x1, y1, x2, y2
end
-- args {
-- position vec2
-- onclick function
-- padding number
--
-- min_width number
-- min_height number
--
-- label string
-- font {
-- color vec4
-- halign "center" | "left" | "right"
-- valign "center" | "top" | "bottom"
-- }
-- }
function gui_make_button(args)
local args = args or {}
local position = args.position or vec2(0)
local onclick = args.onclick
local padding = args.padding or 6
local min_width = args.min_width or 0
local min_height = args.min_height or 0
local label = args.label or ""
local font = args.font or {
color = vec4(1),
halign = "center",
valign = "center"
}
local scene = am.group()
local text = am.text(args.label or "", font.color, font.halign, font.valign)
scene:append(am.translate(args.position) ^ text)
local content_width = math.max(min_width, text.width)
local content_height = math.max(min_height, text.height)
local x1, y1, x2, y2 = gui_make_backing_rect(position, content_width, content_height, padding)
local back_rect = am.rect(x1 - padding/2, y1, x2, y2 + padding/2, vec4(0, 0, 0, 1))
local front_rect = am.rect(x1, y1, x2, y2, vec4(0.4))
scene:prepend(front_rect)
scene:prepend(back_rect)
scene:action(function(self)
if point_in_rect(win:mouse_position(), back_rect) then
if win:mouse_pressed"left" then
front_rect.color = vec4(0.4)
if onclick then
onclick()
end
else
front_rect.color = vec4(0, 0, 0, 1)
end
else
front_rect.color = vec4(0.4)
end
end)
return scene
end
function gui_textfield(
position,
dimensions,
max,
disallowed_chars
)
local width, height = dimensions.x, dimensions.y
local disallowed_chars = disallowed_chars or {}
local max = max or 10
local padding = padding or 6
local half_width = width/2
local half_height = height/2
local x1 = position[1] - half_width - padding
local y1 = position[2] - half_height - padding
local x2 = position[1] + half_width + padding
local y2 = position[2] + half_height + padding
local back_rect = am.rect(x1 - padding/2, y1, x2, y2 + padding/2, vec4(0, 0, 0, 1))
local front_rect = am.rect(x1, y1, x2, y2, vec4(0.4))
local group = am.group{
back_rect,
front_rect,
am.translate(-width/2 + padding, 0) ^ am.scale(2) ^ am.text("", vec4(0, 0, 0, 1), "left"),
am.translate(-width/2 + padding, -8) ^ am.line(vec2(0, 0), vec2(16, 0), 2, vec4(0, 0, 0, 1))
}
group:action(function(self)
local keys = win:keys_pressed()
if #keys == 0 then return end
local chars = {}
local shift = win:key_down("lshift") or win:key_down("rshift")
for i,k in pairs(keys) do
if k:len() == 1 then -- @HACK alphabetical or digit characters
if string.match(k, "%a") then
if shift then
table.insert(chars, k:upper())
else
table.insert(chars, k)
end
elseif string.match(k, "%d") then
if shift then
if k == "1" then table.insert(chars, "!")
elseif k == "2" then table.insert(chars, "@")
elseif k == "3" then table.insert(chars, "#")
elseif k == "4" then table.insert(chars, "$")
elseif k == "5" then table.insert(chars, "%")
elseif k == "6" then table.insert(chars, "^")
elseif k == "7" then table.insert(chars, "&")
elseif k == "8" then table.insert(chars, "*")
elseif k == "9" then table.insert(chars, "(")
elseif k == "0" then table.insert(chars, ")")
end
else
table.insert(chars, k)
end
end
-- begin non-alphabetical/digit
elseif k == "minus" then
if shift then table.insert(chars, "_")
else table.insert(chars, "-") end
elseif k == "equals" then
if shift then table.insert(chars, "=")
else table.insert(chars, "+") end
elseif k == "leftbracket" then
if shift then table.insert(chars, "{")
else table.insert(chars, "[") end
elseif k == "rightbracket" then
if shift then table.insert(chars, "}")
else table.insert(chars, "]") end
elseif k == "backslash" then
if shift then table.insert(chars, "|")
else table.insert(chars, "\\") end
elseif k == "semicolon" then
if shift then table.insert(chars, ":")
else table.insert(chars, ";") end
elseif k == "quote" then
if shift then table.insert(chars, "\"")
else table.insert(chars, "'") end
elseif k == "backquote" then
if shift then table.insert(chars, "~")
else table.insert(chars, "`") end
elseif k == "comma" then
if shift then table.insert(chars, "<")
else table.insert(chars, ",") end
elseif k == "period" then
if shift then table.insert(chars, ">")
else table.insert(chars, ".") end
elseif k == "slash" then
if shift then table.insert(chars, "?")
else table.insert(chars, "/") end
-- control characters
elseif k == "backspace" then
-- @NOTE this doesn't preserve the order of chars in the array so if
-- someone presses a the key "a" then the backspace key in the same frame, in that order
-- the backspace occurs first
self"text".text = self"text".text:sub(1, self"text".text:len() - 1)
elseif k == "tab" then
-- @TODO
elseif k == "space" then
table.insert(chars, " ")
elseif k == "capslock" then
-- @TODO
end
end
for _,c in pairs(chars) do
if not disallowed_chars[c] then
if self"text".text:len() <= max then
self"text".text = self"text".text .. c
end
end
end
end)
return group
end
function gui_open_modal()
end

