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.top - 10))
local map = rectangular_map(45, 31)
local world = am.group{}:tag"world"
-- 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")
win.scene:remove("select")
local hex = pixel_to_cube(win:mouse_position(), layout)
local mouse = cube_to_offset(hex)
if mouse.x > 0 and mouse.x < map.width and
mouse.y > 0 and mouse.y < map.height then
local coords = am.group{
am.translate(win.right - 25, win.top - 10)
^ am.text(string.format("%d,%d", mouse.x, mouse.y)):tag"coords"}
win.scene:append(coords)
local mask = vec4(1, 1, 1, 0.2)
local pix = cube_to_pixel(hex, layout)
world:append(am.circle(pix, layout.size.x, mask, 6):tag"select")
end
end)
end
function init()
world:action(coroutine.create(function()
local gui = am.rect(win.left, win.top, -268, win.bottom):tag"gui"
world:append(gui)
for hex,_ in pairs(map) do
local pix = cube_to_pixel(hex, layout)
local off = cube_to_offset(hex)
local tag = tostring(hex)
local color
if off.x == 0 or off.x == map.width or
off.y == 0 or off.y == map.height then
color = rhue(0.3)
else
color = rhue(1 - math.max(((off.x-23)/30)^2, ((off.y-16)/20)^2))
end
world"gui".color = vec4(0, 43/255, 54/255, am.frame_time / 20)
world:prepend(am.circle(pix, layout.size.x, color, 6):tag(tag))
am.wait(am.delay(0.01))
end
end))
win.scene = world
end
----- [[ MAIN ]] ---------------------------------------------------------------
init()
show_hex_coords()