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recovered catastrophic data loss

master
churchianity 6 years ago
parent
commit
ec5482bc16
  1. 53
      hex.lua
  2. 46
      main.lua

53
hex.lua

@ -28,19 +28,17 @@ local HEX_DIRECTIONS = {vec2( 1 , 0),
vec2(-1 , 1), vec2(-1 , 1),
vec2( 0 , 1)} vec2( 0 , 1)}
-- return hex vector direction via index |direction|.
-- return hex vector direction via integer index |direction|.
function hex_direction(direction) function hex_direction(direction)
return HEX_DIRECTIONS[direction]
return HEX_DIRECTIONS[(6 + (direction % 6)) % 6 + 1]
end end
-- return hexagon adjacent to |hex| in |direction|
-- return hexagon adjacent to |hex| in integer index |direction|.
function hex_neighbour(hex, direction) function hex_neighbour(hex, direction)
return hex + HEX_DIRECTION[direction]
return hex + HEX_DIRECTIONS[(6 + (direction % 6)) % 6 + 1]
end end
-- rounds hexes. without this, pixel_to_hex returns fractional coordinates. -- rounds hexes. without this, pixel_to_hex returns fractional coordinates.
-- using single coordinates instead of a vector, because this should only
-- ever be called internally.
function hex_round(s, t) function hex_round(s, t)
local rs = round(s) local rs = round(s)
local rt = round(t) local rt = round(t)
@ -65,11 +63,13 @@ end
-- forward & inverse matrices used for the flat orientation. -- forward & inverse matrices used for the flat orientation.
local FLAT = {M = mat2(3.0/2.0, 0.0, 3.0^0.5/2.0, 3.0^0.5 ), local FLAT = {M = mat2(3.0/2.0, 0.0, 3.0^0.5/2.0, 3.0^0.5 ),
W = mat2(2.0/3.0, 0.0, -1.0/3.0 , 3.0^0.5/3.0)}
W = mat2(2.0/3.0, 0.0, -1.0/3.0 , 3.0^0.5/3.0),
start_angle = 0.0}
-- forward & inverse matrices used for the pointy orientation. -- forward & inverse matrices used for the pointy orientation.
local POINTY = {M = mat2(3.0^0.5, 3.0^0.5/2.0, 0.0, 3.0/2.0), local POINTY = {M = mat2(3.0^0.5, 3.0^0.5/2.0, 0.0, 3.0/2.0),
W = mat2(3.0^0.5/3.0, -1.0/3.0, 0.0, 2.0/3.0)}
W = mat2(3.0^0.5/3.0, -1.0/3.0, 0.0, 2.0/3.0),
start_angle = 0.5}
-- TODO encapsulate hex_to_pixel and pixel_to_hex in layout table. -- TODO encapsulate hex_to_pixel and pixel_to_hex in layout table.
-- stores layout information that does not pertain to map shape -- stores layout information that does not pertain to map shape
@ -101,11 +101,46 @@ function pixel_to_hex(pix, layout)
return hex_round(s, t) return hex_round(s, t)
end end
-- TODO test
function hex_corner_offset(layout, corner)
local angle = 2.0 * math.pi * layout.orientation.start_angle + corner / 6
return vec2(layout.size.x * math.cos(angle), layout.size.y * math.sin(angle))
end
-- TODO make do stuff
function hex_corners(layout, hex)
local corners = {}
end
----- [[ MAP STORAGE & RETRIEVAL ]] -------------------------------------------- ----- [[ MAP STORAGE & RETRIEVAL ]] --------------------------------------------
--[[ --[[
]] ]]
-- TODO make all functions work regardless of layout. -- TODO make all functions work regardless of layout.
-- returns ordered ring-shaped map of |radius| from |center|.
function hex_ring_map(center, radius)
local map = {}
local walk = center + HEX_DIRECTIONS[6] * radius
for i = 1, 6 do
for j = 1, radius do
table.insert(map, walk)
walk = hex_neighbour(walk, i)
end
end
return map
end
-- returns ordered hexagonal map of |radius| rings from |center|.
function hex_spiral_map(center, radius)
local map = {center}
for i = 1, radius do
table.append(map, hex_ring_map(center, i))
end
return map
end
-- returns unordered parallelogram-shaped map of |width| and |height|. -- returns unordered parallelogram-shaped map of |width| and |height|.
function hex_parallelogram_map(width, height) function hex_parallelogram_map(width, height)
local map = {} local map = {}
@ -163,7 +198,7 @@ function hex_rectangular_map(width, height)
for s = 0, width do for s = 0, width do
for t = 0, height do for t = 0, height do
map[vec2(s, t)] = true
map[vec2(s, t - math.floor(s/2))] = true
end end
end end
return map return map

