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350 lines
10 KiB
350 lines
10 KiB
-- @TODO
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-- main
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-- -- scale menu hexes to window size, right now they look bad on smaller resolutions
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-- settings menu
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-- -- make the volume icon clickable
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-- -- music volume slider or number input box
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-- -- sfx volume slider or number input box
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-- -- allow different resolution options, as long as you are 4:3
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-- serialization
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-- -- allow saving by name
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-- -- allow loading by name
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-- -- investigate saving as lua instead, and having as a consequence a less janky map serialization - we don't care about exploitability
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-- sound
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-- -- fix the non-seamless loop in the soundtrack
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-- -- more trax
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-- game
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-- -- allow selecting of tiles, if tower is selected then allow sell/upgrade
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-- -- new game menu allowing set seed
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-- -- make art, birds-eye-ify the redeye tower and lighthouse maybe?
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-- map editor?
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-- -- paint terrain elevation levels
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-- -- place tiles of set elevation
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-- -- place towers
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-- -- move home?
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-- lua's random number generator doesn't really produce random looking values if you don't seed it and discard a few calls first
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math.randomseed(os.time())
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math.random()
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math.random()
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math.random()
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math.random()
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-- aspect ratios seem like a huge mess
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-- for now, i think we should enforce 4:3
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local RESOLUTION_OPTIONS = {
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{ width = 1440, height = 1080 },
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{ width = 1400, height = 1050 }, -- seems like a good default one
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{ width = 1280, height = 960 },
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{ width = 1152, height = 864 },
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{ width = 1024, height = 768 },
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{ width = 960, height = 720 },
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{ width = 832, height = 624 },
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{ width = 800, height = 600 },
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}
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local DEFAULT_RESOLUTION = RESOLUTION_OPTIONS[2]
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settings = am.load_state("settings", "json") or {
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fullscreen = false,
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window_width = DEFAULT_RESOLUTION.width,
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window_height = DEFAULT_RESOLUTION.height,
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music_volume = 0.2,
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sfx_volume = 0.1,
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sound_on = true
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}
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win = am.window{
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width = settings.window_width,
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height = settings.window_height,
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title = "hexyz",
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mode = settings.fullscreen and "fullscreen" or "windowed",
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resizable = false,
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highdpi = true,
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letterbox = true,
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show_cursor = true,
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}
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-- asset interfaces and/or trivial code
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require "conf"
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require "color"
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require "sound"
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require "texture"
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--
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require "src/entity"
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require "src/extra"
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require "src/geometry"
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require "src/hexyz"
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require "src/game"
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require "src/gui"
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require "src/grid"
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require "src/mob"
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require "src/projectile"
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require "src/tower"
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local sound_toggle_node_tag = "sound-on-off-icon"
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local function make_sound_toggle_node(on)
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local sprite
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if on then
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sprite = pack_texture_into_sprite(TEXTURES.SOUND_ON1, 40, 30)
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else
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sprite = pack_texture_into_sprite(TEXTURES.SOUND_OFF, 40, 30)
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end
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return (am.translate(win.right - 30, win.top - 60) ^ sprite)
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:tag(sound_toggle_node_tag)
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:action(function()
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end)
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end
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local cached_music_volume = 0.2
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local cached_sfx_volume = 0.1
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local function toggle_mute()
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settings.sound_on = not settings.sound_on
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if settings.sound_on then
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settings.music_volume = cached_music_volume
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settings.sfx_volume = cached_sfx_volume
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else
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cached_music_volume = settings.music_volume
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cached_sfx_volume = settings.sfx_volume
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settings.music_volume = 0
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settings.sfx_volume = 0
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end
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update_music_volume(settings.music_volume)
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win.scene:replace(sound_toggle_node_tag, make_sound_toggle_node(settings.sound_on))
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end
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-- text popup in the middle of the screen that dissapates, call from anywhere
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function alert(message, color)
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win.scene:append(
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am.scale(3) ^ am.text(message, color or COLORS.WHITE)
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:action(coroutine.create(function(self)
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am.wait(am.tween(self, 1, { color = vec4(0) }, am.ease_out))
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win.scene:remove(self)
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end))
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)
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end
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function unpause(root_node)
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win.scene("game").paused = false
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win.scene:remove(root_node)
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end
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function main_action(self)
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if win:key_pressed("escape") then
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if game then
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unpause(self)
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else
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--win:close()
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end
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elseif win:key_pressed("f4") then
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win:close()
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elseif win:key_pressed("m") then
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toggle_mute()
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end
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if self"hex_backdrop" then
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self"hex_backdrop""rotate".angle = math.wrapf(self"hex_backdrop""rotate".angle - 0.005 * am.delta_time, math.pi*2)
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end
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end
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function make_main_scene_toolbelt()
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local include_save_option = game
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local include_unpause_option = game
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local options = {
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false,
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{
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texture = TEXTURES.NEW_GAME_HEX,
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action = function()
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win.scene:remove"menu"
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game_init()
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end
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},
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false,
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include_save_option and {
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texture = TEXTURES.SAVE_GAME_HEX,
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action = function()
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game_save()
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alert("succesfully saved!")
