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244 lines
7.1 KiB
244 lines
7.1 KiB
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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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-- Globals
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WIN = am.window{
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width = 1920,
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height = 1080,
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title = "hexyz",
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highdpi = true,
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letterbox = true
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}
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STATE = {} -- @TODO move state in here
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-- assets and/or trivial code
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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/grid"
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require "src/gui"
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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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OFF_SCREEN = vec2(WIN.width * 2) -- arbitrary pixel position that is garunteed to be off screen
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PERF_STATS = false -- result of am.perf_stats() -- should be called every frame
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WORLD = false -- root scene node of everything considered to be in the game world
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-- aka non gui stuff
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HEX_CURSOR = false
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TIME = 0 -- runtime of the current game in seconds (not whole program runtime)
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SCORE = 0 -- score of the player
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STARTING_MONEY = 50
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MONEY = STARTING_MONEY -- available resources
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MOUSE = false -- position of the mouse at the start of every frame, if an action is tracking it
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-- global audio settings
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MUSIC_VOLUME = 0.1
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SFX_VOLUME = 0.1
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-- game stuff
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SELECTED_TOWER_TYPE = 1
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-- top right display types
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local TRDTS = {
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NOTHING = -1,
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CENTERED_EVENQ = 0,
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EVENQ = 1,
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HEX = 2,
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PLATFORM = 3,
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PERF = 4,
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SEED = 5,
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TILE = 6
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}
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local TRDT = TRDTS.SEED
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local function select_hex(hex)
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local tower = tower_on_hex(hex)
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local tile = HEX_MAP.get(hex.x, hex.y)
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end
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local function can_do_build(hex, tile, tower_type)
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return can_afford_tower(MONEY, tower_type) and tower_is_buildable_on(hex, tile, tower_type)
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end
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local function game_action(scene)
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--if SCORE < 0 then game_end() end
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TIME = TIME + am.delta_time
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SCORE = SCORE + am.delta_time
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MOUSE = WIN:mouse_position()
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PERF_STATS = am.perf_stats()
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local hex = pixel_to_hex(MOUSE - WORLDSPACE_COORDINATE_OFFSET)
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local rounded_mouse = hex_to_pixel(hex) + WORLDSPACE_COORDINATE_OFFSET
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local evenq = hex_to_evenq(hex)
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local centered_evenq = evenq{ y = -evenq.y } - vec2(math.floor(HEX_GRID_WIDTH/2)
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, math.floor(HEX_GRID_HEIGHT/2))
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local tile = HEX_MAP.get(hex.x, hex.y)
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local hot = evenq_is_interactable(evenq{ y = -evenq.y })
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do_entity_updates()
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do_mob_spawning()
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do_gui_updates()
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if WIN:mouse_pressed"left" then
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if hot and can_do_build(hex, tile, SELECTED_TOWER_TYPE) then
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build_tower(hex, SELECTED_TOWER_TYPE)
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end
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end
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if WIN:key_pressed"escape" then
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WIN.scene"game".paused = true
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WIN.scene:append(am.group{
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am.rect(WIN.left, WIN.bottom, WIN.right, WIN.top, COLORS.TRANSPARENT),
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am.scale(3) ^ am.text("Paused.\nEscape to Resume", COLORS.BLACK)
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}:tag"pause_menu")
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WIN.scene:action(function()
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if WIN:key_pressed"escape" then
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WIN.scene:remove"pause_menu"
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WIN.scene"game".paused = false
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return true
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end
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end)
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elseif WIN:key_pressed"f1" then
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TRDT = (TRDT + 1) % #table.keys(TRDTS)
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elseif WIN:key_pressed"f2" then
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WORLD"flow_field".hidden = not WORLD"flow_field".hidden
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elseif WIN:key_pressed"tab" then
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local num_of_types = #table.keys(TOWER_TYPE)
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if WIN:key_down"lshift" then
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select_tower_type((SELECTED_TOWER_TYPE + num_of_types - 2) % num_of_types + 1)
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else
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select_tower_type((SELECTED_TOWER_TYPE) % num_of_types + 1)
