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@ -10,12 +10,11 @@ mob(entity) structure: |
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} |
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--]] |
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-- distance from hex centerpoint to nearest edge |
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MOB_SIZE = hex_height(HEX_SIZE, ORIENTATION.FLAT) / 2 |
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MAX_MOB_SIZE = hex_height(HEX_SIZE, ORIENTATION.FLAT) / 2 |
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MOB_SIZE = MAX_MOB_SIZE/2 |
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function mobs_on_hex(hex) |
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local t = {} |
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for mob_index,mob in pairs(MOBS) do |
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if mob and mob.hex == hex then |
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table.insert(t, mob_index, mob) |
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@ -33,39 +32,11 @@ end |
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function mob_die(mob, mob_index) |
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WORLD:action(vplay_sound(SOUNDS.EXPLOSION1)) |
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--WORLD:append(mob_death_explosion(mob)) |
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delete_entity(MOBS, mob_index) |
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end |
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function mob_death_explosion(mob) |
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local t = 0.5 |
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return am.particles2d{ |
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source_pos = mob.position, |
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source_pos_var = vec2(mob.hurtbox_radius), |
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max_particles = 25, |
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start_size = mob.hurtbox_radius/10, |
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start_size_var = mob.hurtbox_radius/15, |
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end_size = 0, |
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angle = 0, |
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angle_var = math.pi, |
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speed = 105, |
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speed_var = 55, |
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life = t * 0.8, |
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life_var = t * 0.2, |
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start_color = COLORS.CLARET, |
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start_color_var = COLORS.DIRT, |
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end_color = COLORS.DIRT, |
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end_color_var = COLORS.CLARET, |
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damping = 0.3 |
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}:action(coroutine.create(function(self) |
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am.wait(am.delay(t)) |
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WORLD:remove(self) |
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end)) |
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end |
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function do_hit_mob(mob, damage, mob_index) |
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mob.health = mob.health - damage |
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if mob.health <= 0 then |
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update_score(mob.bounty) |
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mob_die(mob, mob_index) |
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@ -74,9 +45,9 @@ end |
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function check_for_broken_mob_pathing(hex) |
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for _,mob in pairs(MOBS) do |
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if mob and mob.path[hex.x] and mob.path[hex.x][hex.y] then |
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mob.path = get_mob_path(mob, HEX_MAP, mob.hex, HEX_GRID_CENTER) |
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end |
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--if mob and mob.path[hex.x] and mob.path[hex.x][hex.y] then |
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--mob.path = get_mob_path(mob, HEX_MAP, mob.hex, HEX_GRID_CENTER) |
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--end |
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end |
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end |
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@ -90,7 +61,7 @@ end |
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-- try reducing map size by identifying key nodes (inflection points) |
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-- there are performance hits everytime we spawn a mob and it's Astar's fault |
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function get_mob_path(mob, map, start, goal) |
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return Astar(map, goal, start, grid_heuristic, grid_cost) |
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--return Astar(map, goal, start, grid_heuristic, grid_cost) |
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end |
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-- @FIXME there's a bug here where the position of the spawn hex is sometimes 1 closer to the center than we want |
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@ -124,20 +95,43 @@ local function get_spawn_hex() |
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end |
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local function mob_update(mob, mob_index) |
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local last_frame_hex = mob.hex |
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mob.hex = pixel_to_hex(mob.position) |
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local frame_target = mob.path[mob.hex.x] and mob.path[mob.hex.x][mob.hex.y] |
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if mob.hex == HEX_GRID_CENTER then |
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update_score(-mob.health) |
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mob_die(mob, mob_index) |
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return true |
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end |
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--local frame_target = mob.path[mob.hex.x] and mob.path[mob.hex.x][mob.hex.y] |
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local frame_target = nil |
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local neighbours = HEX_MAP.neighbours(mob.hex) |
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if #neighbours ~= 0 then |
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local first_entry = HEX_MAP.get(neighbours[1].x, neighbours[1].y) |
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local best_hex = neighbours[1] |
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local best_cost = first_entry and first_entry.priority or HEX_MAP.get(last_frame_hex.x, last_frame_hex.y).priority |
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for _,h in pairs(neighbours) do |
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--if h ~= last_frame_hex then |
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local map_entry = HEX_MAP.get(h.x, h.y) |
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local cost = map_entry.priority |
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if cost and cost < best_cost then |
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best_cost = cost |
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best_hex = h |
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end |
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--end |
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end |
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frame_target = best_hex |
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end |
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if frame_target then |
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mob.position = mob.position + math.normalize(hex_to_pixel(frame_target.hex) - mob.position) * mob.speed |
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mob.position = mob.position + math.normalize(hex_to_pixel(frame_target) - mob.position) * mob.speed |
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mob.node.position2d = mob.position |
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else |
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if mob.hex == HEX_GRID_CENTER then |
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update_score(-mob.health) |
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mob_die(mob, mob_index) |
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else |
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log("stuck") |
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end |
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log("no frame target") |
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end |
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--[[ passive animation |
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@ -165,7 +159,7 @@ local function make_and_register_mob() |
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register_entity(MOBS, mob) |
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end |
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local SPAWN_CHANCE = 100 |
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local SPAWN_CHANCE = 25 |
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function do_mob_spawning() |
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--if WIN:key_pressed"space" then |
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if math.random(SPAWN_CHANCE) == 1 then |
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