Nicholas Hayashi
4 years ago
12 changed files with 314 additions and 202 deletions
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BINres/mob2_1.png
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12src/color.lua
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64src/entity.lua
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56src/grid.lua
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61src/hexyz.lua
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37src/main.lua
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133src/mob.lua
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33src/projectile.lua
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5src/scratch
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2src/sound.lua
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3src/texture.lua
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74src/tower.lua
After Width: 40 | Height: 40 | Size: 558 B |
@ -0,0 +1,64 @@ |
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ENTITY_TYPE = { |
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ENTITY = 0, |
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MOB = 1, |
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TOWER = 2, |
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PROJECTILE = 3 |
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} |
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ENTITIES = {} |
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-- entity structure: |
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-- { |
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-- TOB - number - time of birth, const |
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-- |
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-- hex - vec2 - current occupied hex, if any |
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-- position - vec2 - current pixel position of it's translate (forced parent) node |
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-- update - function - runs every frame with itself and its index as an argument |
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-- node - node - scene graph node |
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-- } |
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-- |
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-- mob(entity) structure: |
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-- { |
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-- path - 2d table - map of hexes to other hexes, forms a path |
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-- speed - number - multiplier on distance travelled per frame, up to the update function to use correctly |
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-- } |
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-- |
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-- tower(entity) structure: |
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-- { |
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-- -- @NOTE these should probably be wrapped in a 'weapon' struct or something, so towers can have multiple weapons |
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-- range - number - distance it can shoot |
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-- last_shot_time - number - timestamp (seconds) of last time it shot |
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-- target_index - number - index of entity it is currently shooting |
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-- } |
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-- |
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-- bullet/projectile structure |
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-- { |
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-- } |
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-- |
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function make_and_register_entity(type_, hex, node, update) |
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local entity = {} |
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entity.type = type_ |
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entity.TOB = TIME |
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entity.hex = hex |
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entity.position = hex_to_pixel(hex) |
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entity.update = update or function() log("unimplemented update function!") end |
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entity.node = am.translate(entity.position) ^ node |
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table.insert(ENTITIES, entity) |
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WIN.scene"world":append(entity.node) |
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return entity |
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end |
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function delete_entity(index) |
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WIN.scene"world":remove(ENTITIES[index].node) |
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ENTITIES[index] = nil |
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end |
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function do_entity_updates() |
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for index,entity in pairs(ENTITIES) do |
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entity.update(entity, index) |
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end |
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end |
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@ -0,0 +1,33 @@ |
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function make_and_register_projectile(hex, vector, velocity) |
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local projectile = make_and_register_entity( |
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-- type |
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ENTITY_TYPE.PROJECTILE, |
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hex, |
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-- node |
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am.line(vector, vector * 4, 2, COLORS.CLARET), |
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function(_projectile, _projectile_index) |
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_projectile.position = _projectile.position + vector * velocity |
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_projectile.node.position2d = _projectile.position |
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_projectile.hex = pixel_to_hex(_projectile.position) |
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local mob_index,mob = mob_on_hex(_projectile.hex) |
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if mob and (math.distance(mob.position, _projectile.position) > _projectile.hitbox_radius) then |
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do_hit_mob(mob, _projectile.damage, mob_index) |
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delete_entity(_projectile_index) |
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WIN.scene"world":action(am.play(am.sfxr_synth(SOUNDS.HIT1))) |
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end |
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end |
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) |
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projectile.vector = vector |
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projectile.velocity = velocity |
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projectile.damage = 5 |
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projectile.hitbox_radius = 10 |
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end |
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@ -0,0 +1,5 @@ |
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x = y - floor(z/2) |
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j + floor(z/2) = j2 |
@ -1,43 +1,59 @@ |
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local TOWERS = {} |
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--[[ |
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tower structure: |
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{ |
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TOB - float -- time stamp in seconds of when the tower was spawned |
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hex - vec2 -- hexagon the tower is on |
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position - vec2 -- true pixel coordinates |
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node - node -- the root graph node for this tower |
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update - function -- function that gets called every frame with itself as an argument |
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} |
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]] |
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function is_buildable(hex, tile, tower) |
function is_buildable(hex, tile, tower) |
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local blocked = mob_on_hex(hex) |
local blocked = mob_on_hex(hex) |
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return not blocked and is_passable(tile) |
return not blocked and is_passable(tile) |
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end |
end |
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function make_tower(hex) |
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local tower = {} |
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tower.TOB = TIME |
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tower.hex = hex |
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tower.position = hex_to_pixel(tower.hex) |
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tower.node = am.translate(tower.position) |
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^ pack_texture_into_sprite(TEX_TOWER1, 55, 55) |
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tower.update = function(_tower) end |
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function make_and_register_tower(hex) |
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local tower = make_and_register_entity( |
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-- type |
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ENTITY_TYPE.TOWER, |
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-- spawning hex |
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hex, |
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-- node |
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pack_texture_into_sprite(TEX_TOWER2, 45, 34), |
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-- update function |
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function(_tower, _tower_index) |
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if not _tower.target_index then |
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for index,entity in pairs(ENTITIES) do |
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if entity and entity.type == ENTITY_TYPE.MOB then |
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local d = math.distance(entity.hex, _tower.hex) |
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if d <= _tower.range then |
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_tower.target_index = index |
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break |
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end |
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end |
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end |
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else |
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if ENTITIES[_tower.target_index] == nil then |
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_tower.target_index = false |
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-- make this cell impassable |
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--HEX_MAP.get(hex.x, hex.y).elevation = 2 |
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elseif (TIME - _tower.last_shot_time) > 1 then |
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local entity = ENTITIES[_tower.target_index] |
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WIN.scene"world":append(tower.node) |
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make_and_register_projectile( |
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_tower.hex, |
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math.normalize(hex_to_pixel(entity.hex) - _tower.position), |
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5 |
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) |
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return tower |
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_tower.last_shot_time = TIME |
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_tower.node:action(am.play(am.sfxr_synth(SOUNDS.EXPLOSION3))) |
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end |
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end |
end |
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function do_tower_updates() |
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for i,tower in pairs(TOWERS) do |
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tower.update(tower, i) |
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end |
end |
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) |
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tower.range = 10 |
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tower.last_shot_time = tower.TOB |
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tower.target_index = false |
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-- make this cell impassable |
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HEX_MAP[hex.x][hex.y].elevation = 2 |
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check_for_broken_mob_pathing(hex) |
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end |
end |
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