hexyz is tower defense game, and a lua library for dealing with hexagonal grids
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math.randomseed(os.time())
math.random()
math.random()
math.random()
-- Globals
WIN = am.window{
width = 1920,
height = 1080,
title = "hexyz",
highdpi = true,
letterbox = true
}
-- assets/non-or-trivial code
require "color"
require "sound"
require "texture"
require "src/entity"
require "src/extra"
require "src/geometry"
require "src/hexyz"
require "src/grid"
WIN.clear_color = color_at(0)
require "src/mob"
require "src/projectile"
require "src/tower"
OFF_SCREEN = vec2(WIN.width * 2) -- arbitrary pixel position that is garunteed to be off screen
PERF_STATS = false -- result of am.perf_stats() -- should be called every frame
WORLD = false -- root scene node of everything considered to be in the game world
-- aka non gui stuff
TIME = 0 -- runtime of the current game in seconds (not whole program runtime)
SCORE = 0 -- score of the player
STARTING_MONEY = 50
MONEY = STARTING_MONEY -- available resources
MOUSE = false -- position of the mouse at the start of every frame, if an action is tracking it
-- global audio settings
MUSIC_VOLUME = 0.1
SFX_VOLUME = 0.1
-- game stuff
SELECTED_TOWER_TYPE = 1
-- top right display types
local TRDTS = {
NOTHING = -1,
CENTERED_EVENQ = 0,
EVENQ = 1,
HEX = 2,
PLATFORM = 3,
PERF = 4,
SEED = 5,
TILE = 6
}
local TRDT = TRDTS.SEED
local function select_hex(hex)
local tower = tower_on_hex(hex)
local tile = HEX_MAP.get(hex.x, hex.y)
end
local function can_do_build(hex, tile, tower_type)
return can_afford_tower(MONEY, tower_type) and tower_is_buildable_on(hex, tile, tower_type)
end
local function game_action(scene)
--if SCORE < 0 then game_end() end
TIME = TIME + am.delta_time
SCORE = SCORE + am.delta_time
MOUSE = WIN:mouse_position()
PERF_STATS = am.perf_stats()
local hex = pixel_to_hex(MOUSE - WORLDSPACE_COORDINATE_OFFSET)
local rounded_mouse = hex_to_pixel(hex) + WORLDSPACE_COORDINATE_OFFSET
local evenq = hex_to_evenq(hex)
local centered_evenq = evenq{ y = -evenq.y } - vec2(math.floor(HEX_GRID_WIDTH/2)
, math.floor(HEX_GRID_HEIGHT/2))
local tile = HEX_MAP.get(hex.x, hex.y)
local hot = evenq_is_interactable(evenq{ y = -evenq.y })
do_entity_updates()
do_mob_spawning()
if WIN:mouse_pressed"left" then
if hot and can_do_build(hex, tile, SELECTED_TOWER_TYPE) then
build_tower(hex, SELECTED_TOWER_TYPE)
end
end
if WIN:mouse_pressed"middle" then
WIN.scene"scale".scale2d = vec2(1)
else
local mwd = vec2(WIN:mouse_wheel_delta().y / 1000)
WIN.scene"scale".scale2d = WIN.scene"scale".scale2d + mwd
WIN.scene"scale".scale2d = WIN.scene"scale".scale2d + mwd
end
if WIN:key_pressed"escape" then
WIN.scene"game".paused = true
WIN.scene:action(function()
if WIN:key_pressed"escape" then
WIN.scene"game".paused = false
return true
end
end)
--game_end()
elseif WIN:key_pressed"f1" then
TRDT = (TRDT + 1) % #table.keys(TRDTS)
elseif WIN:key_pressed"f2" then
WORLD"flow_field".hidden = not WORLD"flow_field".hidden
elseif WIN:key_pressed"tab" then
local num_of_types = #table.keys(TOWER_TYPE)
if WIN:key_down"lshift" then
select_tower_type((SELECTED_TOWER_TYPE + num_of_types - 2) % num_of_types + 1)
else
select_tower_type((SELECTED_TOWER_TYPE) % num_of_types + 1)
end
elseif WIN:key_pressed"1" then select_tower_type(TOWER_TYPE.REDEYE)
elseif WIN:key_pressed"2" then select_tower_type(2)
elseif WIN:key_pressed"3" then select_tower_type(3)
elseif WIN:key_pressed"4" then select_tower_type(4)
elseif WIN:key_pressed"5" then select_tower_type(5)
elseif WIN:key_pressed"6" then select_tower_type(6)
elseif WIN:key_pressed"7" then select_tower_type(7)
elseif WIN:key_pressed"8" then select_tower_type(8)
elseif WIN:key_pressed"9" then select_tower_type(9)
elseif WIN:key_pressed"0" then select_tower_type(10)
elseif WIN:key_pressed"minus" then select_tower_type(11)
elseif WIN:key_pressed"equals" then select_tower_type(12)
end
if tile and hot then
WIN.scene"hex_cursor".center = rounded_mouse
else
WIN.scene"hex_cursor".center = OFF_SCREEN
end
WIN.scene"score".text = string.format("SCORE: %.2f", SCORE)
WIN.scene"money".text = string.format("MONEY: %d", MONEY)
do
local str = ""
if TRDT == TRDTS.CENTERED_EVENQ then
str = centered_evenq.x .. "," .. centered_evenq.y .. " (cevenq)"
elseif TRDT == TRDTS.EVENQ then
str = evenq.x .. "," .. evenq.y .. " (evenq)"
elseif TRDT == TRDTS.HEX then
str = hex.x .. "," .. hex.y .. " (hex)"
elseif TRDT == TRDTS.PLATFORM then
