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Hex Runes

Additional docs

Made with Godot 3.2

Credits:

  • Programing: BJAA
  • Art/Design: Game_emaG
  • Audio/SFX: Tim Carroll

Adding levels

  • Hex runes has a levels.json file in which has the level for each level in json format, each json object is a level, this is the basic structure:
  {
    "probBomb": 10,
    "probLineRemover": 5,
    "probHexRemover": 0.5,
    "main_goal": {
      "main_goal": true,
      "goal": 0,
      "objective": 4,
      "cell_type": 0
    },
    "bonus_goal": {
      "main_goal": false,
      "goal": 0,
      "objective": 4,
      "cell_type": 0
    },
    "level_obstacles": [
      {
        "type": 0,
        "position": [
          {
            "x": 0,
            "y": 0
          }
        ]
      },
      {
        "type": 1,
        "position": [
          {
            "x": 0,
            "y": 0
          }
        ]
      }
    ]
  }
Property What they do
probBomb probability of spawning a bomb cell
probLineRemover probability of spawning a line remover cell
probHexRemover probability of spawning a hexagonal remover cell
turns total turns for this level
main_goal if it's the main goal for this level
goal type of goal, 0 is for combo, 1 for points, 2 is for X removal of certain type of cells
objective the amount of combo, points or cells to remove
level_obstacles the obstacles for the level
type is the type of cell, 0 is for cells that can't be moved or removed, 1 is for cells that can be removed but not be moved by the player, you can place special cells too, bomb is the 2, line remover 3, nad hexagonal removel 4
position array of objects in which has the position for the type of cells

Here is an image of the positions of the cells: image info

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Hex tile based game

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