33
lib/memory.lua

@ -0,0 +1,33 @@
-- the garbage collector decides when to run its cycles on its own, and this can cause frame spikes in your game.
-- lua provides some amount of control over its garbage collector.
--
-- by storing the average time it takes for a full gc cycle to run, we can check at the end of a frame if we have enough time
-- to run it for 'free'
--
-- if you wish, you can call 'collectgarbage("stop")', and then:
-- at the start of each game frame, call and cache the results of 'am.current_time()' - am.frame_time doesn't seem to work as well
-- at the end of each game frame, call 'check_if_can_collect_garbage_for_free()' with the cached frame time and a desired minimum fps
--
local garbage_collector_cycle_timing_history = {}
local garbage_collector_average_cycle_time = 0
function run_garbage_collector_cycle()
local time, result = fprofile(collectgarbage, "collect")
table.insert(garbage_collector_cycle_timing_history, time)
-- re-calc average gc timing
local total = 0
for _,v in pairs(garbage_collector_cycle_timing_history) do
total = total + v
end
garbage_collector_average_cycle_time = total / #garbage_collector_cycle_timing_history
end
function check_if_can_collect_garbage_for_free(frame_start_time, min_fps)
-- often this will be polled at the end of a frame to see if we're running fast or slow,
-- and if we have some time to kill before the start of the next frame, we could maybe run gc.
if (am.current_time() - frame_start_time) < (1 / (min_fps or 60) + garbage_collector_average_cycle_time) then
run_garbage_collector_cycle()
end
end

76
lib/random.lua

@ -0,0 +1,76 @@
-- seed the random number generator with the current time
math.randomseed(os.clock())
-- https://stackoverflow.com/a/20177466/12464892
--local A1, A2 = 727595, 798405 -- 5^17=D20*A1+A2
--local D20, D40 = 1048576, 1099511627776 -- 2^20, 2^40
--local X1, X2 = 0, 1
--local function rand()
-- local U = X2*A2
-- local V = (X1*A2 + X2*A1) % D20
-- V = (V*D20 + U) % D40
-- X1 = math.floor(V/D20)
-- X2 = V - X1*D20
-- return V/D40
--end
--
--local SEED_BOUNDS = 2^20 - 1
--math.randomseed = function(seed)
-- local v = math.clamp(math.abs(seed), 0, SEED_BOUNDS)
-- X1 = v
-- X2 = v + 1
--end
-- to enable allowing the random number generator's state to be restored post-load (game-deserialize),
-- we count the number of times we call math.random(), and on deserialize, seed the random
-- number generator, and then discard |count| calls.
local R = math.random
RANDOM_CALLS_COUNT = 0
local function random(n, m)
RANDOM_CALLS_COUNT = RANDOM_CALLS_COUNT + 1
if n then
if m then
return R(n, m)
else
return R(n)
end
else
return R()
end
end
-- whenever we refer to math.random, actually use the function 'random' above
math.random = random
function g_octave_noise(x, y, num_octaves, seed)
local seed = seed or os.clock()
local noise = 0
for oct = 1, num_octaves do
local f = 1/4^oct
local l = 2^oct
local pos = vec2(x + seed, y + seed)
noise = noise + f * math.simplex(pos * l)
end
return noise
end
---- @TODO test, fix
--function poisson_knuth(lambda)
-- local e = 2.71828
--
-- local L = e^-lambda
-- local k = 0
-- local p = 1
--
-- while p > L do
-- k = k + 1
-- p = p * math.random()
-- end
--
-- return k - 1
--end

