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214 lines
6.0 KiB
214 lines
6.0 KiB
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require"hexyz"
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math.randomseed(os.time()); math.random(); math.random(); math.random()
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win = am.window
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{
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-- Base Resolution = 3/4 * WXGA standard 16:10
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width = 1280 * 3/4, -- 960px
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height = 800 * 3/4, -- 600px
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resizable = false,
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clear_color = vec4(0.08, 0.08, 0.11, 1)
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}
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local bias = "right"
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local map
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local world
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local home
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local home_node
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function keep_score()
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local offset = am.current_time()
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local score = am.text(string.format("%.2f", am.current_time()))
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win.scene:append(am.translate(-380, 290) ^ score)
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win.scene:action(function()
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score.text = string.format("%.2f", am.current_time())
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end)
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end
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function show_hex_coords()
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local hex = pixel_to_hex(win:mouse_position(), vec2(11))
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local off = hex_to_offset(hex)
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local coords = am.text(string.format("%d,%d", off.x, off.y))
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win.scene:append(am.translate(380, 280) ^ coords
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:action(function()
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local hex = pixel_to_hex(win:mouse_position(), vec2(11))
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local off = hex_to_offset(hex)
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coords.text = string.format("%d,%d", off.x, off.y)
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end))
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end
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function explosion(position, size, color, color_var, sound) end
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-- ensure home-base is somewhat of an open area.
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function find_home(preferred_radius)
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home = spiral_map(vec2(23, 4), preferred_radius or 2)
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home_node = am.group()
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repeat
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local happy = true
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for i,h in pairs(home) do
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local elevation = hash_retrieve(map, h)
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if not elevation then -- hex not in map
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elseif elevation > 0.5 or elevation < -0.5 then
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happy = false
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elseif not happy then
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home = spiral_map(vec2(23, 4), preferred_radius or 2)
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home_node = am.group()
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else
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local center = hex_to_pixel(h, vec2(11))
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local color = vec4(1, 0, 0.5, 1)
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local node = am.circle(center, 4, color, 4)
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home_node:append(node)
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end
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end
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until happy
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return home_node
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end
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-- map elevation to appropriate tile color.
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function color_at(elevation)
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if elevation < -0.5 then -- Lowest Elevation : Impassable
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return vec4(0.10, 0.30, 0.40, (elevation + 1.4) / 2 + 0.2)
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elseif elevation < 0 then -- Med-Low Elevation : Passable
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return vec4(0.10, 0.25, 0.10, (elevation + 1.8) / 2 + 0.2)
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elseif elevation < 0.5 then -- Med-High Elevation : Passable
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return vec4(0.25, 0.20, 0.10, (elevation + 1.6) / 2 + 0.2)
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elseif elevation < 1 then -- Highest Elevation : Impassable
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return vec4(0.15, 0.30, 0.20, (elevation + 1.0) / 2 + 0.2)
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else
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return vec4(0.5, 0.5, 0.5, 1)
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end
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end
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function cartograph()
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map = rectangular_map(46, 33); math.randomseed(map.seed)
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world = am.group()
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for hex,elevation in pairs(map) do
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-- subtle shading for map edges. unnecessary, really.
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local off = hex_to_offset(hex)
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local mask = vec4(0, 0, 0, math.max(((off.x - 23.5) / 46) ^ 2,
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((-off.y - 16.5) / 32) ^ 2))
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local color = color_at(elevation) - mask
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local node = am.circle(hex_to_pixel(hex, vec2(11)), 11, vec4(0), 6)
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:action(am.tween(5, {color=color}, am.ease.out(am.ease.hyperbola)))
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world:append(node)
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end
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world:append(find_home())
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if bias == "right" then
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win.scene:prepend(am.translate(-278, -318) ^ world)
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win.scene:action(am.tween(win.scene"curtain", 1, {x2 = -268}, am.ease.bounce))
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elseif bias == "left" then
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win.scene:prepend(am.translate(-480, -318) ^ world)
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win.scene:action(am.tween(win.scene"curtain", 1, {x1 = 268}, am.ease.bounce))
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else
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error("invalid bias")
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end
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world:action(spawner)
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end
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-- determines when, where, and how often to spawn mobs.
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function spawner(world)
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if math.random(25) == 1 then -- chance to spawn
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local spawn_position
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repeat
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-- ensure we spawn on an random tile along the map's edges
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local x, y = math.random(46), math.random(33)
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if math.random() < 0.5 then
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x = math.random(0, 1) * 46
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else
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y = math.random(0, 1) * 33
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end
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spawn_position = offset_to_hex(vec2(x, y))
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-- ensure that we spawn somewhere that is passable: mid-elevation
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local e = hash_retrieve(map, spawn_position)
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until e and e < 0.5 and e > -0.5
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local mob
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if bias == "right" then
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mob = am.translate(-278, -318) ^ am.circle(hex_to_pixel(spawn_position, vec2(11)), 4)
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elseif bias == "left" then
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mob = am.translate(-480, -318) ^ am.circle(hex_to_pixel(spawn_position, vec2(11)), 4)
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end
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world:append(mob"circle":action(coroutine.create(live)))
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end
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end
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-- This function is the coroutine that represents the life-cycle of a mob.
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function live(mob)
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local dead = false
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local visited = {}; visited[mob.center] = true
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-- begin life
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repeat
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local neighbours = hex_neighbours(pixel_to_hex(mob.center, vec2(11)))
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local candidates = {}
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-- get list of candidates: hex positions to consider moving to.
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for _,h in pairs(neighbours) do
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local e = hash_retrieve(map, h)
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if e and e < 0.5 and e > -0.5 then
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if not hash_retrieve(visited, h) then
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table.insert(candidates, h)
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end
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end
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end
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-- choose where to move. manhattan distance closest to goal is chosen.
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local move = candidates[1]
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for _,h in pairs(candidates) do
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if math.distance(h, home.center) < math.distance(move, home.center) then
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move = h
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end
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end
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if not move then return true --error("can't find anywhere to move to")
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end -- bug
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local speed = (hash_retrieve(map, move)) ^ 2 + 0.5
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am.wait(am.tween(mob, speed, {center=hex_to_pixel(move, vec2(11))}))
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visited[move] = true
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if move == home.center then dead = true end
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until dead
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explosion(mob.center)
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end
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--
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function init()
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local bg = am.rect(win.left, win.top, win.right, win.bottom, vec4(0.12, 0.3, 0.3, 1))
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:tag"curtain"
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-- -480, 300, -268, -300
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win.scene = am.group(bg)
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cartograph()
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end
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init()
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