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@ -3,16 +3,18 @@ require"hexyz" |
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math.randomseed(os.time()); math.random(); math.random(); math.random() |
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function explosion(position, size, color, color_var, sound) end |
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win = am.window |
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{ |
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-- Base Resolution = 3/4 * WXGA standard 16:10 |
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width = 1280 * 3/4, -- 960px |
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height = 800 * 3/4, -- 600px |
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resizable = false, |
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clear_color = vec4(0.08, 0.08, 0.11, 1) |
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{ -- Base Resolution = 3/4 * WXGA standard 16:10 |
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width = 1280 * 3/4, height = 800 * 3/4, -- 960px -- 600px |
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} |
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bias = "right" |
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state = { |
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score = 0, |
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} |
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local bias = "right" |
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local map |
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local world |
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@ -20,32 +22,6 @@ local home |
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local home_node |
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function keep_score() |
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local offset = am.current_time() |
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local score = am.text(string.format("%.2f", am.current_time())) |
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win.scene:append(am.translate(-380, 290) ^ score) |
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win.scene:action(function() |
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score.text = string.format("%.2f", am.current_time()) |
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end) |
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end |
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function show_hex_coords() |
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local hex = pixel_to_hex(win:mouse_position(), vec2(11)) |
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local off = hex_to_offset(hex) |
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local coords = am.text(string.format("%d,%d", off.x, off.y)) |
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win.scene:append(am.translate(380, 280) ^ coords |
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:action(function() |
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local hex = pixel_to_hex(win:mouse_position(), vec2(11)) |
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local off = hex_to_offset(hex) |
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coords.text = string.format("%d,%d", off.x, off.y) |
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end)) |
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end |
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function explosion(position, size, color, color_var, sound) end |
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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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@ -55,14 +31,14 @@ function find_home(preferred_radius) |
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local happy = true |
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for i,h in pairs(home) do |
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local elevation = hash_retrieve(map, h) |
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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(vec2(23, 4), preferred_radius or 2) |
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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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@ -91,40 +67,33 @@ function color_at(elevation) |
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elseif elevation < 1 then -- Highest Elevation : Impassable |
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return vec4(0.15, 0.30, 0.20, (elevation + 1.0) / 2 + 0.2) |
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else |
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return vec4(0.5, 0.5, 0.5, 1) |
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return vec4(0.6) |
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end |
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end |
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function cartograph() |
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map = rectangular_map(46, 33); math.randomseed(map.seed) |
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world = am.group() |
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for hex,elevation in pairs(map) do |
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-- subtle shading for map edges. unnecessary, really. |
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local off = hex_to_offset(hex) |
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local mask = vec4(0, 0, 0, math.max(((off.x - 23.5) / 46) ^ 2, |
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((-off.y - 16.5) / 32) ^ 2)) |
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local color = color_at(elevation) - mask |
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local node = am.circle(hex_to_pixel(hex, vec2(11)), 11, vec4(0), 6) |
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:action(am.tween(5, {color=color}, am.ease.out(am.ease.hyperbola))) |
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world:append(node) |
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end |
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world:append(find_home()) |
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world = am.translate(vec2(-278, -318)) ^ am.group():tag"world" |
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if bias == "right" then |
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win.scene:prepend(am.translate(-278, -318) ^ world) |
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win.scene:action(am.tween(win.scene"curtain", 1, {x2 = -268}, am.ease.bounce)) |
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for i,_ in pairs(map) do |
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for j,elevation in pairs(map[i]) do |
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elseif bias == "left" then |
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win.scene:prepend(am.translate(-480, -318) ^ world) |
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win.scene:action(am.tween(win.scene"curtain", 1, {x1 = 268}, am.ease.bounce)) |
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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 - 23.5) / 46) ^ 2, |
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((-off.y - 16.5) / 32) ^ 2)) |
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local color = color_at(elevation) - mask |
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else |
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error("invalid bias") |
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local node = am.circle(hex_to_pixel(vec2(i, j), vec2(11)), 11, vec4(0), 6) |
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:action(am.tween(1, {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()) |
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world:action(spawner) |
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return world |
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end |
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@ -143,7 +112,7 @@ function spawner(world) |
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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 = hash_retrieve(map, spawn_position) |
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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 |
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@ -158,7 +127,7 @@ function spawner(world) |
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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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-- 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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@ -172,7 +141,11 @@ function live(mob) |
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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 = hash_retrieve(map, h) |
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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 not hash_retrieve(visited, h) then |
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table.insert(candidates, h) |
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@ -188,10 +161,10 @@ function live(mob) |
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end |
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end |
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if not move then return true --error("can't find anywhere to move to") |
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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 = (hash_retrieve(map, move)) ^ 2 + 0.5 |
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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, vec2(11))})) |
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visited[move] = true |
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if move == home.center then dead = true end |
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@ -199,15 +172,54 @@ function live(mob) |
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explosion(mob.center) |
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end |
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-- |
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function init() |
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local bg = am.rect(win.left, win.top, win.right, win.bottom, vec4(0.12, 0.3, 0.3, 1)) |
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:tag"curtain" |
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local score = am.translate(-264, 290) ^ am.text("0", "left"):tag"score" |
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local coords = am.translate(440, 290) ^ am.text():tag"coords" |
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local bg = am.rect(win.left, win.top, win.right, win.bottom, vec4(0.12, 0.3, 0.3, 1)):tag"curtain" |
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-- -480, 300, -268, -300 |
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win.scene = am.group(bg) |
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cartograph() |
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main_scene = am.group |
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{ |
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cartograph(), |
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bg, |
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score, |
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coords, |
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} |
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main_scene:append(am.circle(home.center, 11, vec4(0.4), 6):tag"selected") |
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function main_action(scene) |
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-- get info about mouse position |
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local hex = pixel_to_hex(win:mouse_position() - vec2(-278, -318), vec2(11)) |
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local off = hex_to_offset(hex) |
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-- check if cursor location outside of map bounds |
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if map[hex.x] == nil or map[hex.x][hex.y] == nil or off.x <= 1 or -off.y <= 1 or off.x >= 46 or -off.y >= 32 then |
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scene"coords".text = "" |
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else |
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-- check if mouse clicked |
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if win:mouse_down"left" then |
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if map[hex.x][hex.y] <= -0.5 or map[hex.x][hex.y] >= 0.5 then |
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else |
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map[hex.x][hex.y] = 2 |
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world:append(am.circle(hex_to_pixel(hex, vec2(11)), 11, vec4(0.2, 0.2, 0.2, 1), 6)) |
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end |
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end |
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scene"coords".text = string.format("%d,%d", off.x, -off.y) |
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scene"selected".center = hex_to_pixel(hex, vec2(11)) + vec2(-278, -318) |
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end |
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scene"score".text = string.format("SCORE: %.2f", am.current_time() + state.score) |
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end |
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main_scene:action(am.series |
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{ |
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am.tween(bg, 1, {x2 = -268}, am.ease.bounce), |
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main_action |
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}) |
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win.scene = main_scene |
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end |
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init() |
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