25
sound.lua → lib/sound.lua

@ -21,31 +21,32 @@ SOUNDS = {
RANDOM5 = 36680709,
-- audio buffers
MAIN_THEME = am.track(am.load_audio("res/maintheme.ogg"), true, 1, settings.music_volume)
MAIN_THEME = am.track(am.load_audio("res/ogg/main_theme.ogg"), true, 1, SETTINGS.music_volume)
}
-- doesn't get unset when a track is 'done' playing automatically
CURRENT_TRACK = nil
function update_sfx_volume() end
CURRENT_TRACKS = {}
function update_music_volume(volume)
if CURRENT_TRACK then
CURRENT_TRACK.volume = math.clamp(volume, 0, 1)
for _,track in pairs(CURRENT_TRACKS) do
track.volume = math.clamp(volume, 0, 1)
end
end
-- play sound effect with variable pitch
function vplay_sfx(sound, pitch_range)
local pitch = (math.random() + 0.5)/(pitch_range and 1/pitch_range or 2)
win.scene:action(am.play(sound, false, pitch, settings.sfx_volume))
win.scene:action(am.play(sound, false, pitch, SETTINGS.sfx_volume))
end
function play_sfx(sound)
win.scene:action(am.play(sound, false, 1, settings.sfx_volume))
win.scene:action(am.play(sound, false, 1, SETTINGS.sfx_volume))
end
function stop_track()
end
function play_track(track, loop)
CURRENT_TRACK = track
win.scene:action(am.play(track, loop or true))
function play_track(track, do_loop)
table.insert(CURRENT_TRACKS, track)
win.scene:action(am.play(track, do_loop or true))
end

