hexyz is tower defense game, and a lua library for dealing with hexagonal grids
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

316 lines
9.2 KiB

TOWERS = {}
TOWER_TYPE = {
REDEYE = 1,
LIGHTHOUSE = 2,
WALL = 3,
MOAT = 4,
}
TOWER_SPECS = {
[TOWER_TYPE.REDEYE] = {
name = "Redeye",
placement_rules_text = "Place on mountains or on Walls",
short_description = "Long range laser tower",
texture = TEXTURES.TOWER_REDEYE,
icon_texture = TEXTURES.TOWER_REDEYE_ICON,
base_cost = 25,
},
[TOWER_TYPE.LIGHTHOUSE] = {
name = "Lighthouse",
placement_rules_text = "Place next to - but not on - water or moats",
short_description = "Attracts and distracts mobs",
texture = TEXTURES.TOWER_LIGHTHOUSE,
icon_texture = TEXTURES.TOWER_LIGHTHOUSE_ICON,
base_cost = 25
},
[TOWER_TYPE.WALL] = {
name = "Wall",
placement_rules_text = "Place on grass or dirt",
short_description = "Restricts movement",
texture = TEXTURES.TOWER_WALL,
icon_texture = TEXTURES.TOWER_WALL_ICON,
base_cost = 5,
},
[TOWER_TYPE.MOAT] = {
name = "Moat",
placement_rules_text = "Place on grass or dirt",
short_description = "Restricts movement",
texture = TEXTURES.TOWER_MOAT,
icon_texture = TEXTURES.TOWER_MOAT_ICON,
base_cost = 5,
}
}
function get_tower_name(tower_type)
return TOWER_SPECS[tower_type] and TOWER_SPECS[tower_type].name
end
function get_tower_placement_rules_text(tower_type)
return TOWER_SPECS[tower_type] and TOWER_SPECS[tower_type].placement_rules_text
end
function get_tower_short_description(tower_type)
return TOWER_SPECS[tower_type] and TOWER_SPECS[tower_type].short_description
end
function get_tower_texture(tower_type)
return TOWER_SPECS[tower_type] and TOWER_SPECS[tower_type].texture
end
function get_tower_icon_texture(tower_type)
return TOWER_SPECS[tower_type] and TOWER_SPECS[tower_type].icon_texture
end
function get_tower_base_cost(tower_type)
return TOWER_SPECS[tower_type] and TOWER_SPECS[tower_type].base_cost
end
local function make_tower_sprite(tower_type)
return pack_texture_into_sprite(get_tower_texture(tower_type), HEX_PIXEL_WIDTH, HEX_PIXEL_HEIGHT)
end
do
local tower_cursors = {}
for _,i in pairs(TOWER_TYPE) do
tower_cursors[i] = make_tower_sprite(i)
tower_cursors[i].color = COLORS.TRANSPARENT
end
function get_tower_cursor(tower_type)
return tower_cursors[tower_type]
end
end
local function make_tower_node(tower_type)
if tower_type == TOWER_TYPE.REDEYE then
return make_tower_sprite(tower_type)
elseif tower_type == TOWER_TYPE.LIGHTHOUSE then
return am.group(
make_tower_sprite(tower_type)
)
elseif tower_type == TOWER_TYPE.WALL then
return am.circle(vec2(0), HEX_SIZE, COLORS.VERY_DARK_GRAY, 6)
elseif tower_type == TOWER_TYPE.MOAT then
return am.circle(vec2(0), HEX_SIZE, (COLORS.WATER){a=1}, 6)
end
end
function can_afford_tower(money, tower_type)
local cost = get_tower_base_cost(tower_type)
return (money - cost) >= 0
end
local function get_tower_update_function(tower_type)
if tower_type == TOWER_TYPE.REDEYE then
return update_tower_redeye
elseif tower_type == TOWER_TYPE.LIGHTHOUSE then
return update_tower_lighthouse
end
end
function towers_on_hex(hex)
local t = {}
for tower_index,tower in pairs(TOWERS) do
if tower and tower.hex == hex then
table.insert(t, tower_index, tower)
end
end
return t
end
function tower_on_hex(hex)
return table.find(TOWERS, function(tower)
return tower.hex == hex
end)
end
function tower_is_buildable_on(hex, tile, tower_type)
if hex == HEX_GRID_CENTER then return false end
local blocking_towers = towers_on_hex(hex)
local blocking_mobs = mobs_on_hex(hex)
local towers_blocking = #blocking_towers ~= 0
local mobs_blocking = #blocking_mobs ~= 0
local blocked = mobs_blocking or towers_blocking
if tower_type == TOWER_TYPE.REDEYE then
if not mobs_blocking and towers_blocking then
