hexyz is tower defense game, and a lua library for dealing with hexagonal grids
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MOBS = {}
MAX_MOB_SIZE = hex_height(HEX_SIZE, ORIENTATION.FLAT) / 2
MOB_SIZE = MAX_MOB_SIZE
function mobs_on_hex(hex)
local t = {}
for mob_index,mob in pairs(MOBS) do
if mob and mob.hex == hex then
table.insert(t, mob_index, mob)
end
end
return t
end
-- @NOTE returns i,v in the table
function mob_on_hex(hex)
return table.find(MOBS, function(mob)
return mob and mob.hex == hex
end)
end
-- check if a the tile at |hex| is passable by |mob|
function mob_can_pass_through(mob, hex)
local tile = state.map.get(hex.x, hex.y)
return tile_is_medium_elevation(tile)
end
function mob_die(mob, mob_index)
vplay_sfx(SOUNDS.EXPLOSION1)
delete_entity(MOBS, mob_index)
end
function do_hit_mob(mob, damage, mob_index)
mob.health = mob.health - damage
if mob.health <= 0 then
update_score(mob.bounty)
update_money(mob.bounty)
mob_die(mob, mob_index)
end
end
-- @TODO performance.
-- try reducing map size by identifying key nodes (inflection points)
-- there are performance hits everytime we spawn a mob and it's Astar's fault
function get_mob_path(mob, map, start, goal)
return Astar(map, goal, start, grid_heuristic, grid_cost)
end
-- @FIXME there's a bug here where the position of the spawn hex is sometimes 1 closer to the center than we want
local function get_spawn_hex()
-- ensure we spawn on an random tile along the map's edges
local roll = math.random(HEX_GRID_WIDTH * 2 + HEX_GRID_HEIGHT * 2) - 1
local x, y
if roll < HEX_GRID_HEIGHT then
x, y = 0, roll
elseif roll < (HEX_GRID_WIDTH + HEX_GRID_HEIGHT) then
x, y = roll - HEX_GRID_HEIGHT, HEX_GRID_HEIGHT - 1
elseif roll < (HEX_GRID_HEIGHT * 2 + HEX_GRID_WIDTH) then
x, y = HEX_GRID_WIDTH - 1, roll - HEX_GRID_WIDTH - HEX_GRID_HEIGHT
else
x, y = roll - (HEX_GRID_HEIGHT * 2) - HEX_GRID_WIDTH, 0
end
-- @NOTE negate 'y' because hexyz algorithms assume south is positive, in amulet north is positive
return evenq_to_hex(vec2(x, -y))
end
local function update_mob(mob, mob_index)
local last_frame_hex = mob.hex
mob.hex = pixel_to_hex(mob.position)
if mob.hex == HEX_GRID_CENTER then
update_score(-mob.health)
mob_die(mob, mob_index)
return true
end
-- figure out movement
if last_frame_hex ~= mob.hex or not mob.frame_target then
local frame_target, tile = false, false
if mob.path then
--log('A*')
-- we have an explicitly stored target
local path_entry = mob.path[mob.hex.x] and mob.path[mob.hex.x][mob.hex.y]
if not path_entry then
-- we should be just about to reach the target, delete the path.
mob.path = false
mob.frame_target = false
return
end
mob.frame_target = path_entry.hex
-- check if our target is valid, and if it's not we aren't going to move this frame.
-- recalculate our path.
if last_frame_hex ~= mob.hex and not mob_can_pass_through(mob, mob.frame_target) then
log('recalc')
mob.path = get_mob_path(mob, HEX_MAP, mob.hex, HEX_GRID_CENTER)
mob.frame_target = false
end
else
-- use the map's flow field - gotta find the the best neighbour
local neighbours = state.map.neighbours(mob.hex)
if #neighbours > 0 then
local first_neighbour = neighbours[1]
tile = state.map.get(first_neighbour.x, first_neighbour.y)
local lowest_cost_hex = first_neighbour
local lowest_cost = tile.priority or 0
for _,n in pairs(neighbours) do
tile = state.map.get(n.x, n.y)
local current_cost = tile.priority
if current_cost and current_cost < lowest_cost then
lowest_cost_hex = n
lowest_cost = current_cost
end
end
mob.frame_target = lowest_cost_hex
else
log('no neighbours')
end
end
end
if mob.frame_target and mob.frame_target == last_frame_hex then
--log('backpedaling')
end
-- do movement
if mob.frame_target then
-- it's totally possible that the target we have was invalidated by a tower placed this frame,
-- or between when we last calculated this target and now
-- check for that now
if mob_can_pass_through(mob, mob.frame_target) then
-- this is supposed to achieve frame rate independence, but i have no idea if it actually does
-- the constant multiplier at the beginning is how many pixels we want a mob with speed 1 to move in one frame
local rate = 4 * mob.speed / state.perf.avg_fps
mob.position = mob.position + math.normalize(hex_to_pixel(mob.frame_target) - mob.position) * rate
mob.node.position2d = mob.position
else
mob.frame_target = false
end
else
log('no target')
end
-- passive animation
if math.random() < 0.01 then
mob.node"rotate":action(am.tween(0.3, { angle = mob.node"rotate".angle + math.pi*3 }))
else
mob.node"rotate".angle = math.wrapf(mob.node"rotate".angle + am.delta_time, math.pi*2)
end
end
local function make_and_register_mob(mob_type)
local mob = make_basic_entity(
get_spawn_hex(),
am.rotate(state.time) ^ pack_texture_into_sprite(TEXTURES.MOB_BEEPER, MOB_SIZE, MOB_SIZE),
update_mob
)
--mob.path = get_mob_path(mob, HEX_MAP, mob.hex, HEX_GRID_CENTER)
mob.health = 10
mob.speed = 10
mob.bounty = 5
mob.hurtbox_radius = MOB_SIZE/2
register_entity(MOBS, mob)
end
local SPAWN_CHANCE = 45
function do_mob_spawning()
--if WIN:key_pressed"space" then
if math.random(SPAWN_CHANCE) == 1 then
--if #MOBS < 1 then
make_and_register_mob()
end
end
function delete_all_mobs()
for mob_index,mob in pairs(MOBS) do
if mob then delete_entity(MOBS, mob_index) end
end
end
function do_mob_updates()
for mob_index,mob in pairs(MOBS) do
if mob and mob.update then
mob.update(mob, mob_index)
end
end
end