105
lib/texture.lua

@ -0,0 +1,105 @@
local IMG_FILE_PREFIX = "res/img/"
local function load_texture(filepath)
local path = IMG_FILE_PREFIX .. filepath
local status, texture = pcall(am.texture2d, path)
if status then
return texture
else
log("failed to load texture at path: " .. path)
return am.texture2d(IMG_FILE_PREFIX .. "bagel.jpg")
end
end
TEXTURES = {
-- note that in amulet, if you prefix paths with './', they fail to be found in the exported data.pak
WHITE = load_texture("white-texture.png"),
LOGO = load_texture("logo.png"),
GEM1 = load_texture("gem1.png"),
SHADED_HEX = load_texture("shaded_hex.png"),
NEW_GAME_HEX = load_texture("newgamehex.png"),
SAVE_GAME_HEX = load_texture("savegamehex.png"),
LOAD_GAME_HEX = load_texture("loadgamehex.png"),
SETTINGS_HEX = load_texture("settingshex.png"),
MAP_EDITOR_HEX = load_texture("mapeditorhex.png"),
ABOUT_HEX = load_texture("abouthex.png"),
QUIT_HEX = load_texture("quithex.png"),
UNPAUSE_HEX = load_texture("unpausehex.png"),
MAIN_MENU_HEX = load_texture("mainmenuhex.png"),
CURTAIN = load_texture("curtain1.png"),
SOUND_ON1 = load_texture("sound-on.png"),
SOUND_OFF = load_texture("sound-off.png"),
-- gui stuff
BUTTON1 = load_texture("button1.png"),
WIDER_BUTTON1 = load_texture("wider_button1.png"),
GEAR = load_texture("gear.png"),
SELECT_BOX = load_texture("select_box.png"),
-- tower stuff
TOWER_WALL = load_texture("tower_wall.png"),
TOWER_WALL_ICON = load_texture("tower_wall_icon.png"),
TOWER_GATTLER = load_texture("tower_gattler.png"),
TOWER_GATTLER_ICON = load_texture("tower_gattler_icon.png"),
TOWER_HOWITZER = load_texture("tower_howitzer.png"),
TOWER_HOWITZER_ICON = load_texture("tower_howitzer_icon.png"),
TOWER_REDEYE = load_texture("tower_redeye.png"),
TOWER_REDEYE_ICON = load_texture("tower_redeye_icon.png"),
TOWER_MOAT = load_texture("tower_moat.png"),
TOWER_MOAT_ICON = load_texture("tower_moat_icon.png"),
TOWER_RADAR = load_texture("tower_radar.png"),
TOWER_RADAR_ICON = load_texture("tower_radar_icon.png"),
TOWER_LIGHTHOUSE = load_texture("tower_lighthouse.png"),
TOWER_LIGHTHOUSE_ICON = load_texture("tower_lighthouse_icon.png"),
-- mob stuff
MOB_BEEPER = load_texture("mob_beeper.png"),
MOB_SPOODER = load_texture("mob_spooder.png"),
MOB_VELKOOZ = load_texture("mob_velkooz.png"),
MOB_VELKOOZ1 = load_texture("mob_velkooz1.png"),
MOB_VELKOOZ2 = load_texture("mob_velkooz2.png"),
MOB_VELKOOZ3 = load_texture("mob_velkooz3.png"),
}
function pack_texture_into_sprite(
texture,
width,
height,
color,
s1,
s2,
t1,
t2
)
local width, height = width or texture.width, height or texture.height
local sprite = am.sprite{
texture = texture,
s1 = s1 or 0, s2 = s2 or 1, t1 = t1 or 0, t2 = t2 or 1,
x1 = 0, x2 = width, width = width,
y1 = 0, y2 = height, height = height
}
if color then sprite.color = color end
return sprite
end
function update_sprite(sprite, texture, width, height, s1, t1, s2, t2)
local s1, t1, s2, t2 = s1 or 0, t1 or 0, s2 or 1, t2 or 1
local width, height = width or texture.width, height or texture.height
sprite.source = {
texture = texture,
s1 = s1, t1 = t1, s2 = s2, t2 = t2,
x1 = 0, x2 = width, width = width,
y1 = 0, y2 = height, height = height
}
end

