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311 lines
9.1 KiB
311 lines
9.1 KiB
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-- all 4:3 aspect ratio
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local RESOLUTION_OPTIONS = {
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{ width = 1440, height = 1080 },
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{ width = 1400, height = 1050 }, -- seems like a good default one
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{ width = 1280, height = 960 },
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{ width = 1152, height = 864 },
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{ width = 1024, height = 768 },
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{ width = 960, height = 720 },
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{ width = 832, height = 624 },
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{ width = 800, height = 600 },
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}
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local DEFAULT_RESOLUTION = RESOLUTION_OPTIONS[2]
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SETTINGS = am.load_state("settings", "json") or {
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fullscreen = false,
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window_width = DEFAULT_RESOLUTION.width,
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window_height = DEFAULT_RESOLUTION.height,
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music_volume = 0.2,
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sfx_volume = 0.1,
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sound_on = true
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}
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win = am.window{
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width = SETTINGS.window_width,
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height = SETTINGS.window_height,
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title = "hexyz",
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mode = SETTINGS.fullscreen and "fullscreen" or "windowed",
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resizable = true, -- as long as the aspect ratio is maintained via letterboxing
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highdpi = true,
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letterbox = true,
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show_cursor = true,
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clear_color = vec4(0),
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}
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-- top right display types
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-- different scenes overlay different content in the top right of the screen
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-- f1 toggles what is displayed in the top right of the screen in some scenes
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TRDTS = {
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NOTHING = 0,
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CENTERED_EVENQ = 1,
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EVENQ = 2,
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HEX = 3,
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PLATFORM = 4,
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PERF = 5,
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SEED = 6,
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TILE = 7,
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MOUSE = 8
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}
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function make_top_right_display_node()
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return am.translate(win.right - 10, win.top - 15)
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^ am.text("", "right", "top"):tag"top_right_display"
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end
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require "conf"
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-- library/standard code (ours)
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require "lib/random"
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require "lib/extra"
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require "lib/memory"
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require "lib/geometry"
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require "lib/gui"
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require "lib/color"
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require "lib/sound"
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require "lib/texture"
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-- other internal dependencies
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require "src/hexyz"
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require "src/grid"
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require "src/game"
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require "src/tower"
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require "src/mob"
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require "src/map-editor"
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require "src/entity"
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require "src/projectile"
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function main_action(self)
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if win:key_pressed("escape") then
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if game then
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unpause(self)
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else
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--win:close()
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end
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elseif win:key_pressed("f4") then
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win:close()
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end
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if self"hex_backdrop" then
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self"hex_backdrop""rotate".angle = math.wrapf(self"hex_backdrop""rotate".angle - 0.005 * am.delta_time, math.pi*2)
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end
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end
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function main_scene(do_backdrop, do_logo)
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local group = am.group()
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if do_backdrop then
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local map = hex_hexagonal_map(30)
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local hex_backdrop = (am.rotate(0) ^ am.group()):tag"hex_backdrop"
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for i,_ in pairs(map) do
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for j,n in pairs(map[i]) do
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local color = map_elevation_to_color(n)
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color = color{a=color.a - 0.1}
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local node = am.translate(hex_to_pixel(vec2(i, j), vec2(HEX_SIZE)))
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^ am.circle(vec2(0), HEX_SIZE, vec4(0), 6)
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node"circle":action(am.tween(0.6, { color = color }))
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hex_backdrop:append(node)
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end
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end
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group:append(hex_backdrop)
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else
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group:append(
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pack_texture_into_sprite(TEXTURES.CURTAIN, win.width, win.height)
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)
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end
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-- version/author info
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group:append(
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am.translate(win.right - 10, win.bottom + 10)
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^ am.text(string.format("v%s, by %s", version, author), COLORS.WHITE, "right", "bottom")
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)
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if do_logo then
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local position = vec2(0, win.top - 20 - TEXTURES.LOGO.height/2)
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local logo =
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am.translate(position)
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^ pack_texture_into_sprite(TEXTURES.LOGO)
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local selected = false
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logo:action(function(self)
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local mouse = win:mouse_position()
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if math.distance(mouse, position) < TEXTURES.LOGO.height/2 then
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selected = true
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self"sprite".color = vec4(1)
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if win:mouse_pressed("left") then
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vplay_sfx(math.random(1000000000))
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end
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else
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selected = false
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self"sprite".color = vec4(0.95)
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end
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end)
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group:append(logo)
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end
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local seed_textfield, get_seed_textfield_value = gui_make_textfield{
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position = vec2(win.left + 190, 50),
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dimensions = vec2(90, 40),
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max = math.ceil(math.log(HEX_GRID_WIDTH * HEX_GRID_HEIGHT, 10)),
