Browse Source

refactoring.

master
churchianity 5 years ago
parent
commit
ea47466c64
  1. 18
      src/hexyz.lua
  2. 148
      src/main.lua

18
src/hexyz.lua

@ -64,7 +64,7 @@ local POINTY = {M = mat2(3.0^0.5, 3.0^0.5/2.0, 0.0, 3.0/2.0),
angle = 0.5}
-- Hex to Screen -- Orientation Must be Either POINTY or FLAT
function hex_to_pixel(hex, size, orientation_M)
function hex_to_pixel(hex, size, orientation_M, offset)
local M = orientation_M or FLAT.M
local x = (M[1][1] * hex[1] + M[1][2] * hex[2]) * size[1]
@ -149,17 +149,17 @@ function spiral_map(center, radius)
end
-- Used to Retrieve Noise Values in Hashmap; t[vec2(x, y)] will always find nil
function hash_retrieve(map, hex)
for h,n in pairs(map) do
if hex == h then
return n
function hash_retrieve(map, entry)
for k,v in pairs(map) do
if k == entry then
return v
end
end
return nil
end
-- Returns Unordered Parallelogram-Shaped Map of |width| and |height| with Simplex Noise
function parallelogram_map(width, height, seed)
local seed = seed or math.random(width * height)
@ -250,6 +250,7 @@ function rectangular_map(width, height, seed)
local map = {}
for i = 0, width do
map[i] = {}
for j = 0, height do
-- Begin to Calculate Noise
@ -263,7 +264,10 @@ function rectangular_map(width, height, seed)
local pos = vec2(idelta + seed * width, jdelta + seed * height)
noise = noise + f * math.simplex(pos * l)
end
map[vec2(i, j - math.floor(i/2))] = noise
j = j - math.floor(i/2) -- this is what makes it rectangular
-- store two dimensions as a single number
map[i][j] = noise
end
end
setmetatable(map, {__index={width=width, height=height, seed=seed}})

148
src/main.lua

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

Loading…
Cancel
Save