275
main.lua

@ -1,43 +1,5 @@
-- @TODO @TODO @TODO @TODO
-- main
-- -- scale menu hexes to window size, right now they look bad on smaller resolutions
-- settings menu
-- -- make the volume icon clickable
-- -- music volume slider or number input box
-- -- sfx volume slider or number input box
-- -- allow different resolution options, as long as you are 4:3
-- serialization
-- -- allow saving by name
-- -- allow loading by name
-- -- investigate saving as lua instead, and having as a consequence a less janky map serialization - we don't care about exploitability
-- sound
-- -- fix the non-seamless loop in the soundtrack
-- -- more trax
-- game
-- -- allow selecting of tiles, if tower is selected then allow sell/upgrade
-- -- new game menu allowing set seed
-- -- make art, birds-eye-ify the redeye tower and lighthouse maybe?
-- map editor?
-- -- paint terrain elevation levels
-- -- place tiles of set elevation
-- -- place towers
-- -- move home?
-- lua's random number generator doesn't really produce random looking values if you don't seed it and discard a few calls first
math.randomseed(os.time())
math.random()
math.random()
math.random()
math.random()
-- aspect ratios seem like a huge mess
-- for now, i think we should enforce 4:3
-- all 4:3 aspect ratio
local RESOLUTION_OPTIONS = {
{ width = 1440, height = 1080 },
{ width = 1400, height = 1050 }, -- seems like a good default one
@ -50,7 +12,7 @@ local RESOLUTION_OPTIONS = {
}
local DEFAULT_RESOLUTION = RESOLUTION_OPTIONS[2]
settings = am.load_state("settings", "json") or {
SETTINGS = am.load_state("settings", "json") or {
fullscreen = false,
window_width = DEFAULT_RESOLUTION.width,
window_height = DEFAULT_RESOLUTION.height,
@ -60,14 +22,15 @@ settings = am.load_state("settings", "json") or {
}
win = am.window{
width = settings.window_width,
height = settings.window_height,
title = "hexyz",
mode = settings.fullscreen and "fullscreen" or "windowed",
width = SETTINGS.window_width,
height = SETTINGS.window_height,
title = "",
mode = SETTINGS.fullscreen and "fullscreen" or "windowed",
resizable = false,
highdpi = true,
letterbox = true,
show_cursor = true,
clear_color = vec4(0),
}
-- top right display types
@ -89,63 +52,27 @@ function make_top_right_display_node()
^ am.text("", "right", "top"):tag"top_right_display"
end
-- asset interfaces and/or trivial code
require "conf"
require "color"
require "sound"
require "texture"
--
require "src/entity"
require "src/extra"
require "src/memory"
require "src/geometry"
-- library/standard code (ours)
require "lib/random"
require "lib/extra"
require "lib/memory"
require "lib/geometry"
require "lib/gui"
require "lib/color"
require "lib/sound"
require "lib/texture"
-- other internal dependencies
require "src/hexyz"
require "src/game"
require "src/gui"
require "src/grid"
require "src/mob"
require "src/projectile"
require "src/game"
require "src/tower"
require "src/mob"
require "src/map-editor"
------------------------------------------------------------------
local sound_toggle_node_tag = "sound_on_off_icon"
local function make_sound_toggle_node(on)
local sprite
if on then
sprite = pack_texture_into_sprite(TEXTURES.SOUND_ON1, 40, 30)
else
sprite = pack_texture_into_sprite(TEXTURES.SOUND_OFF, 40, 30)
end
return (am.translate(win.right - 30, win.top - 60) ^ sprite)
:tag(sound_toggle_node_tag)
:action(function()
-- @TODO click me!
end)
end
local cached_music_volume = 0.2
local cached_sfx_volume = 0.1
local function toggle_mute()
settings.sound_on = not settings.sound_on
if settings.sound_on then
settings.music_volume = cached_music_volume
settings.sfx_volume = cached_sfx_volume
else
cached_music_volume = settings.music_volume
cached_sfx_volume = settings.sfx_volume
settings.music_volume = 0
settings.sfx_volume = 0
end
update_music_volume(settings.music_volume)
win.scene:replace(sound_toggle_node_tag, make_sound_toggle_node(settings.sound_on))
end
require "src/entity"
require "src/projectile"
function main_action(self)
if win:key_pressed("escape") then
@ -166,69 +93,6 @@ function main_action(self)
end
end
function make_scene_menu(scene_options, tag)
-- calculate the dimensions of the whole grid
local spacing = 150
local grid_width = 6
local grid_height = 2
local hhs = hex_horizontal_spacing(spacing)
local hvs = hex_vertical_spacing(spacing)
local grid_pixel_width = grid_width * hhs
local grid_pixel_height = grid_height * hvs
local pixel_offset = vec2(-grid_pixel_width/2, win.bottom + hex_height(spacing)/2 + 20)
-- generate a map of hexagons (the menu is made up of two rows of hexes) and populate their locations with buttons from the provided options