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validate = function(string)
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return not string.match(string, "%D")
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end,
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}
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group:append(
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seed_textfield
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)
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group:append(
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am.translate(win.left + 80, 50) ^ pack_texture_into_sprite(TEXTURES.SEED_COLON_TEXT)
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)
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local main_scene_options = {
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false,
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{
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texture = TEXTURES.NEW_GAME_HEX,
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action = function()
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game_init(nil, tonumber(get_seed_textfield_value()))
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end
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},
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false,
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false,
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false,
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{
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texture = TEXTURES.LOAD_GAME_HEX,
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action = function()
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local save = am.load_state("save", "lua")
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if save then
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game_init(save)
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else
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gui_alert("no saved games")
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end
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end
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},
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{
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texture = TEXTURES.MAP_EDITOR_HEX,
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action = function()
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map_editor_init()
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end
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},
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false,
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{
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texture = TEXTURES.SETTINGS_HEX,
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action = function()
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gui_alert("not yet :)")
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end
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},
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{
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texture = TEXTURES.QUIT_HEX,
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action = function()
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win:close()
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end
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},
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false
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}
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group:append(make_scene_menu(main_scene_options, "main_menu"))
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group:action(main_action)
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return group
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end
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function make_scene_menu(scene_options, tag, do_curtain)
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-- calculate the dimensions of the whole grid
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local spacing = 150
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local grid_width = 6
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local grid_height = 2
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local hhs = hex_horizontal_spacing(spacing)
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local hvs = hex_vertical_spacing(spacing)
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local grid_pixel_width = grid_width * hhs
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local grid_pixel_height = grid_height * hvs
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local pixel_offset = vec2(-grid_pixel_width/2, win.bottom + hex_height(spacing)/2 + 20)
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-- 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
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local map = hex_rectangular_map(grid_width, grid_height, HEX_ORIENTATION.POINTY)
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local group = am.group():tag(tag or "menu")
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if do_curtain then
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group:append(pack_texture_into_sprite(TEXTURES.CURTAIN, win.width, win.height))
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end
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local menu = am.group()
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local option_index = 1
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for i,_ in pairs(map) do
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for j,_ in pairs(map[i]) do
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local hex = vec2(i, j)
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local position = hex_to_pixel(hex, vec2(spacing), HEX_ORIENTATION.POINTY)
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local option = scene_options[option_index]
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local texture = option and option.texture or TEXTURES.SHADED_HEX
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local color = COLORS.TRANSPARENT3
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local node = am.translate(position)
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^ pack_texture_into_sprite(texture, texture.width, texture.height, color)
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hex_map_set(map, i, j, {
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node = node,
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option = option
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})
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local tile = hex_map_get(map, i, j)
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local selected = false
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node:action(function(self)
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local mouse = win:mouse_position()
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local hex_ = pixel_to_hex(mouse - pixel_offset, vec2(spacing), HEX_ORIENTATION.POINTY)
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if tile.option then
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if tile.option.keys and tile.option.action then
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for _,key in pairs(win:keys_pressed()) do
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if table.find(tile.option.keys, function(_key) return _key == key end) then
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tile.option.action()
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end
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end
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end
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if hex == hex_ then
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if not selected then
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play_sfx(SOUNDS.SELECT1)
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end
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selected = true
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tile.node"sprite".color = vec4(1)
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if win:mouse_pressed("left") then
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tile.option.action()
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end
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else
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selected = false
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tile.node"sprite".color = COLORS.TRANSPARENT3
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end
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end
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end)
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menu:append(node)
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option_index = option_index + 1
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end
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end
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group:append(am.translate(pixel_offset) ^ menu)
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return group
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end
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function switch_context(scene, action)
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win.scene:remove("menu")
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if action then
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win.scene:replace("context", scene:action(action):tag"context")
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else
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win.scene:replace("context", scene:tag"context")
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end
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end
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function init()
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init_entity_specs()
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switch_context(main_scene(true, true))
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end
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win.scene = am.group(am.group():tag"context")
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init()
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noglobals()
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