Nicholas Hayashi
4 years ago
6 changed files with 471 additions and 436 deletions
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15src/colors.lua
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78src/grid.lua
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9src/gui.lua
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89src/hexyz.lua
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267src/main.lua
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77src/mob.lua
@ -0,0 +1,15 @@ |
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COLORS = { |
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TRANSPARENT = vec4(0.4), |
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--TRANSPARENT = vec4(0.6), |
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WHITE = vec4(0.8, 0.8, 0.7, 1), |
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BLACK = vec4(0, 0, 0, 1), |
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-- hues |
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BLUE_STONE = vec4(0.12, 0.3, 0.3, 1), |
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MYRTLE = vec4(0.10, 0.25, 0.10, 1), |
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BROWN_POD = vec4(0.25, 0.20, 0.10, 1), |
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BOTTLE_GREEN = vec4(0.15, 0.30, 0.20, 1) |
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} |
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@ -0,0 +1,78 @@ |
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require "colors" |
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local WORLD_GRID_DIMENSIONS = vec2(46, 32) |
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local world_grid_map |
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-- ensure home-base is somewhat of an open area. |
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function find_home(preferred_radius) |
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home = spiral_map(vec2(23, 4), preferred_radius or 2) |
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local home_node = am.group() |
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repeat |
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local happy = true |
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for i,h in pairs(home) do |
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local elevation = map[h.x][h.y] |
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if not elevation then -- hex not in map |
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elseif elevation > 0.5 or elevation < -0.5 then |
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happy = false |
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elseif not happy then |
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home = spiral_map(h, preferred_radius or 1) |
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home_node = am.group() |
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else |
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local center = hex_to_pixel(h) |
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local color = vec4(1, 0, 0.5, 1) |
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local node = am.circle(center, 4, color, 4) |
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home_node:append(node) |
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end |
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end |
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until happy |
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return home_node |
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end |
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-- map elevation to appropriate tile color. |
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function color_at(elevation) |
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if elevation < -0.5 then -- lowest elevation : impassable |
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return COLORS.BLUE_STONE{ a = (elevation + 1.4) / 2 + 0.2 } |
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elseif elevation < 0 then -- med-low elevation : passable |
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return COLORS.MYRTLE{ a = (elevation + 1.8) / 2 + 0.2 } |
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elseif elevation < 0.5 then -- med-high elevation : passable |
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return COLORS.BROWN_POD{ a = (elevation + 1.6) / 2 + 0.2 } |
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elseif elevation < 1 then -- highest elevation : impassable |
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return COLORS.BOTTLE_GREEN{ a = (elevation + 1.0) / 2 + 0.2 } |
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end |
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end |
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function random_map(seed) |
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world_grid_map = rectangular_map(WORLD_GRID_DIMENSIONS.x, WORLD_GRID_DIMENSIONS.y, seed); |
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math.randomseed(world_grid_map.seed) |
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local world = am.translate(vec2(win.left + 200, win.bottom -60)) ^ am.group():tag"world" |
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for i,_ in pairs(world_grid_map) do |
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for j,elevation in pairs(world_grid_map[i]) do |
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-- subtly shade map edges |
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local off = hex_to_offset(vec2(i, j)) |
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local mask = vec4(0, 0, 0, math.max(((off.x - WORLD_GRID_DIMENSIONS.x/2) / WORLD_GRID_DIMENSIONS.x) ^ 2, |
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((-off.y - WORLD_GRID_DIMENSIONS.y/2) / WORLD_GRID_DIMENSIONS.y) ^ 2)) |
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local color = color_at(elevation) - mask |
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local node = am.circle(hex_to_pixel(vec2(i, j)), get_default_hex_size(), vec4(0), 6) |
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:action(am.tween(2, { color=color }, am.ease.out(am.ease.hyperbola))) |
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world:append(node) |
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end |
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end |
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--world:append(find_home(2)) |
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--world:action(spawner) |
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return world:tag"world" |
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end |
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@ -0,0 +1,9 @@ |
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local hot |
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local active |
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function button(x, y) |
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local color = (x + y) % 2 == 0 and vec4(0.4, 0.4, 0.5, 1) or vec4(0.5, 0.4, 0.4, 1) |
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return am.translate(x * 80, y * 80) ^ am.rect(-40, 40, 40, -40, color) |
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end |
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@ -0,0 +1,77 @@ |
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-- determines when, where, and how often to spawn mobs. |
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function spawner(world) |
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local SPAWN_CHANCE = 25 |
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if math.random(SPAWN_CHANCE) == 1 then -- chance to spawn |
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local spawn_position |
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repeat |
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-- ensure we spawn on an random tile along the map's edges |
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local x,y = math.random(46), math.random(33) |
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if math.random() < 0.5 then |
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x = math.random(0, 1) * 46 |
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else |
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y = math.random(0, 1) * 33 |
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end |
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spawn_position = offset_to_hex(vec2(x, y)) |
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-- ensure that we spawn somewhere that is passable: mid-elevation |
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local e = map[spawn_position.x][spawn_position.y] |
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until e and e < 0.5 and e > -0.5 |
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local mob = am.translate(-278, -318) ^ am.circle(hex_to_pixel(spawn_position), 4) |
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world:append(mob"circle":action(coroutine.create(live))) |
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end |
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end |
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-- this function is the coroutine that represents the life-cycle of a mob. |
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function live(mob) |
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local dead = false |
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local visited = {} |
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visited[mob.center.x] = {}; visited[mob.center.x][mob.center.y] = true |
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-- begin life |
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repeat |
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local neighbours = hex_neighbours(pixel_to_hex(mob.center)) |
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local candidates = {} |
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-- get list of candidates: hex positions to consider moving to. |
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for _,h in pairs(neighbours) do |
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local e |
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if map[h.x] then |
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e = map[h.x][h.y] |
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end |
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if e and e < 0.5 and e > -0.5 then |
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if visited[h.x] then |
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if not visited[h.x][h.y] then |
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table.insert(candidates, h) |
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end |
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else |
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table.insert(candidates, h) |
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end |
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end |
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end |
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-- choose where to move. manhattan distance closest to goal is chosen. |
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local move = candidates[1] |
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for _,h in pairs(candidates) do |
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if math.distance(h, home.center) < math.distance(move, home.center) then |
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move = h |
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end |
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end |
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if not move then print("can't find anywhere to move to"); return |
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end -- bug |
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local speed = map[move.x][move.y] ^ 2 + 0.5 |
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am.wait(am.tween(mob, speed, {center=hex_to_pixel(move)})) |
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visited[move.x] = {}; visited[move.x][move.y] = true |
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if move == home.center then dead = true end |
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until dead |
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win.scene:remove(mob) |
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end |
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