local map = hex_rectangular_map(grid_width, grid_height, HEX_ORIENTATION.POINTY)
local group = am.group():tag(tag or "menu")
local option_index = 1
for i,_ in pairs(map) do
for j,_ in pairs(map[i]) do
local hex = vec2(i, j)
local position = hex_to_pixel(hex, vec2(spacing), HEX_ORIENTATION.POINTY)
local option = scene_options[option_index]
local texture = option and option.texture or TEXTURES.SHADED_HEX
local color = option and COLORS.TRANSPARENT or vec4(0.3)
local node = am.translate(position)
^ pack_texture_into_sprite(texture, texture.width, texture.height, color)
hex_map_set(map, i, j, {
node = node,
option = option
})
local tile = hex_map_get(map, i, j)
local selected = false
node:action(function(self)
local mouse = win:mouse_position()
local hex_ = pixel_to_hex(mouse - pixel_offset, vec2(spacing), HEX_ORIENTATION.POINTY)
if tile.option then
if hex == hex_ then
if not selected then
play_sfx(SOUNDS.SELECT1)
end
selected = true
tile.node"sprite".color = vec4(1)
if win:mouse_pressed("left") then
tile.option.action()
end
else
selected = false
tile.node"sprite".color = COLORS.TRANSPARENT
end
end
end)
group:append(node)
option_index = option_index + 1
end
end
return am.translate(pixel_offset) ^ group
end
function main_scene(do_backdrop, do_logo)
local group = am.group():tag"main_scene"
@ -237,7 +101,7 @@ function main_scene(do_backdrop, do_logo)
local hex_backdrop = (am.rotate(0) ^ am.group()):tag"hex_backdrop"
for i,_ in pairs(map) do
for j,n in pairs(map[i]) do
local color = map_elevation_color(n)
local color = map_elevation_to_color(n)
color = color{a=color.a - 0.1}
local node = am.translate(hex_to_pixel(vec2(i, j), vec2(HEX_SIZE)))
@ -261,10 +125,6 @@ function main_scene(do_backdrop, do_logo)
^ am.text(string.format("v%s, by %s", version, author), COLORS.WHITE, "right", "bottom")
)
group:append(
make_sound_toggle_node(settings.sound_on)
)
if do_logo then
local position = vec2(0, win.top - 20 - TEXTURES.LOGO.height/2)
local logo =
@ -293,10 +153,7 @@ function main_scene(do_backdrop, do_logo)
false,
{
texture = TEXTURES.NEW_GAME_HEX,
action = function()
win.scene:remove"main_scene"
game_init()
end
action = game_init
},
false,
false,
@ -307,7 +164,6 @@ function main_scene(do_backdrop, do_logo)
local save = am.load_state("save", "json")
if save then
win.scene:remove("main_scene")
game_init(save)
else
gui_alert("no saved games")
@ -344,10 +200,85 @@ function main_scene(do_backdrop, do_logo)
return group
end
win.scene = am.group(
main_scene(true, true)
)
play_track(SOUNDS.MAIN_THEME)
function make_scene_menu(scene_options, tag)
-- calculate the dimensions of the whole grid
local spacing = 150
local grid_width = 6
local grid_height = 2
local hhs = hex_horizontal_spacing(spacing)
local hvs = hex_vertical_spacing(spacing)
local grid_pixel_width = grid_width * hhs
local grid_pixel_height = grid_height * hvs
local pixel_offset = vec2(-grid_pixel_width/2, win.bottom + hex_height(spacing)/2 + 20)
-- generate a map of hexagons (the menu is made up of two rows of hexes) and populate their locations with buttons from the provided options
local map = hex_rectangular_map(grid_width, grid_height, HEX_ORIENTATION.POINTY)
local group = am.group():tag(tag or "menu")
local option_index = 1
for i,_ in pairs(map) do
for j,_ in pairs(map[i]) do
local hex = vec2(i, j)
local position = hex_to_pixel(hex, vec2(spacing), HEX_ORIENTATION.POINTY)
local option = scene_options[option_index]
local texture = option and option.texture or TEXTURES.SHADED_HEX
local color = option and COLORS.TRANSPARENT3 or vec4(0.3)
local node = am.translate(position)
^ pack_texture_into_sprite(texture, texture.width, texture.height, color)
hex_map_set(map, i, j, {
node = node,
option = option
})
local tile = hex_map_get(map, i, j)
local selected = false
node:action(function(self)
local mouse = win:mouse_position()
local hex_ = pixel_to_hex(mouse - pixel_offset, vec2(spacing), HEX_ORIENTATION.POINTY)
if tile.option then
if hex == hex_ then
if not selected then
play_sfx(SOUNDS.SELECT1)
end
selected = true
tile.node"sprite".color = vec4(1)
if win:mouse_pressed("left") then
tile.option.action()
end
else
selected = false
tile.node"sprite".color = COLORS.TRANSPARENT3
end
end
end)
group:append(node)
option_index = option_index + 1
end
end
return am.translate(pixel_offset) ^ group
end
function switch_context(scene, action)
win.scene:remove("menu")
if action then
win.scene:replace("context", scene:action(action):tag"context")
else
win.scene:replace("context", scene:tag"context")
end
end
function init()
load_entity_specs()
switch_context(main_scene(true, true))
end
win.scene = am.group(am.group():tag"context")
init()
noglobals()

