settings = am.load_state("settings", "json") or { fullscreen = false, window_width = 1920, window_height = 1080, music_volume = 0.1, sfx_volume = 0.1, } math.randomseed(os.time()) math.random() math.random() math.random() math.random() do win = am.window{ width = settings.window_width, height = settings.window_height, title = "hexyz", mode = settings.fullscreen and "fullscreen" or "windowed", highdpi = true, letterbox = true, resizable = true, -- user should probably set their resolution instead of resizing the window, but hey. } end -- asset interfaces and/or trivial code require "conf" require "color" require "sound" require "texture" require "src/entity" require "src/extra" require "src/geometry" require "src/hexyz" require "src/game" require "src/gui" require "src/grid" require "src/mob" require "src/projectile" require "src/tower" -- js style popup in the middle of the screen that dissapates function alert(message) win.scene:append( am.scale(3) ^ am.text(message) :action(coroutine.create(function(self) am.wait(am.tween(self, 1, { color = vec4(0) })) win.scene:remove(self) end)) ) end function main_action(self) if win:key_pressed("escape") then if win.scene("game") then win.scene("game").paused = false win.scene:remove(self) else --win:close() end end if self"hex_backdrop" then self"hex_backdrop""rotate".angle = math.wrapf(self"hex_backdrop""rotate".angle - 0.005 * am.delta_time, math.pi*2) end end function make_main_scene_toolbelt() local include_save_option = game local options = { false, false, false, { texture = TEXTURES.NEW_GAME_HEX, action = function() win.scene:remove"menu" game_init() end }, false, include_save_option and { texture = TEXTURES.SAVE_GAME_HEX, action = function() game_save() alert("succesfully saved!") end } or false, false, { texture = TEXTURES.LOAD_GAME_HEX, action = function() local save = am.load_state("save", "json") if save then win.scene:remove"menu" game_init(save) else alert("no saved games") end end }, false, { texture = TEXTURES.MAP_EDITOR_HEX, action = function() alert("not yet :)") end }, { texture = TEXTURES.SETTINGS_HEX, action = function() alert("not yet :)") end }, { texture = TEXTURES.ABOUT_HEX, action = function() alert("not yet :)") end }, false, { texture = TEXTURES.QUIT_HEX, action = function() win:close() end } } local spacing = 160 -- calculate the dimensions of the whole grid local grid_width = 8 local grid_height = 2 local hhs = hex_horizontal_spacing(spacing) local hvs = hex_vertical_spacing(spacing) local grid_pixel_width = grid_width * hhs local grid_pixel_height = grid_height * hvs -- @TODO the vertical offset should be different depending on if this is the main menu or the pause menu -- perhaps the map that makes the grid of hexes should be different as well local pixel_offset = vec2(-grid_pixel_width/2, win.bottom + hex_height(spacing)/2 + 20) local map = hex_rectangular_map(grid_width, grid_height, HEX_ORIENTATION.POINTY) local group = am.group() local option_index = 1 for i,_ in pairs(map) do for j,_ in pairs(map[i]) do local hex = vec2(i, j) local position = hex_to_pixel(hex, vec2(spacing), HEX_ORIENTATION.POINTY) local option = options[option_index] local texture = option and option.texture or TEXTURES.SHADED_HEX local color = option and COLORS.TRANSPARENT or vec4(0.3) local node = am.translate(position) ^ pack_texture_into_sprite(texture, texture.width, texture.height, color) hex_map_set(map, i, j, { node = node, option = option }) local tile = hex_map_get(map, i, j) local selected = false node:action(function(self) local mouse = win:mouse_position() local hex_ = pixel_to_hex(mouse - pixel_offset, vec2(spacing), HEX_ORIENTATION.POINTY) if tile.option then if hex == hex_ then if not selected then play_sfx(SOUNDS.SELECT1) end selected = true tile.node"sprite".color = vec4(1) if win:mouse_pressed("left") then tile.option.action() end else selected = false tile.node"sprite".color = COLORS.TRANSPARENT end end end) group:append(node) option_index = option_index + 1 end end return am.translate(pixel_offset) ^ group end function main_scene(do_backdrop, do_logo) local group = am.group() if do_backdrop then local map = hex_hexagonal_map(30) local hex_backdrop = (am.rotate(0) ^ am.group()):tag"hex_backdrop" for i,_ in pairs(map) do for j,n in pairs(map[i]) do local color = map_elevation_color(n) color = color{a=color.a - 0.1} local node = am.translate(hex_to_pixel(vec2(i, j), vec2(HEX_SIZE))) ^ am.circle(vec2(0), HEX_SIZE, vec4(0), 6) node"circle":action(am.tween(0.6, { color = color })) hex_backdrop:append(node) end end group:append(hex_backdrop) else group:append(am.rect(win.left, win.bottom, win.right, win.top, COLORS.TRANSPARENT)) end group:append( am.translate(win.right - 10, win.bottom + 10) ^ am.text(string.format("v%s, by %s", version, author), COLORS.WHITE, "right", "bottom") ) if do_logo then group:append( am.translate(0, win.top - 20 - TEXTURES.LOGO.height/2) ^ pack_texture_into_sprite(TEXTURES.LOGO, TEXTURES.LOGO.width, TEXTURES.LOGO.height) ) end group:append(make_main_scene_toolbelt()) group:action(main_action) return group:tag"menu" end win.scene = am.group( main_scene(true, true) ) noglobals()