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