hexyz is tower defense game, and a lua library for dealing with hexagonal grids
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settings = am.load_state("settings", "json") or {
fullscreen = false,
window_width = 1920,
window_height = 1080,
music_volume = 0.1,
sfx_volume = 0.1,
}
math.randomseed(os.time())
math.random()
math.random()
math.random()
math.random()
do
win = am.window{
width = settings.window_width,
height = settings.window_height,
title = "hexyz",
mode = settings.fullscreen and "fullscreen" or "windowed",
highdpi = true,
letterbox = true,
resizable = true, -- user should probably set their resolution instead of resizing the window, but hey.
}
end
-- asset interfaces and/or trivial code
require "conf"
require "color"
require "sound"
require "texture"
require "src/entity"
require "src/extra"
require "src/geometry"
require "src/hexyz"
require "src/game"
require "src/gui"
require "src/grid"
require "src/mob"
require "src/projectile"
require "src/tower"
function alert(message)
win.scene:append(
am.scale(3) ^ am.text(message)
:action(coroutine.create(function(self)
am.wait(am.tween(self, 1, { color = vec4(0) }))
win.scene:remove(self)
end))
)
end
function main_action(self)
if win:key_pressed("escape") then
if win.scene("game") then
win.scene("game").paused = false
win.scene:remove(self)
else
--win:close()
end
end
if self"hex_backdrop" then
self"hex_backdrop""rotate".angle = math.wrapf(self"hex_backdrop""rotate".angle - 0.005 * am.delta_time, math.pi*2)
end
end
function make_main_scene_toolbelt()
local include_save_option = game
local options = {
false,
false,
false,
{
texture = TEXTURES.NEW_GAME_HEX,
action = function()
win.scene:remove"menu"
game_init()
end
},
false,
include_save_option and {
texture = TEXTURES.SAVE_GAME_HEX,
action = function()
game_save()
alert("succesfully saved!")
end
} or false,
false,
{
texture = TEXTURES.LOAD_GAME_HEX,
action = function()
win.scene:remove"menu"
game_init(am.load_state("save", "json"))
end
},
false,
{
texture = TEXTURES.MAP_EDITOR_HEX,
action = function() alert("not yet :)") end
},
{
texture = TEXTURES.SETTINGS_HEX,
action = function() alert("not yet :)") end
},
{
texture = TEXTURES.ABOUT_HEX,
action = function() alert("not yet :)") end
},
false,
{
texture = TEXTURES.QUIT_HEX,
action = function() win:close() end
}
}
local spacing = 160
-- calculate the dimensions of the whole grid
local grid_width = 8
local grid_height = 2
local hhs = hex_horizontal_spacing(spacing)
local hvs = hex_vertical_spacing(spacing)
local grid_pixel_width = grid_width * hhs
local grid_pixel_height = grid_height * hvs
-- @TODO the vertical offset should be different depending on if this is the main menu or the pause menu
-- perhaps the map that makes the grid of hexes should be different as well
local pixel_offset = vec2(-grid_pixel_width/2, win.bottom + hex_height(spacing)/2 + 20)
local map = hex_rectangular_map(grid_width, grid_height, HEX_ORIENTATION.POINTY)
local group = am.group()
local option_index = 1
for i,_ in pairs(map) do
for j,_ in pairs(map[i]) do
local hex = vec2(i, j)
local position = hex_to_pixel(hex, vec2(spacing), HEX_ORIENTATION.POINTY)
local option = options[option_index]
local texture = option and option.texture or TEXTURES.SHADED_HEX
local color = option and COLORS.TRANSPARENT or vec4(0.3)
local node = am.translate(position)
^ pack_texture_into_sprite(texture, texture.width, texture.height, color)
hex_map_set(map, i, j, {
node = node,
option = option
})
local tile = hex_map_get(map, i, j)
local selected = false
node:action(function(self)
local mouse = win:mouse_position()
local hex_ = pixel_to_hex(mouse - pixel_offset, vec2(spacing), HEX_ORIENTATION.POINTY)
if tile.option then
if hex == hex_ then
if not selected then
play_sfx(SOUNDS.SELECT1)
end
selected = true
tile.node"sprite".color = vec4(1)
if win:mouse_pressed("left") then
tile.option.action()
end
else
selected = false
tile.node"sprite".color = COLORS.TRANSPARENT
end
end
end)
group:append(node)
option_index = option_index + 1
end
end
return am.translate(pixel_offset) ^ group
end
function main_scene(do_backdrop, do_logo)
local group = am.group()
if do_backdrop then
local map = hex_hexagonal_map(30)
local hex_backdrop = (am.rotate(0) ^ am.group()):tag"hex_backdrop"
for i,_ in pairs(map) do
for j,n in pairs(map[i]) do
local color = map_elevation_color(n)
color = color{a=color.a - 0.1}
local node = am.translate(hex_to_pixel(vec2(i, j), vec2(HEX_SIZE)))
^ am.circle(vec2(0), HEX_SIZE, vec4(0), 6)
node"circle":action(am.tween(0.6, { color = color }))
hex_backdrop:append(node)
end
end
group:append(hex_backdrop)
else
group:append(am.rect(win.left, win.bottom, win.right, win.top, COLORS.TRANSPARENT))
end
group:append(
am.translate(win.right - 10, win.bottom + 20)
^ am.text(version, COLORS.WHITE, "right")
)
if do_logo then
group:append(
am.translate(0, win.top - 20 - TEXTURES.LOGO.height/2)
^ pack_texture_into_sprite(TEXTURES.LOGO, TEXTURES.LOGO.width, TEXTURES.LOGO.height)
)
end
group:append(make_main_scene_toolbelt())
group:action(main_action)
return group:tag"menu"
end
win.scene = am.group(
main_scene(true, true)
)
noglobals()