str = string.format("%s %s lang %s", am.platform, am.version, am.language())
elseif TRDT == TRDTS.PERF then
str = table.tostring(PERF_STATS)
elseif TRDT == TRDTS.SEED then
str = "SEED: " .. HEX_MAP.seed
elseif TRDT == TRDTS.TILE then
str = table.tostring(HEX_MAP.get(hex.x, hex.y))
end
WIN.scene"coords".text = str
end
do_day_night_cycle()
end
function do_day_night_cycle()
local slow = 100
local tstep = (math.sin(TIME / 100) + 1) / PERF_STATS.avg_fps
WORLD"negative_mask".color = vec4(tstep){a=1}
end
function game_end()
-- de-initialize stuff
delete_all_entities()
TIME = 0
SCORE = 0
MONEY = STARTING_MONEY
WORLD = false
WIN.scene = am.group(am.scale(1) ^ game_scene())
end
function update_score(diff)
SCORE = SCORE + diff
end
function update_money(diff)
MONEY = MONEY + diff
end
function get_tower_tooltip_text(tower_type)
return string.format(
"%s\n%s\n%s\ncost: %d"
, get_tower_name(tower_type)
, get_tower_placement_rules_text(tower_type)
, get_tower_short_description(tower_type)
, get_tower_base_cost(tower_type)
)
end
local function toolbelt()
-- init the toolbelt
local toolbelt_height = hex_height(HEX_SIZE) * 2
local toolbelt = am.group{
am.translate(WIN.left + 10, WIN.bottom + toolbelt_height + 20)
^ am.text(get_tower_tooltip_text(SELECTED_TOWER_TYPE), "left", "bottom"):tag"tower_tooltip",
am.rect(WIN.left, WIN.bottom, WIN.right, WIN.bottom + toolbelt_height, COLORS.TRANSPARENT)
}:tag"toolbelt"
local padding = 15
local size = toolbelt_height - padding
local half_size = size/2
local offset = vec2(WIN.left + padding*3, WIN.bottom + padding/3)
local tab_button = am.translate(vec2(0, half_size) + offset) ^ am.group{
pack_texture_into_sprite(TEXTURES.WIDER_BUTTON1, 54, 32),
pack_texture_into_sprite(TEXTURES.TAB_ICON, 25, 25)
}
toolbelt:append(tab_button)
local tower_select_square = (
am.translate(vec2(size + padding, half_size) + offset)
^ am.rect(-size/2-3, -size/2-3, size/2+3, size/2+3, COLORS.SUNRAY)
):tag"tower_select_square"
toolbelt:append(tower_select_square)
-- fill in the other tower options
local tower_type_values = {
TOWER_TYPE.REDEYE,
TOWER_TYPE.LIGHTHOUSE,
TOWER_TYPE.WALL,
TOWER_TYPE.MOAT
}
local keys = { '1', '2', '3', '4', '5', '6', '7', '8', '9', '0', '-', '=' }
for i = 1, #keys do
if tower_type_values[i] then
toolbelt:append(
am.translate(vec2(size + padding, 0) * i + offset)
^ am.group{
am.translate(0, half_size)
^ pack_texture_into_sprite(TEXTURES.BUTTON1, size, size),
am.translate(0, half_size)
^ pack_texture_into_sprite(get_tower_texture(tower_type_values[i]), size, size),
am.translate(vec2(half_size))
^ am.group{
pack_texture_into_sprite(TEXTURES.BUTTON1, half_size, half_size),
am.scale(2)
^ am.text(keys[i], COLORS.BLACK)
}
}
)
else
toolbelt:append(
am.translate(vec2(size + padding, 0) * i + offset)
^ am.group{
am.translate(0, half_size)
^ pack_texture_into_sprite(TEXTURES.BUTTON1, size, size),
am.translate(vec2(half_size))
^ am.group{
pack_texture_into_sprite(TEXTURES.BUTTON1, half_size, half_size),
am.scale(2)
^ am.text(keys[i], COLORS.BLACK)
}
}
)
end
end
select_tower_type = function(tower_type)
SELECTED_TOWER_TYPE = tower_type
if TOWER_SPECS[SELECTED_TOWER_TYPE] then
WIN.scene"tower_tooltip".text = get_tower_tooltip_text(tower_type)
local new_position = vec2((size + padding) * tower_type, size/2) + offset
WIN.scene"tower_select_square":action(am.tween(0.1, { position2d = new_position }))
WIN.scene:action(am.play(am.sfxr_synth(SOUNDS.SELECT1), false, 1, SFX_VOLUME))
end
end
return toolbelt
end
-- @NOTE must be global to allow the game_action to reference it
function game_scene()
local score = am.translate(WIN.left + 10, WIN.top - 20) ^ am.text("", "left"):tag"score"
local money = am.translate(WIN.left + 10, WIN.top - 40) ^ am.text("", "left"):tag"money"
local coords = am.translate(WIN.right - 10, WIN.top - 20) ^ am.text("", "right", "top"):tag"coords"
local hex_cursor = am.circle(OFF_SCREEN, HEX_SIZE, COLORS.TRANSPARENT, 6):tag"hex_cursor"
local curtain = am.rect(WIN.left, WIN.bottom, WIN.right, WIN.top, COLORS.TRUE_BLACK)
curtain:action(coroutine.create(function()
am.wait(am.tween(curtain, 3, { color = vec4(0) }, am.ease.out(am.ease.hyperbola)))
WIN.scene:remove(curtain)
end))
-- 2227
HEX_MAP, WORLD = random_map()
local scene = am.group{
WORLD,
curtain,
hex_cursor,
toolbelt(),
score,
money,
coords,
}:tag"game"
scene:action(game_action)
--scene:action(am.play(SOUNDS.TRACK1))
return scene
end
WIN.scene = am.group(am.scale(vec2(1)) ^ game_scene())
noglobals()