hexyz is tower defense game, and a lua library for dealing with hexagonal grids
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local IMG_FILE_PREFIX = "res/img/"
local function load_texture(filepath)
local path = IMG_FILE_PREFIX .. filepath
local status, texture = pcall(am.texture2d, path)
if status then
return texture
else
log("failed to load texture at path: " .. path)
return am.texture2d(IMG_FILE_PREFIX .. "bagel.jpg")
end
end
TEXTURES = {
-- note that in amulet, if you prefix paths with './', they fail to be found in the exported data.pak
WHITE = load_texture("white-texture.png"),
LOGO = load_texture("logo.png"),
GEM1 = load_texture("gem1.png"),
SHADED_HEX = load_texture("shaded_hex.png"),
NEW_GAME_HEX = load_texture("newgamehex.png"),
SAVE_GAME_HEX = load_texture("savegamehex.png"),
LOAD_GAME_HEX = load_texture("loadgamehex.png"),
SETTINGS_HEX = load_texture("settingshex.png"),
MAP_EDITOR_HEX = load_texture("mapeditorhex.png"),
ABOUT_HEX = load_texture("abouthex.png"),
QUIT_HEX = load_texture("quithex.png"),
UNPAUSE_HEX = load_texture("unpausehex.png"),
MAIN_MENU_HEX = load_texture("mainmenuhex.png"),
SEED_COLON_TEXT = load_texture("seed_colon_text.png"),
CURTAIN = load_texture("curtain1.png"),
SOUND_ON1 = load_texture("sound-on.png"),
SOUND_OFF = load_texture("sound-off.png"),
-- gui stuff
BUTTON1 = load_texture("button1.png"),
WIDER_BUTTON1 = load_texture("wider_button1.png"),
GEAR = load_texture("gear.png"),
SELECT_BOX = load_texture("select_box.png"),
TOWER_WALL0 = load_texture("wall0.png"),
-- tower stuff
TOWER_WALL = load_texture("tower_wall.png"),
TOWER_WALL_ICON = load_texture("tower_wall_icon.png"),
TOWER_GATTLER = load_texture("tower_gattler.png"),
TOWER_GATTLER_ICON = load_texture("tower_gattler_icon.png"),
TOWER_HOWITZER = load_texture("tower_howitzer.png"),
TOWER_HOWITZER_ICON = load_texture("tower_howitzer_icon.png"),
TOWER_REDEYE = load_texture("tower_redeye.png"),
TOWER_REDEYE_ICON = load_texture("tower_redeye_icon.png"),
TOWER_MOAT = load_texture("tower_moat.png"),
TOWER_MOAT_ICON = load_texture("tower_moat_icon.png"),
TOWER_RADAR = load_texture("tower_radar.png"),
TOWER_RADAR_ICON = load_texture("tower_radar_icon.png"),
TOWER_LIGHTHOUSE = load_texture("tower_lighthouse.png"),
TOWER_LIGHTHOUSE_ICON = load_texture("tower_lighthouse_icon.png"),
TOWER_FARM = load_texture("farm2.png"),
TOWER_FARM_ICON = load_texture("farm2.png"),
-- mob stuff
MOB_BEEPER = load_texture("mob_beeper.png"),
MOB_SPOODER = load_texture("mob_spooder.png"),
MOB_VELKOOZ = load_texture("mob_velkooz.png"),
MOB_VELKOOZ1 = load_texture("mob_velkooz1.png"),
MOB_VELKOOZ2 = load_texture("mob_velkooz2.png"),
MOB_VELKOOZ3 = load_texture("mob_velkooz3.png"),
}
function pack_texture_into_sprite(
texture,
width,
height,
color,
s1,
s2,
t1,
t2
)
local width, height = width or texture.width, height or texture.height
local sprite = am.sprite{
texture = texture,
s1 = s1 or 0, s2 = s2 or 1, t1 = t1 or 0, t2 = t2 or 1,
x1 = 0, x2 = width, width = width,
y1 = 0, y2 = height, height = height
}
if color then sprite.color = color end
return sprite
end
function update_sprite(sprite, texture, width, height, s1, t1, s2, t2)
local s1, t1, s2, t2 = s1 or 0, t1 or 0, s2 or 1, t2 or 1
local width, height = width or texture.width, height or texture.height
sprite.source = {
texture = texture,
s1 = s1, t1 = t1, s2 = s2, t2 = t2,
x1 = 0, x2 = width, width = width,
y1 = 0, y2 = height, height = height
}
end