hexyz is tower defense game, and a lua library for dealing with hexagonal grids
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-- @TODO @TODO @TODO @TODO
-- main
-- -- scale menu hexes to window size, right now they look bad on smaller resolutions
-- settings menu
-- -- make the volume icon clickable
-- -- music volume slider or number input box
-- -- sfx volume slider or number input box
-- -- allow different resolution options, as long as you are 4:3
-- serialization
-- -- allow saving by name
-- -- allow loading by name
-- -- investigate saving as lua instead, and having as a consequence a less janky map serialization - we don't care about exploitability
-- sound
-- -- fix the non-seamless loop in the soundtrack
-- -- more trax
-- game
-- -- allow selecting of tiles, if tower is selected then allow sell/upgrade
-- -- new game menu allowing set seed
-- -- make art, birds-eye-ify the redeye tower and lighthouse maybe?
-- map editor?
-- -- paint terrain elevation levels
-- -- place tiles of set elevation
-- -- place towers
-- -- move home?
-- lua's random number generator doesn't really produce random looking values if you don't seed it and discard a few calls first
math.randomseed(os.time())
math.random()
math.random()
math.random()
math.random()
-- aspect ratios seem like a huge mess
-- for now, i think we should enforce 4:3
local RESOLUTION_OPTIONS = {
{ width = 1440, height = 1080 },
{ width = 1400, height = 1050 }, -- seems like a good default one
{ width = 1280, height = 960 },
{ width = 1152, height = 864 },
{ width = 1024, height = 768 },
{ width = 960, height = 720 },
{ width = 832, height = 624 },
{ width = 800, height = 600 },
}
local DEFAULT_RESOLUTION = RESOLUTION_OPTIONS[2]
settings = am.load_state("settings", "json") or {
fullscreen = false,
window_width = DEFAULT_RESOLUTION.width,
window_height = DEFAULT_RESOLUTION.height,
music_volume = 0.2,
sfx_volume = 0.1,
sound_on = true
}
win = am.window{
width = settings.window_width,
height = settings.window_height,
title = "hexyz",
mode = settings.fullscreen and "fullscreen" or "windowed",
resizable = false,
highdpi = true,
letterbox = true,
show_cursor = true,
}
-- top right display types
-- different scenes overlay different content in the top right of the screen
-- f1 toggles what is displayed in the top right of the screen in some scenes
TRDTS = {
NOTHING = 0,
CENTERED_EVENQ = 1,
EVENQ = 2,
HEX = 3,
PLATFORM = 4,
PERF = 5,
SEED = 6,
TILE = 7,
}
function make_top_right_display_node()
return am.translate(win.right - 10, win.top - 15)
^ am.text("", "right", "top"):tag"top_right_display"
end
-- asset interfaces and/or trivial code
require "conf"
require "color"
require "sound"
require "texture"
--
require "src/entity"
require "src/extra"
require "src/geometry"
require "src/hexyz"
require "src/game"
require "src/gui"
require "src/grid"
require "src/mob"
require "src/projectile"
require "src/tower"
require "src/map-editor"
local sound_toggle_node_tag = "sound_on_off_icon"
local function make_sound_toggle_node(on)
local sprite
if on then
sprite = pack_texture_into_sprite(TEXTURES.SOUND_ON1, 40, 30)
else
sprite = pack_texture_into_sprite(TEXTURES.SOUND_OFF, 40, 30)
end
return (am.translate(win.right - 30, win.top - 60) ^ sprite)
:tag(sound_toggle_node_tag)
:action(function()
-- @TODO click me!
