hexyz is tower defense game, and a lua library for dealing with hexagonal grids
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require"hex"
require"util"
require"sprites"
--[[============================================================================
----- COLOR CONSTANTS -----
============================================================================]]--
local EIGENGRAU = vec4(0.08, 0.08, 0.11, 1)
-- Ethan Schoonover Solarized Colorscheme
local BASE03 = vec4(0 , 0.16, 0.21, 1)
local BASE02 = vec4(0.02, 0.21, 0.25, 1)
local BASE01 = vec4(0.34, 0.43, 0.45, 1)
local BASE00 = vec4(0.39, 0.48, 0.51, 1)
local BASE0 = vec4(0.51, 0.58, 0.58, 1)
local BASE1 = vec4(0.57, 0.63, 0.63, 1)
local BASE2 = vec4(0.93, 0.90, 0.83, 1)
local BASE3 = vec4(0.99, 0.96, 0.89, 1)
local YELLOW = vec4(0.70, 0.53, 0 , 1)
local ORANGE = vec4(0.79, 0.29, 0.08, 1)
local RED = vec4(0.86, 0.19, 0.18, 1)
local MAGENTA = vec4(0.82, 0.21, 0.50, 1)
local VIOLET = vec4(0.42, 0.44, 0.76, 1)
local BLUE = vec4(0.14, 0.54, 0.82, 1)
local CYAN = vec4(0.16, 0.63, 0.59, 1)
local GREEN = vec4(0.52, 0.60, 0 , 1)
am.ascii_color_map =
{
E = EIGENGRAU,
K = BASE03,
k = BASE02,
L = BASE01,
l = BASE00,
s = BASE0,
S = BASE1,
w = BASE2,
W = BASE3,
y = YELLOW,
o = ORANGE,
r = RED,
m = MAGENTA,
v = VIOLET,
b = BLUE,
c = CYAN,
g = GREEN
}
--[[============================================================================
----- WINDOW SETUP -----
============================================================================]]--
local win = am.window
{ -- base resolution = 3/4 * WXGA standard 16:10
width = 1280 * 3/4, -- 960px
height = 800 * 3/4, -- 600px
clear_color = BASE03
}
--[[============================================================================
============================================================================]]--
local map = rectangular_map(45, 31)
local layout = layout(vec2(-268, win.top - 10))
--[[============================================================================
----- SCENE GRAPH / NODES -----
============================================================================]]--
local panel; local world; local game; --[[
panel
|
#------> game ------> win.scene
|
world
--==========================================================================]]--
local backdrop; local menu; local title; --[[
backdrop
|
#------> title ------> win.scene
|
menu
--[[============================================================================
----- FUNCTIONS -----
============================================================================]]--
function keep_time()
local offset = am.current_time()
world:action(function()
world:remove("time")
local time_str = string.format("%.2f", am.current_time() - offset)
world:append(
am.translate(-374, win.top - 10)
^ am.text(time_str):tag"time")
end)
end
-- TODO refactor to something like - poll-mouse or mouse-hover event
function show_coords()
game:action(function()
game:remove("coords")
game:remove("select")
local hex = pixel_to_cube(win:mouse_position(), layout)
local mouse = cube_to_offset(hex)
if mouse.x > 0 and mouse.x < map.width and
mouse.y > 0 and mouse.y < map.height then
local text = am.text(string.format("%d,%d", mouse.x, mouse.y))
local coords = am.group{
am.translate(win.right - 25, win.top - 10)
^ am.text(string.format("%d,%d", mouse.x, mouse.y)):tag"coords"}
world:append(coords)
local color = vec4(1, 1, 1, 0.2)
local pix = cube_to_pixel(hex, layout)
world:append(am.circle(pix, layout.size.x, color, 6):tag"select")
end
end)
end
function title_init()
backdrop = am.group{}:tag"backdrop"
menu = am.group{}:tag"menu"
title = am.group{menu, backdrop}:tag"title"
end
function game_init()
world = am.group{}:tag"world"
panel = am.group{}:tag"panel"
game = am.group{world, panel}:tag"game"
local hexes = {}
for cube,_ in pairs(map) do
hexes[math.perlin(cube)] = cube_to_pixel(cube, layout)
end
world:action(coroutine.create(function()
panel:append(am.rect(win.left, win.top, -268, win.bottom):tag"bg")
for noise, hex in pairs(hexes) do
local off = cube_to_offset(hex)
local tag = tostring(hex)
-- determine cell shading mask based on map position
local mask = vec4(0, 0, 0, math.max(((off.x-23)/30)^2,
((off.y-16)/20)^2))
-- determine cell color based on noise
local color = vec4(math.random()) - mask
panel"bg".color = BASE03/am.frame_time
world:prepend(am.circle(hex, 11, color, 6):tag(tag))
am.wait(am.delay(0.01))
end
show_coords()
keep_time()
end))
win.scene = game
end
--[[============================================================================
----- MAIN -----
============================================================================]]--
game_init()