hexyz is tower defense game, and a lua library for dealing with hexagonal grids
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state = {}
function game_end()
delete_all_entities()
game_init()
end
function update_score(diff) state.score = state.score + diff end
function update_money(diff) state.money = state.money + diff end
-- top right display types
local TRDTS = {
NOTHING = 0,
CENTERED_EVENQ = 1,
EVENQ = 2,
HEX = 3,
PLATFORM = 4,
PERF = 5,
SEED = 6,
TILE = 7,
}
local function get_initial_game_state(seed)
local STARTING_MONEY = 10000
local map, world = random_map(seed)
return {
map = map, -- map of hex coords map[x][y] to some stuff at that location
world = world, -- the root scene graph node for the game 'world'
perf = {}, -- result of call to am.perf_stats, called every frame
time = 0, -- time since game started in seconds
score = 0, -- current game score
money = STARTING_MONEY, -- current money
selected_tower_type = false,
selected_toolbelt_button = 9,
selected_top_right_display_type = TRDTS.SEED,
}
end
local function get_top_right_display_text(hex, evenq, centered_evenq, display_type)
local str = ""
if display_type == TRDTS.CENTERED_EVENQ then
str = centered_evenq.x .. "," .. centered_evenq.y .. " (cevenq)"
elseif display_type == TRDTS.EVENQ then
str = evenq.x .. "," .. evenq.y .. " (evenq)"
elseif display_type == TRDTS.HEX then
str = hex.x .. "," .. hex.y .. " (hex)"
elseif display_type == TRDTS.PLATFORM then
str = string.format("%s %s lang %s", am.platform, am.version, am.language())
elseif display_type == TRDTS.PERF then
str = table.tostring(state.perf)
elseif display_type == TRDTS.SEED then
str = "SEED: " .. state.map.seed
elseif display_type == TRDTS.TILE then
str = table.tostring(state.map.get(hex.x, hex.y))
end
return str
end
local function handle_left_click(hex, tile, tower_type, toolbelt_button)
end
-- initialized later, as part of the init of the toolbelt
function select_tower_type(tower_type) end
function select_toolbelt_button(i)
state.selected_toolbelt_button = i
if i <= 10 then
select_tower_type(i)
else
select_tower_type(nil)
end
end
function do_day_night_cycle()
local tstep = (math.sin(state.time / 100) + 1) / state.perf.avg_fps
state.world"negative_mask".color = vec4(tstep){a=1}
end
local function game_pause()
WIN.scene"game".paused = true
WIN.scene"game":append(am.group{
am.rect(WIN.left, WIN.bottom, WIN.right, WIN.top, COLORS.TRANSPARENT),
am.scale(3) ^ am.text("Paused.\nEscape to Resume\nf4 to start a new game", COLORS.BLACK)
}
:tag"pause_menu")
WIN.scene:action(function()
if WIN:key_pressed"escape" then
WIN.scene:remove"pause_menu"
WIN.scene"game".paused = false
return true
elseif WIN:key_pressed"f4" then
game_end()
return true
end
end)
end
local function game_action(scene)
if state.score < 0 then game_end() return true end
state.perf = am.perf_stats()
state.time = state.time + am.delta_time
state.score = state.score + am.delta_time
local mouse = WIN:mouse_position()
local hex = pixel_to_hex(mouse - WORLDSPACE_COORDINATE_OFFSET)
local rounded_mouse = hex_to_pixel(hex) + WORLDSPACE_COORDINATE_OFFSET
local evenq = hex_to_evenq(hex)
local centered_evenq = evenq{ y = -evenq.y } - vec2(math.floor(HEX_GRID_WIDTH/2)
, math.floor(HEX_GRID_HEIGHT/2))
local tile = state.map.get(hex.x, hex.y)
local interactable = evenq_is_in_interactable_region(evenq{ y = -evenq.y })
local buildable = tower_type_is_buildable_on(hex, tile, state.selected_tower_type)
local firable = false
if WIN:mouse_pressed"left" then
if interactable then
if buildable then
local broken, flow_field = making_hex_unwalkable_breaks_flow_field(hex, tile)
local cost = get_tower_cost(state.selected_tower_type)
if broken then
local node = WIN.scene("cursor"):child(2)
node.color = COLORS.CLARET
node:action(am.tween(0.1, { color = COLORS.TRANSPARENT }))
play_sfx(SOUNDS.BIRD2)
elseif cost > state.money then
local node = WIN.scene("cursor"):child(2)
node.color = COLORS.CLARET
node:action(am.tween(0.1, { color = COLORS.TRANSPARENT }))
play_sfx(SOUNDS.BIRD2)
else
update_money(-cost)
build_tower(hex, state.selected_tower_type, flow_field)
if flow_field then
apply_flow_field(state.map, flow_field, state.world)
end
end
end
end
end
if WIN:key_pressed"escape" then
game_pause()
elseif WIN:key_pressed"f1" then
