hexyz is tower defense game, and a lua library for dealing with hexagonal grids
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--[[
entity structure:
{
TOB - number - time of birth, const
hex - vec2 - current occupied hex, if any
position - vec2 - current pixel position of it's translate (forced parent) node
update - function - runs every frame with itself and its index in some array as an argument
node - node - scene graph node - should be initialized by caller after, though all entities have a node
z - number - z-index of the scene node, what layer should this node be rendered at?
we currently reserve z index 0 for just the 'floor', no towers or mobs or anything.
most things will set this to 1 (or leave it unset, 1 is the default)
we might use index -1 for underwater shit at some point
type - enum - sub type
props - table - table of properties specific to this entity subtype
}
--]]
function make_basic_entity(hex, update_f, position, z)
local entity = {}
entity.TOB = game_state.time
-- usually you'll provide a hex and not a position, and the entity will spawn in the center
-- of the hex. if you want an entity to exist not at the center of a hex, you can provide a
-- pixel position instead, then the provided hex is ignored and instead we calculate what hex
-- corresponds to the provided pixel position
if position then
entity.position = position
entity.hex = pixel_to_hex(entity.position, vec2(HEX_SIZE))
else
entity.hex = hex
entity.position = hex_to_pixel(hex, vec2(HEX_SIZE))
end
entity.update = update_f
entity.z = z or 1
entity.props = {}
return entity
end
function register_entity(t, entity)
table.insert(t, entity)
game_state.world(world_layer_tag(entity.z)):append(entity.node)
end
-- |t| is the source table, probably game_state.mobs, game_state.towers, or game_state.projectiles
function delete_entity(t, index)
if not t then error("splat!") end
local entity = t[index]
game_state.world(world_layer_tag(entity.z)):remove(entity.node)
t[index] = false -- leave empty indexes so other entities can learn that this entity was deleted
end
function do_entity_updates()
do_mob_updates()
do_tower_updates()
do_projectile_updates()
end
function entity_basic_devectored_copy(entity)
local copy = table.shallow_copy(entity)
copy.position = { copy.position.x, copy.position.y }
copy.hex = { copy.hex.x, copy.hex.y }
return copy
end
function entity_basic_json_parse(json_string)
local entity = am.parse_json(json_string)
entity.position = vec2(entity.position[1], entity.position[2])
entity.hex = vec2(entity.hex[1], entity.hex[2])
return entity
end
function init_entity_specs()
init_tower_specs()
end