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199 lines
5.6 KiB
199 lines
5.6 KiB
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settings = am.load_state("settings", "json") or {
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fullscreen = false,
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window_width = 1920,
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window_height = 1080,
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music_volume = 0.1,
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sfx_volume = 0.1,
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}
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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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do
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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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highdpi = true,
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letterbox = true,
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resizable = true, -- user should probably set their resolution instead of resizing the window, but hey.
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}
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end
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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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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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function main_action(self)
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if win:key_pressed("escape") then
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if win.scene("game") then
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win.scene("game").paused = false
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win.scene:remove(self)
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else
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--win:close()
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end
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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 options = {
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false,
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false,
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false,
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{
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texture = TEXTURES.NEW_GAME_HEX,
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action = function() game_init() end
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},
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false,
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{
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texture = TEXTURES.LOAD_GAME_HEX,
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action = function() game_init(am.load_state("save", "json")) end
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},
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false,
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false,
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false,
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{
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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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{
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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.ABOUT_HEX,
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action = function() alert("not yet :)") end
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},
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false,
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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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}
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local spacing = 160
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-- calculate the dimensions of the whole grid
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local grid_width = 8
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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)
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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(am.rect(win.left, win.bottom, win.right, win.top, COLORS.TRANSPARENT))
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end
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group:append(
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am.translate(win.right - 10, win.bottom + 20)
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^ am.text(version, COLORS.WHITE, "right")
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)
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local logo_height = 480
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group:append(am.translate(0, win.top - 20 - logo_height/2) ^ am.sprite("res/logo.png"))
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group:append(make_main_scene_toolbelt())
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group:action(main_action)
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return group
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end
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win.scene = main_scene(true)
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noglobals()
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