end)
end
local cached_music_volume = 0.2
local cached_sfx_volume = 0.1
local function toggle_mute()
settings.sound_on = not settings.sound_on
if settings.sound_on then
settings.music_volume = cached_music_volume
settings.sfx_volume = cached_sfx_volume
else
cached_music_volume = settings.music_volume
cached_sfx_volume = settings.sfx_volume
settings.music_volume = 0
settings.sfx_volume = 0
end
update_music_volume(settings.music_volume)
win.scene:replace(sound_toggle_node_tag, make_sound_toggle_node(settings.sound_on))
end
function main_action(self)
if win:key_pressed("escape") then
if game then
unpause(self)
else
--win:close()
end
elseif win:key_pressed("f4") then
win:close()
elseif win:key_pressed("m") then
toggle_mute()
end
if self"hex_backdrop" then
self"hex_backdrop""rotate".angle = math.wrapf(self"hex_backdrop""rotate".angle - 0.005 * am.delta_time, math.pi*2)
end
end
function make_scene_menu(scene_options, tag)
-- calculate the dimensions of the whole grid
local spacing = 150
local grid_width = 6
local grid_height = 2
local hhs = hex_horizontal_spacing(spacing)
local hvs = hex_vertical_spacing(spacing)
local grid_pixel_width = grid_width * hhs
local grid_pixel_height = grid_height * hvs
local pixel_offset = vec2(-grid_pixel_width/2, win.bottom + hex_height(spacing)/2 + 20)
-- generate a map of hexagons (the menu is made up of two rows of hexes) and populate their locations with buttons from the provided options
local map = hex_rectangular_map(grid_width, grid_height, HEX_ORIENTATION.POINTY)
local group = am.group():tag(tag or "menu")
local option_index = 1
for i,_ in pairs(map) do
for j,_ in pairs(map[i]) do
local hex = vec2(i, j)
local position = hex_to_pixel(hex, vec2(spacing), HEX_ORIENTATION.POINTY)
local option = scene_options[option_index]
local texture = option and option.texture or TEXTURES.SHADED_HEX
local color = option and COLORS.TRANSPARENT or vec4(0.3)
local node = am.translate(position)
^ pack_texture_into_sprite(texture, texture.width, texture.height, color)
hex_map_set(map, i, j, {
node = node,
option = option
})
local tile = hex_map_get(map, i, j)
local selected = false
node:action(function(self)
local mouse = win:mouse_position()
local hex_ = pixel_to_hex(mouse - pixel_offset, vec2(spacing), HEX_ORIENTATION.POINTY)
if tile.option then
if hex == hex_ then
if not selected then
play_sfx(SOUNDS.SELECT1)
end
selected = true
tile.node"sprite".color = vec4(1)
if win:mouse_pressed("left") then
tile.option.action()
end
else
selected = false
tile.node"sprite".color = COLORS.TRANSPARENT
end
end
end)
group:append(node)
option_index = option_index + 1
end
end
return am.translate(pixel_offset) ^ group
end
function main_scene(do_backdrop, do_logo)
local group = am.group():tag"main_scene"
if do_backdrop then
local map = hex_hexagonal_map(30)
local hex_backdrop = (am.rotate(0) ^ am.group()):tag"hex_backdrop"
for i,_ in pairs(map) do
for j,n in pairs(map[i]) do
local color = map_elevation_color(n)
color = color{a=color.a - 0.1}
local node = am.translate(hex_to_pixel(vec2(i, j), vec2(HEX_SIZE)))
^ am.circle(vec2(0), HEX_SIZE, vec4(0), 6)
node"circle":action(am.tween(0.6, { color = color }))
hex_backdrop:append(node)
end
end
group:append(hex_backdrop)
else
group:append(
pack_texture_into_sprite(TEXTURES.CURTAIN, win.width, win.height)
)
end
-- version/author info
group:append(
am.translate(win.right - 10, win.bottom + 10)
^ am.text(string.format("v%s, by %s", version, author), COLORS.WHITE, "right", "bottom")
)
group:append(
make_sound_toggle_node(settings.sound_on)
)
if do_logo then
local position = vec2(0, win.top - 20 - TEXTURES.LOGO.height/2)
local logo =
am.translate(position)
^ pack_texture_into_sprite(TEXTURES.LOGO, TEXTURES.LOGO.width, TEXTURES.LOGO.height)
local selected = false
logo:action(function(self)
local mouse = win:mouse_position()
if math.distance(mouse, position) < TEXTURES.LOGO.height/2 then
selected = true
self"sprite".color = vec4(1)
if win:mouse_pressed("left") then
vplay_sfx(math.random(1000000000))
end
else
selected = false
self"sprite".color = vec4(0.95)
end
end)
group:append(logo)
end
local main_scene_options = {
false,
{
texture = TEXTURES.NEW_GAME_HEX,
action = function()
win.scene:remove"main_scene"
game_init()
end
},
false,
false,
false,
{
texture = TEXTURES.LOAD_GAME_HEX,
action = function()
local save = am.load_state("save", "json")
if save then
win.scene:remove("main_scene")
game_init(save)
else
gui_alert("no saved games")
end
end
},
{
texture = TEXTURES.MAP_EDITOR_HEX,
action = function()
win.scene:remove("main_scene")
map_editor_init()
end
},
false,
{
texture = TEXTURES.SETTINGS_HEX,
action = function()
gui_alert("not yet :)")
end
},
{
texture = TEXTURES.QUIT_HEX,
action = function()
win:close()
end
},
false
}
group:append(make_scene_menu(main_scene_options))
group:action(main_action)
return group
end
win.scene = am.group(
main_scene(true, true)
)
play_track(SOUNDS.MAIN_THEME)
noglobals()