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end
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elseif WIN:key_pressed"1" then select_tower_type(TOWER_TYPE.REDEYE)
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elseif WIN:key_pressed"2" then select_tower_type(2)
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elseif WIN:key_pressed"3" then select_tower_type(3)
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elseif WIN:key_pressed"4" then select_tower_type(4)
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elseif WIN:key_pressed"5" then select_tower_type(5)
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elseif WIN:key_pressed"6" then select_tower_type(6)
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elseif WIN:key_pressed"7" then select_tower_type(7)
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elseif WIN:key_pressed"8" then select_tower_type(8)
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elseif WIN:key_pressed"9" then select_tower_type(9)
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elseif WIN:key_pressed"0" then select_tower_type(10)
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elseif WIN:key_pressed"minus" then select_tower_type(11)
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elseif WIN:key_pressed"equals" then select_tower_type(12)
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end
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if tile and hot then
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HEX_CURSOR.center = rounded_mouse
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else
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HEX_CURSOR.center = OFF_SCREEN
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end
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WIN.scene"score".text = string.format("SCORE: %.2f", SCORE)
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WIN.scene"money".text = string.format("MONEY: %d", MONEY)
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do
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local str = ""
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if TRDT == TRDTS.CENTERED_EVENQ then
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str = centered_evenq.x .. "," .. centered_evenq.y .. " (cevenq)"
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elseif TRDT == TRDTS.EVENQ then
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str = evenq.x .. "," .. evenq.y .. " (evenq)"
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elseif TRDT == TRDTS.HEX then
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str = hex.x .. "," .. hex.y .. " (hex)"
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elseif TRDT == TRDTS.PLATFORM then
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str = string.format("%s %s lang %s", am.platform, am.version, am.language())
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elseif TRDT == TRDTS.PERF then
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str = table.tostring(PERF_STATS)
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elseif TRDT == TRDTS.SEED then
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str = "SEED: " .. HEX_MAP.seed
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elseif TRDT == TRDTS.TILE then
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str = table.tostring(HEX_MAP.get(hex.x, hex.y))
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end
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WIN.scene"coords".text = str
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end
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do_day_night_cycle()
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end
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function do_day_night_cycle()
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local slow = 100
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local tstep = (math.sin(TIME / 100) + 1) / PERF_STATS.avg_fps
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WORLD"negative_mask".color = vec4(tstep){a=1}
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end
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function game_end()
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-- de-initialize stuff
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delete_all_entities()
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TIME = 0
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SCORE = 0
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MONEY = STARTING_MONEY
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WORLD = false
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WIN.scene = am.group(am.scale(1) ^ game_scene())
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end
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function update_score(diff) SCORE = SCORE + diff end
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function update_money(diff) MONEY = MONEY + diff end
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function draw_hex_cursor(map, color)
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local group = am.group()
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for _,h in pairs(map) do
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group:append(am.circle(hex_to_pixel(h), HEX_SIZE, color, 6))
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end
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return group
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end
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function game_scene()
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local score = am.translate(WIN.left + 10, WIN.top - 20) ^ am.text("", "left"):tag"score"
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local money = am.translate(WIN.left + 10, WIN.top - 40) ^ am.text("", "left"):tag"money"
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local coords = am.translate(WIN.right - 10, WIN.top - 20) ^ am.text("", "right", "top"):tag"coords"
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HEX_CURSOR = am.circle(OFF_SCREEN, HEX_SIZE, COLORS.TRANSPARENT, 6):tag"hex_cursor"
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local curtain = am.rect(WIN.left, WIN.bottom, WIN.right, WIN.top, COLORS.TRUE_BLACK)
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curtain:action(coroutine.create(function()
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am.wait(am.tween(curtain, 3, { color = vec4(0) }, am.ease.out(am.ease.hyperbola)))
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WIN.scene:remove(curtain)
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end))
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-- 2227
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HEX_MAP, WORLD = random_map()
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local scene = am.group{
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WORLD,
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curtain,
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HEX_CURSOR,
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toolbelt(),
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score,
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money,
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coords,
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}:tag"game"
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scene:action(game_action)
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--scene:action(am.play(SOUNDS.TRACK1))
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return scene
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end
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WIN.scene = am.group(game_scene())
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noglobals()
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