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4
src/entity.lua

@ -58,6 +58,10 @@ function do_entity_updates()
do_projectile_updates()
end
function load_entity_specs()
resolve_tower_specs("data/towers.lua")
end
function entity_basic_devectored_copy(entity)
local copy = table.shallow_copy(entity)
copy.position = { copy.position.x, copy.position.y }

1
src/extra.lua

@ -1,3 +1,4 @@
-- utility functions that don't below elsewhere go here,
-- especially if they would be at home on the global 'math' or 'table' variables, or are otherwise extensions of standard lua features
-- try to avoid *too* much amulet specific stuff, but vector types are probably ok.

32
src/game.lua

@ -34,7 +34,6 @@ local game_scene_menu_options = {
{
texture = TEXTURES.MAP_EDITOR_HEX,
action = function()
win.scene:remove("game")
map_editor_init(game_state.map.seed)
end
},
@ -75,8 +74,8 @@ local function get_initial_game_state(seed)
score = 0, -- current game score
money = STARTING_MONEY, -- current money
towers = {}, -- list of tower entities
mobs = {}, -- list of mob entities
towers = {}, -- list of tower entities
projectiles = {}, -- list of projectile entities
current_wave = 1,
@ -147,7 +146,7 @@ local function do_day_night_cycle()
end
local function game_pause()
win.scene("game").paused = true
win.scene("context").paused = true
win.scene:append(make_scene_menu(game_scene_menu_options))
end
@ -156,7 +155,7 @@ local function game_deserialize(json_string)
local new_game_state = am.parse_json(json_string)
if new_game_state.version ~= version then
log("loading incompatible old save data. starting a fresh game instead.")
gui_alert("loading incompatible old save data.\nstarting a fresh game instead.", nil, 10)
return get_initial_game_state()
end
@ -247,10 +246,6 @@ local function deselect_tile()
win.scene:remove("tile_select_box")
end
local function game_pause_menu()
end
local function game_action(scene)
game_state.frame_start_time = am.current_time()
if game_state.score < 0 then
@ -309,14 +304,14 @@ local function game_action(scene)
if broken then
local node = win.scene("cursor"):child(2)
node.color = COLORS.CLARET
node:action(am.tween(0.1, { color = COLORS.TRANSPARENT }))
node:action(am.tween(0.1, { color = COLORS.TRANSPARENT3 }))
play_sfx(SOUNDS.BIRD2)
gui_alert("closes the circle")
elseif cost > game_state.money then
local node = win.scene("cursor"):child(2)
node.color = COLORS.CLARET
node:action(am.tween(0.1, { color = COLORS.TRANSPARENT }))
node:action(am.tween(0.1, { color = COLORS.TRANSPARENT3 }))
play_sfx(SOUNDS.BIRD2)
gui_alert("not enough money")
@ -483,7 +478,7 @@ local function make_game_toolbelt()
local toolbelt = am.group(
am.group():tag"tower_tooltip_text",
am.rect(win.left, win.bottom, win.right, win.bottom + toolbelt_height, COLORS.TRANSPARENT)
am.rect(win.left,