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holy fuck rectangles

master
churchianity 6 years ago
parent
commit
f04e4bd784
  1. 50
      hex.lua
  2. 60
      main.lua

50
hex.lua

@ -45,6 +45,12 @@ local HEX_DIRECTIONS = {vec2( 1 , 0),
-- HEX UTILITY FUNCTIONS -------------------------------------------------------
function hex_equals(a, b)
return a.s == b.s and a.t == b.t
end
local function hex_round(s, t)
rs = round(s)
rt = round(t)
@ -113,7 +119,7 @@ end
]]
-- returns parallelogram-shaped map.
function map_parallelogram_init(layout, width, height)
function grammap_init(layout, width, height)
map = {}
setmetatable(map, {__index={layout=layout,
width=width,
@ -128,7 +134,7 @@ function map_parallelogram_init(layout, width, height)
end
-- returns triangular map.
function map_triangular_init(layout, size)
function trimap_init(layout, size)
map = {}
setmetatable(map, {__index={layout=layout,
size=size,
@ -142,7 +148,7 @@ function map_triangular_init(layout, size)
end
-- returns hexagonal map. length of map is radius * 2 + 1
function map_hexagonal_init(layout, radius)
function hexmap_init(layout, radius)
map = {}
setmetatable(map, {__index={layout=layout,
radius=radius,
@ -159,30 +165,28 @@ function map_hexagonal_init(layout, radius)
end
-- returns rectangular map.
function map_rectangular_init(layout, width, height)
function rectmap_init(layout, width, height)
map = {}
mt = {__index = {layout = layout, width = width, height = height,
retrieve = function(pix)
hex = pixel_to_hex(pix, layout)
print(tostring(hex))
print(map[tostring(hex)])
return vec2(hex.s, hex.t + math.floor(hex.s / 2))
end,
store = function(hex)
pix = hex_to_pixel(hex, layout)
return vec2(pix.x - math.floor(pix.y / 2), pix.y)
end}}
mt = {__index={layout=layout, width=width, height=height,
-- get hex in map from pixel coordinate
retrieve=function(pix)
return pixel_to_hex(pix, layout)
end,
-- store pixel in map from hex coordinate
store=function(hex)
map[hex]=hex_to_pixel(hex - vec2(0, math.floor(hex.s/2)), layout)
end
}}
setmetatable(map, mt)
for s = 0, width do
soffset = math.floor(s/2)
for t = -soffset, height - soffset do
map[tostring(vec2(s, t))] = hex_to_pixel(vec2(s, t), layout)
for t = 0, height do
map.store(vec2(s, t))
end
end
setmetatable(map, mt)
return map
end

60
main.lua

@ -7,18 +7,21 @@ require "hex"
----- [[ DUMMY FUNCTIONS ]] ----------------------------------------------------
function show_hex_coords(map)
test_scene:action(function()
function show_hex_coords()
gui_scene:action(function()
mouse_position = vec2(win:mouse_position().x, win:mouse_position().y)
hex = map.retrieve(mouse_position)
test_scene:remove("text")
test_scene:append(am.translate(win.right - 30, win.top - 10)
gui_scene:remove("text")
gui_scene:append(am.translate(win.left + 30, win.top - 10)
^ am.text(string.format("%d,%d", hex.s, hex.t)))
end)
end
function rcolor()
return vec4(math.random(20, 80) / 100)
return vec4(math.random(20, 80) / 100,
math.random(20, 80) / 100,
math.random(20, 80) / 100,
1)
end
----- [[ BLAH BLAH LBAH ]] -----------------------------------------------
@ -32,25 +35,48 @@ win = am.window {
----- [[ MAP RENDERING ]] ------------------------------------------------
function game_scene(layout)
map = map_rectangular_init(layout, 45, 31)
hexagons = am.group()
for _,hex in pairs(map) do
hexagons:append(
am.circle(hex, layout.size.x, rcolor(), 6):tag(tostring(hex)))
end
return hexagons
function map_init(layout)
map = rectmap_init(layout, 45, 31)
map_scene:action(function()
for _,hex in pairs(map) do
if hex_equals(_, vec2(23, 16)) then
print("yay")
else
map_scene:append(am.circle(hex, layout.size.x, rcolor(), 6))
end
end
map_scene:append(am.rect(268, win.top, win.right, win.bottom, vec4(0.4, 0.6, 0.8, 1)))
local coalburner = [[
.........
..kkkkk..
.k.....k.
k..wo...k
k..ooo..k
k...o...k
.k.....k.
..kkkkk..
.........
]]
map_scene:append(am.translate(280, 200) ^ am.scale(10) ^ am.sprite(coalburner))
print(win.right - 268)
return true
end)
end
----- [[ MAIN ]] -----------------------------------------------------------
map = {}
game_scene = game_scene(layout_init(vec2(win.left, win.bottom)))
test_scene = am.group()
gui_scene = am.group()
map_scene = am.group(); map_init(layout_init(vec2(win.left, win.bottom)))
win.scene = am.group{test_scene, game_scene}
win.scene = am.group{map_scene, gui_scene}
show_hex_coords(map)
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