@ -1,5 +1,4 @@
COLORS = {
TRANSPARENT = vec4(0.6),
TRANSPARENT1 = vec4(0.4),
-- @TODO @TODO @TODO @TODO @TODO
-- settings menu
-- -- music volume
SOUNDS = {
-- sfxr_synth seeds
EXPLOSION1 = 49179102, -- this slowed sounds metal as fuck
@ -1,9 +1,7 @@
game = false -- flag to tell if there is a game running
state = {}
-- top right display types
local TRDTS = {
NOTHING = 0,
@ -228,7 +226,6 @@ local function game_action(scene)
-- calculate spawn chance for next wave
state.spawn_chance = math.log(state.current_wave)/100 + 0.002
log(state.spawn_chance)
state.time_until_next_break = get_wave_time(state.current_wave)
end
function circles_intersect(center1, center2, radius1, radius2)
local c1, c2, r1, r2 = center1, center2, radius1, radius2
local d = math.distance(center1, center2)
do
-- add padding, because we terraform the very outer edge and it looks ugly, so hide it
local padding = 2
function gui_numberfield(dimensions, opts)
-- this is a single file with no dependencies which is meant to perform a bunch of mathy stuff
-- related to hexagons, grids of them, and pathfinding on them
--
state.mobs = {}
MOB_TYPE = {
state.projectiles = {}
PROJECTILE_TYPE = {
state.towers = {}
TOWER_TYPE = {
local function load_texture(filepath)
local status, texture = pcall(am.texture2d, filepath)