46
main.lua

@ -1,16 +1,10 @@
----- [[ WARZONE 2 - HEXAGONAL GRID RESOURCE BASED TOWER DEFENSE GAME]] -------- ----- [[ WARZONE 2 - HEXAGONAL GRID RESOURCE BASED TOWER DEFENSE GAME]] --------
--[[ author@churchianity.ca --[[ author@churchianity.ca
]] ]]
require "hex" require "hex"
require "util" require "util"
local world
local guibgcolor = vec4(0.5, 0.5, 0.2, 0)
local win = am.window{ local win = am.window{
-- BASE RESOLUTION = 3/4 * WXGA Standard 16:10 -- BASE RESOLUTION = 3/4 * WXGA Standard 16:10
width = 1280 * 3 / 4, -- 960px width = 1280 * 3 / 4, -- 960px
@ -18,6 +12,13 @@ local win = am.window{
title = "Warzone 2: Electric Boogaloo"} title = "Warzone 2: Electric Boogaloo"}
local title = am.group()
local world = am.group()
local layout = hex_layout(vec2(-368, win.bottom))
local map = hex_rectangular_map(45, 31)
local titlemap = hex_spiral_map(vec2(0), 10)
local titlelayout = hex_layout(vec2(win.right, win.bottom))
function show_axes() function show_axes()
xaxis = am.line(vec2(win.left, 0), vec2(win.right, 0)) xaxis = am.line(vec2(win.left, 0), vec2(win.right, 0))
yaxis = am.line(vec2(0, win.top), vec2(0, win.bottom)) yaxis = am.line(vec2(0, win.top), vec2(0, win.bottom))
@ -25,17 +26,6 @@ function show_axes()
end end
function world_init() function world_init()
world = am.group()
local layout = layout_init(vec2(-402, win.bottom))
local map = rectmap_init(45, 31)
local lgui = am.group(
am.rect(win.left, win.top, -402, win.bottom, guibgcolor))
local rgui = am.group(
am.rect(win.right, win.top, 402, win.bottom, guibgcolor))
world:append(lgui)
world:append(rgui)
world:action(coroutine.create(function() world:action(coroutine.create(function()
for hex,_ in pairs(map) do for hex,_ in pairs(map) do
world:append(am.circle(hex_to_pixel(hex, layout), 11, rrgb(1), 6)) world:append(am.circle(hex_to_pixel(hex, layout), 11, rrgb(1), 6))
@ -46,9 +36,25 @@ function world_init()
end end
function init() function init()
world_init()
show_axes()
win.scene = world
local rotatable = am.group(am.rotate(45):tag"rotatable")
local backdrop = am.group{rotatable}
for _,hex in pairs(titlemap) do
local center = hex_to_pixel(hex, titlelayout)
rotatable:append(am.circle(center, 11, rrgb(1), 6))
end
local line1 = am.text("WARZONE 2")
local line2 = am.text("Electric Boogaloo")
local line3 = am.text("by Nick Hayashi")
local title = am.group{backdrop,
am.translate(0, 150) ^ am.scale(4) ^ line1,
am.translate(0, 100) ^ am.scale(3) ^ line2,
am.translate(0, 60) ^ am.scale(1) ^ line3
}:action(function()
rotatable"rotatable".angle = (am.frame_time / 5)
end)
win.scene = title
end end
----- [[ MAIN ]] --------------------------------------------------------------- ----- [[ MAIN ]] ---------------------------------------------------------------

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