blocked = false
for _,tower in pairs(TOWERS) do
if tower.type ~= TOWER_TYPE.WALL then
blocked = true
break
end
end
end
return not blocked and tile.elevation > 0.5
elseif tower_type == TOWER_TYPE.LIGHTHOUSE then
local has_water_neighbour = false
for _,h in pairs(hex_neighbours(hex)) do
local tile = HEX_MAP.get(h.x, h.y)
if tile and tile.elevation < -0.5 then
has_water_neighbour = true
break
end
end
return not blocked and tile_is_medium_elevation(tile) and has_water_neighbour
elseif tower_type == TOWER_TYPE.WALL then
return not blocked and tile_is_medium_elevation(tile)
elseif tower_type == TOWER_TYPE.MOAT then
return not blocked and tile_is_medium_elevation(tile)
end
end
function update_tower_redeye(tower, tower_index)
if not tower.target_index then
for index,mob in pairs(MOBS) do
if mob then
local d = math.distance(mob.position, tower.position) / (HEX_SIZE * 2)
if d <= tower.range then
tower.target_index = index
break
end
end
end
else
if MOBS[tower.target_index] == false then
tower.target_index = false
elseif (TIME - tower.last_shot_time) > 1 then
local mob = MOBS[tower.target_index]
make_and_register_projectile(
tower.hex,
math.normalize(hex_to_pixel(mob.hex) - tower.position),
15,
5,
10
)
tower.last_shot_time = TIME
vplay_sfx(SOUNDS.LASER2)
end
end
end
function update_tower_lighthouse(tower, tower_index)
-- check if there's a mob on a hex in our perimeter
for _,h in pairs(tower.perimeter) do
local mobs = mobs_on_hex(h)
for _,m in pairs(mobs) do
if not m.path then
local path, made_it = Astar(HEX_MAP, tower.hex, m.hex, grid_heuristic, grid_cost)
if made_it then
m.path = path
local area = spiral_map(tower.hex, tower.range)
for _,h in pairs(area) do
local node = HEX_MAP[h.x][h.y].node"circle"
local initial_color = node.color
local d = math.distance(h, tower.hex)
local target_color = COLORS.SUNRAY{ a = 1/(d/tower.range) }
node:late_action(am.series{
am.tween(node, 0.3, { color = target_color }),
am.tween(node, 0.3, { color = initial_color })
})
end
end
end
end
end
end
function make_and_register_tower(hex, tower_type)
local tower = make_basic_entity(
hex,
make_tower_node(tower_type),
get_tower_update_function(tower_type)
)
local need_to_regen_flow_field = true
tower.type = tower_type
if tower_type == TOWER_TYPE.REDEYE then
tower.range = 7
tower.last_shot_time = tower.TOB
tower.target_index = false
state.map[hex.x][hex.y].elevation = 2
elseif tower_type == TOWER_TYPE.LIGHTHOUSE then
tower.range = 5
tower.perimeter = ring_map(tower.hex, tower.range)
--[[
tower.node:append(
am.particles2d{
source_pos = vec2(0, 12),
source_pos_var = vec2(2),
start_size = 1,
start_size_var = 1,
end_size = 1,
end_size_var = 1,
angle = 0,
angle_var = math.pi,
speed = 1,
speed_var = 2,
life = 10,
life_var = 1,
start_color = COLORS.WHITE,
start_color_var = vec4(0.1, 0.1, 0.1, 1),
end_color = COLORS.SUNRAY,
end_color_var = vec4(0.1),
emission_rate = 4,
start_particles = 4,
max_particles = 200
}
)
]]
-- @HACK
need_to_regen_flow_field = false
elseif tower_type == TOWER_TYPE.WALL then
state.map[hex.x][hex.y].elevation = 1
elseif tower_type == TOWER_TYPE.MOAT then
state.map[hex.x][hex.y].elevation = -1
end
if need_to_regen_flow_field then
generate_and_apply_flow_field(state.map, HEX_GRID_CENTER, state.world)
end
register_entity(TOWERS, tower)
end
function build_tower(hex, tower_type)
update_money(-get_tower_base_cost(tower_type))
make_and_register_tower(hex, tower_type)
vplay_sfx(SOUNDS.EXPLOSION4)
end
function delete_all_towers()
for tower_index,tower in pairs(TOWERS) do
if tower then delete_entity(TOWERS, tower_index) end
end
end
function do_tower_updates()
for tower_index,tower in pairs(TOWERS) do
if tower and tower.update then
tower.update(tower, tower_index)
end
end
end