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end
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} or false,
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false,
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{
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texture = TEXTURES.LOAD_GAME_HEX,
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action = function()
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local save = am.load_state("save", "json")
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if save then
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win.scene:remove("menu")
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game_init(save)
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else
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alert("no saved games")
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end
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end
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},
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false and {
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texture = TEXTURES.MAP_EDITOR_HEX,
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action = function() alert("not yet :)") end
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},
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include_unpause_option and {
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texture = TEXTURES.UNPAUSE_HEX,
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action = function() unpause(win.scene("menu")) end
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} or false,
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false and {
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texture = TEXTURES.SETTINGS_HEX,
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action = function() alert("not yet :)") end
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},
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{
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texture = TEXTURES.QUIT_HEX,
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action = function() win:close() end
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},
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false
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}
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-- calculate the dimensions of the whole grid
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local spacing = 150
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local grid_width = 6
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local grid_height = 2
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local hhs = hex_horizontal_spacing(spacing)
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local hvs = hex_vertical_spacing(spacing)
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local grid_pixel_width = grid_width * hhs
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local grid_pixel_height = grid_height * hvs
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local pixel_offset = vec2(-grid_pixel_width/2, win.bottom + hex_height(spacing)/2 + 20)
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local map = hex_rectangular_map(grid_width, grid_height, HEX_ORIENTATION.POINTY)
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local group = am.group()
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local option_index = 1
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for i,_ in pairs(map) do
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for j,_ in pairs(map[i]) do
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local hex = vec2(i, j)
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local position = hex_to_pixel(hex, vec2(spacing), HEX_ORIENTATION.POINTY)
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local option = options[option_index]
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local texture = option and option.texture or TEXTURES.SHADED_HEX
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local color = option and COLORS.TRANSPARENT or vec4(0.3)
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local node = am.translate(position)
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^ pack_texture_into_sprite(texture, texture.width, texture.height, color)
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hex_map_set(map, i, j, {
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node = node,
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option = option
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})
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local tile = hex_map_get(map, i, j)
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local selected = false
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node:action(function(self)
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local mouse = win:mouse_position()
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local hex_ = pixel_to_hex(mouse - pixel_offset, vec2(spacing), HEX_ORIENTATION.POINTY)
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if tile.option then
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if hex == hex_ then
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if not selected then
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play_sfx(SOUNDS.SELECT1)
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end
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selected = true
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tile.node"sprite".color = vec4(1)
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if win:mouse_pressed("left") then
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tile.option.action()
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end
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else
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selected = false
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tile.node"sprite".color = COLORS.TRANSPARENT
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end
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end
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end)
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group:append(node)
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option_index = option_index + 1
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end
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end
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return am.translate(pixel_offset) ^ group
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end
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function main_scene(do_backdrop, do_logo)
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local group = am.group()
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if do_backdrop then
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local map = hex_hexagonal_map(30)
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local hex_backdrop = (am.rotate(0) ^ am.group()):tag"hex_backdrop"
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for i,_ in pairs(map) do
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for j,n in pairs(map[i]) do
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local color = map_elevation_color(n)
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color = color{a=color.a - 0.1}
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local node = am.translate(hex_to_pixel(vec2(i, j), vec2(HEX_SIZE)))
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^ am.circle(vec2(0), HEX_SIZE, vec4(0), 6)
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node"circle":action(am.tween(0.6, { color = color }))
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hex_backdrop:append(node)
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end
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end
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group:append(hex_backdrop)
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else
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group:append(
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pack_texture_into_sprite(TEXTURES.CURTAIN, win.width, win.height)
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)
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end
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-- version/author info
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group:append(
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am.translate(win.right - 10, win.bottom + 10)
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^ am.text(string.format("v%s, by %s", version, author), COLORS.WHITE, "right", "bottom")
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)
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group:append(
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make_sound_toggle_node(settings.sound_on)
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)
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if do_logo then
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local position = vec2(0, win.top - 20 - TEXTURES.LOGO.height/2)
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local logo =
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am.translate(position)
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^ pack_texture_into_sprite(TEXTURES.LOGO, TEXTURES.LOGO.width, TEXTURES.LOGO.height)
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local selected = false
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logo:action(function(self)
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local mouse = win:mouse_position()
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if math.distance(mouse, position) < TEXTURES.LOGO.height/2 then
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selected = true
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self"sprite".color = vec4(1)
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if win:mouse_pressed("left") then
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vplay_sfx(math.random(1000000000))
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end
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else
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selected = false
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self"sprite".color = vec4(0.95)
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end
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end)
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group:append(logo)
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end
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group:append(make_main_scene_toolbelt())
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group:action(main_action)
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return group:tag"menu"
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end
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win.scene = am.group(
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main_scene(true, true)
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)
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play_track(SOUNDS.MAIN_THEME)
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noglobals()
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