state.top_right_display_type = (state.top_right_display_type + 1) % #table.keys(TRDTS)
elseif WIN:key_pressed"f2" then
state.world"flow_field".hidden = not state.world"flow_field".hidden
elseif WIN:key_pressed"tab" then
if WIN:key_down"lshift" then
select_toolbelt_button((state.selected_toolbelt_button + 12 - 2) % 12 + 1)
else
select_toolbelt_button((state.selected_toolbelt_button) % 12 + 1)
end
elseif WIN:key_pressed"1" then select_toolbelt_button(1)
elseif WIN:key_pressed"2" then select_toolbelt_button(2)
elseif WIN:key_pressed"3" then select_toolbelt_button(3)
elseif WIN:key_pressed"4" then select_toolbelt_button(4)
elseif WIN:key_pressed"q" then select_toolbelt_button(5)
elseif WIN:key_pressed"w" then select_toolbelt_button(6)
elseif WIN:key_pressed"e" then select_toolbelt_button(7)
elseif WIN:key_pressed"r" then select_toolbelt_button(8)
elseif WIN:key_pressed"a" then select_toolbelt_button(9)
elseif WIN:key_pressed"s" then select_toolbelt_button(10)
elseif WIN:key_pressed"d" then select_toolbelt_button(11)
elseif WIN:key_pressed"f" then select_toolbelt_button(12)
end
do_entity_updates()
do_mob_spawning()
do_gui_updates()
do_day_night_cycle()
WIN.scene("top_right_display").text = get_top_right_display_text(hex, evenq, centered_evenq, state.selected_top_right_display_type)
WIN.scene("score").text = string.format("SCORE: %.2f", state.score)
WIN.scene("money").text = string.format("MONEY: %d", state.money)
if interactable then
WIN.scene("cursor").hidden = false
if buildable then
WIN.scene("cursor_translate").position2d = rounded_mouse
else
WIN.scene("cursor").hidden = true
end
else
WIN.scene("cursor").hidden = true
end
end
local function make_game_toolbelt()
local function toolbelt_button(size, half_size, tower_texture, padding, i, offset, key_name)
local x1 = (size + padding) * i + offset.x
local y1 = offset.y
local x2 = (size + padding) * i + offset.x + size
local y2 = offset.y + size
register_button_widget("toolbelt_tower_button" .. i
, am.rect(x1, y1, x2, y2)
, function() select_tower_type(i) end)
return am.translate(vec2(size + padding, 0) * i + offset)
^ am.group{
am.translate(0, half_size)
^ pack_texture_into_sprite(TEXTURES.BUTTON1, size, size),
am.translate(0, half_size)
^ pack_texture_into_sprite(tower_texture, size, size),
am.translate(vec2(half_size))
^ am.group{
pack_texture_into_sprite(TEXTURES.BUTTON1, half_size, half_size),
am.scale(2)
^ am.text(key_name, COLORS.BLACK)
}
}
end
local toolbelt_height = hex_height(HEX_SIZE) * 2
local function get_tower_tooltip_text_node(tower_type)
local name = get_tower_name(tower_type)
local placement_rules = get_tower_placement_rules_text(tower_type)
local short_desc = get_tower_short_description(tower_type)
local cost = get_tower_cost(tower_type)
if not (name or placement_rules or short_desc or cost) then
return am.group():tag"tower_tooltip_text"
end
local color = COLORS.PALE_SILVER
return (am.translate(WIN.left + 10, WIN.bottom + toolbelt_height + 20)
^ am.group{
am.translate(0, 60)
^ am.text(name, color, "left"):tag"tower_name",
am.translate(0, 40)
^ am.text(placement_rules, color, "left"):tag"tower_placement_rules",
am.translate(0, 20)
^ am.text(short_desc, color, "left"):tag"tower_short_description",
am.translate(0, 0)
^ am.text(string.format("cost: %d", cost), color, "left"):tag"tower_cost"
}
)
:tag"tower_tooltip_text"
end
local toolbelt = am.group{
am.group():tag"tower_tooltip_text",
am.rect(WIN.left, WIN.bottom, WIN.right, WIN.bottom + toolbelt_height, COLORS.TRANSPARENT)
}:tag"toolbelt"
local padding = 15
local size = toolbelt_height - padding
local half_size = size/2
local offset = vec2(WIN.left + padding*3, WIN.bottom + padding/3)
local tab_button = am.translate(vec2(0, half_size) + offset) ^ am.group{
pack_texture_into_sprite(TEXTURES.WIDER_BUTTON1, 54, 32),
pack_texture_into_sprite(TEXTURES.TAB_ICON, 25, 25)
}
toolbelt:append(tab_button)
local tower_select_square = (
am.translate(vec2(size + padding, half_size) + offset)
^ am.rect(-size/2-3, -size/2-3, size/2+3, size/2+3, COLORS.SUNRAY)
):tag"tower_select_square"
tower_select_square.hidden = true
toolbelt:append(tower_select_square)
local keys = { '1', '2', '3', '4', 'q', 'w', 'e', 'r', 'a', 's', 'd', 'f' }
-- order of this array is the order of towers on the toolbelt.
