hexyz is tower defense game, and a lua library for dealing with hexagonal grids
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----- [[ WARZONE 2 - HEXAGONAL GRID RESOURCE BASED TOWER DEFENSE GAME]] --------
--[[ author@churchianity.ca
]]
require"hex"
require"util"
------ [[ GLOBALS ]] -----------------------------------------------------------
local win = am.window{
-- BASE RESOLUTION = 3/4 * WXGA Standard 16:10
width = 1280 * 3 / 4, -- 960px
height = 800 * 3 / 4, -- 600px
title = "Warzone 2: Electric Boogaloo",
resizable = false
}
local layout = layout(vec2(-268, win.bottom))
local map = rectangular_map(45, 31)
local world = am.group{}:tag"world"
----- [[ SPRITES ]] ------------------------------------------------------------
-- modified ethan shoonover solarized colortheme
am.ascii_color_map = {
E = vec4( 22/255, 22/255, 29/255, 1), -- eigengrau
K = vec4( 0, 43/255, 54/255, 1), -- dark navy
k = vec4( 7/255, 54/255, 66/255, 1), -- navy
L = vec4( 88/255, 110/255, 117/255, 1), -- gray1
l = vec4(101/255, 123/255, 131/255, 1), -- gray2
s = vec4(131/255, 148/255, 150/255, 1), -- gray3
S = vec4(147/255, 161/255, 161/255, 1), -- gray4
w = vec4(238/255, 232/255, 213/255, 1), -- bone
W = vec4(253/255, 246/255, 227/255, 1), -- white
y = vec4(181/255, 137/255, 0, 1), -- yellow
o = vec4(203/255, 75/255, 22/255, 1), -- orange
r = vec4(220/255, 50/255, 47/255, 1), -- red
m = vec4(211/255, 54/255, 130/255, 1), -- magenta
v = vec4(108/255, 113/255, 196/255, 1), -- violet
b = vec4( 38/255, 139/255, 210/255, 1), -- blue
c = vec4( 42/255, 161/255, 152/255, 1), -- cyan
g = vec4(133/255, 153/255, 0, 1) -- green
}
local titlebutton =
[[
KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK
KwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwK
KwkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkK
KwkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkK
KwkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkK
KwkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkK
KwkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkK
KwkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkK
KwkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkK
KwkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkK
KkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkK
KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK
]]
----- [[ FUNCTIONS ]] ----------------------------------------------------------
function show_axes()
local xaxis = am.line(vec2(win.left, 0), vec2(win.right, 0))
local yaxis = am.line(vec2(0, win.top), vec2(0, win.bottom))
win.scene:append(am.translate(0, 0) ^ am.group{xaxis, yaxis}:tag"axes")
end
function show_hex_coords()
win.scene:action(function()
win.scene:remove("coords")
local mouse = axial_to_doubled(pixel_to_hex(win:mouse_position(), layout))
if mouse.x > 0 and mouse.x < 45 and mouse.y < 0 and mouse.y > -63 then
local coords = am.group{
am.translate(win.left + 30, win.top - 10)
^ am.text(string.format("%d,%d", mouse.x, mouse.y)):tag"coords"}
win.scene:append(coords)
end
end)
end
function init()
for hex,_ in pairs(map) do
local pix = hex_to_pixel(hex, layout)
world:append(am.circle(pix, 11, rhue(1), 6))
end
win.scene = world
end
----- [[ MAIN ]] ---------------------------------------------------------------
init()
show_hex_coords()