local tower_type_values = {
TOWER_TYPE.WALL,
TOWER_TYPE.HOWITZER,
TOWER_TYPE.REDEYE,
TOWER_TYPE.MOAT,
TOWER_TYPE.RADAR,
TOWER_TYPE.LIGHTHOUSE
}
for i = 1, #keys do
local icon_texture = get_tower_icon_texture(tower_type_values[i])
toolbelt:append(
toolbelt_button(
size,
half_size,
icon_texture,
padding,
i,
offset,
keys[i]
)
)
end
select_tower_type = function(tower_type)
state.selected_tower_type = tower_type
if get_tower_spec(tower_type) then
WIN.scene:replace("tower_tooltip_text", get_tower_tooltip_text_node(tower_type))
local new_position = vec2((size + padding) * tower_type, size/2) + offset
if toolbelt("tower_select_square").hidden then
toolbelt("tower_select_square").position2d = new_position
toolbelt("tower_select_square").hidden = false
else
toolbelt("tower_select_square"):action(am.tween(0.1, { position2d = new_position }))
end
WIN.scene:replace("cursor", get_tower_cursor(tower_type):tag"cursor")
WIN.scene:action(am.play(am.sfxr_synth(SOUNDS.SELECT1), false, 1, SFX_VOLUME))
else
toolbelt("tower_select_square").hidden = true
WIN.scene:replace("cursor", make_hex_cursor(0, COLORS.TRANSPARENT))
end
end
return toolbelt
end
-- |color_f| can be a function that takes a hex and returns a color, or just a color
-- |action_f| should be an action that operates on the group node or nil
function make_hex_cursor(radius, color_f, action_f)
local color = type(color_f) == "userdata" and color_f or nil
local map = spiral_map(vec2(0), radius)
local group = am.group()
for _,h in pairs(map) do
local hexagon = am.circle(hex_to_pixel(h), HEX_SIZE, color or color_f(h), 6)
group:append(hexagon)
end
if action_f then
group:action(action_f)
end
return group:tag"cursor"
end
function game_scene()
local score = am.translate(WIN.left + 10, WIN.top - 20)
^ am.text("", "left"):tag"score"
local money = am.translate(WIN.left + 10, WIN.top - 40)
^ am.text("", "left"):tag"money"
local top_right_display = am.translate(WIN.right - 10, WIN.top - 20)
^ am.text("", "right", "top"):tag"top_right_display"
local curtain = am.rect(WIN.left, WIN.bottom, WIN.right, WIN.top, COLORS.TRUE_BLACK)
curtain:action(coroutine.create(function()
am.wait(am.tween(curtain, 3, { color = vec4(0) }, am.ease.out(am.ease.hyperbola)))
WIN.scene:remove(curtain)
return true
end))
local scene = am.group{
state.world,
am.translate(OFF_SCREEN):tag"cursor_translate" ^ make_hex_cursor(0, COLORS.TRANSPARENT),
score,
money,
top_right_display,
make_game_toolbelt(),
curtain,
}:tag"game"
scene:action(game_action)
return scene
end
function game_init()
state = get_initial_game_state()
build_tower(HEX_GRID_CENTER, TOWER_TYPE.RADAR)
WIN.scene:remove("game")
WIN.scene:append(game_scene())
end