Implement slowed down aim turning
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@@ -1,5 +1,6 @@
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module Dodge.Creature.Impulse.Movement where
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import Dodge.Base
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import Control.Lens
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import Dodge.Creature.Statistics
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import Dodge.Data.World
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@@ -30,9 +31,9 @@ crMvAbsolute p' cr =
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strengthFactor :: Int -> Float
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strengthFactor i
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| i > 9 = 1
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| i > 50 = 1
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| i < 1 = 0
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| otherwise = 0.1 * fromIntegral i
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| otherwise = 0.02 * fromIntegral i
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crMvForward ::
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-- | Speed
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@@ -74,15 +75,14 @@ creatureTurnTowardDir ::
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Creature ->
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Creature
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creatureTurnTowardDir a turnSpeed cr
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| normalizeAngle (abs (a - cdir)) <= turnSpeed =
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cr & crDir .~ dirToTarget
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| isLeftOfA (normalizeAngle dirToTarget) (normalizeAngle $ _crDir cr) =
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cr & crDir +~ turnSpeed
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| otherwise = cr & crDir -~ turnSpeed
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| abs (normalizeAnglePi (a - cdir)) <= turnSpeed = cr & crDir .~ dirToTarget
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| otherwise = cr & crDir %~ addOrSub turnSpeed
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where
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addOrSub | isLeftOfA dirToTarget cdir = (+)
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| otherwise = subtract
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cdir = _crDir cr
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vToTarg = rotateV a (V2 1 0)
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dirToTarget = argV vToTarg
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dirToTarget = argV $ rotateV a (V2 1 0)
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creatureTurnToward :: Point2 -> Float -> Creature -> Creature
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creatureTurnToward p turnSpeed cr
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@@ -2,6 +2,7 @@ module Dodge.Creature.YourControl (
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yourControl,
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) where
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import Data.Maybe
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import Data.Foldable
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import qualified Data.Map.Strict as M
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import Dodge.Base.Coordinate
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@@ -38,7 +39,8 @@ wasdWithAiming ::
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Creature ->
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Creature
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wasdWithAiming w speed cr
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| isAiming = addAnyTwist $ set crDir mouseDir $ theMovement cr
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-- | isAiming = addAnyTwist $ set crDir mouseDir $ theMovement cr
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| isAiming = addAnyTwist $ aimTurn mouseDir $ theMovement cr
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| crIsReloading cr && SDL.ButtonRight `M.member` _mouseButtons (_input w) =
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addAnyTwist $ set crDir (mouseDir + anytwist) $ theMovement cr
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| otherwise = theMovement $ theTurn $ removeTwist cr
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@@ -64,6 +66,11 @@ wasdWithAiming w speed cr
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Just _ -> argV $ mouseWorldPos (w ^. input) (w ^. cWorld . camPos) -.- _crPos cr
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_ -> argV (_mousePos (_input w)) + (w ^. cWorld . camPos . camRot)
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aimTurn :: Float -> Creature -> Creature
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aimTurn a cr = creatureTurnTowardDir a (x * 0.2) cr
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where
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x = fromMaybe 1 $ cr ^? crInv . ix (crSel cr) . itUse . heldAim . aimTurnSpeed
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wasdM :: SDL.Scancode -> Point2
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wasdM scancode = case scancode of
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SDL.ScancodeW -> V2 0 1
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@@ -57,6 +57,7 @@ data ItemUse
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data AimParams = AimParams
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{ _aimWeight :: Int
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, _aimTurnSpeed :: Float
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, _aimRange :: Float
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, _aimZoom :: ItZoom
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, _aimStance :: AimStance
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@@ -42,7 +42,18 @@ applyTerminalCommandArguments command args u = case command of
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"ITEM" -> fromMaybe u $ do
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(ibt, n) <- parseItem args
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return $ u & uvWorld %~ flip (foldr ($)) (replicate n (snd . createPutItem (itemFromBase ibt)))
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"DEX" -> fromMaybe u $ do
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x <- readMaybe =<< args ^? _head
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return $ u & ypoint . crStatistics . dexterity .~ x
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"STR" -> fromMaybe u $ do
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x <- readMaybe =<< args ^? _head
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return $ u & ypoint . crStatistics . strength .~ x
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"INT" -> fromMaybe u $ do
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x <- readMaybe =<< args ^? _head
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return $ u & ypoint . crStatistics . intelligence .~ x
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_ -> u
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where
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ypoint = uvWorld . cWorld . lWorld . creatures . ix 0
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parseItem :: [String] -> Maybe (ItemBaseType, Int)
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parseItem (x : xs) =
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@@ -52,7 +52,7 @@ defaultCreature =
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, _crMvType = defaultAimMvType
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, _crHammerPosition = HammerUp
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, _crName = "DEFAULTCRNAME"
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, _crStatistics = CreatureStatistics 10 10 10
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, _crStatistics = CreatureStatistics 50 50 50
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, _crCamouflage = FullyVisible
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, _crTargeting = defaultCreatureTargeting
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}
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@@ -6,6 +6,7 @@ defaultAimParams :: AimParams
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defaultAimParams =
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AimParams
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{ _aimWeight = 0
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, _aimTurnSpeed = 1
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, _aimRange = 0
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, _aimZoom = ItZoom 20 0.2 1
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, _aimStance = OneHand
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@@ -250,9 +250,6 @@ setEquipAllocation w = case _rbOptions w of
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}
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_ -> w
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-- where
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-- curpos = invSelPos w
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setEquipActivation :: World -> World
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setEquipActivation w = case w ^? rbOptions . opAllocateEquipment of
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Just DoNotMoveEquipment -> w
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@@ -131,6 +131,7 @@ miniGunX :: Int -> Item
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miniGunX i =
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autoRifle
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& itUse .~ miniGunUse i
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& itUse . heldAim . aimTurnSpeed .~ 0.5
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& itParams
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.~ BulletShooter
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{ _muzVel = 1
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@@ -10,15 +10,11 @@ flatShield :: Item
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flatShield =
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defaultHeldItem
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& itEffect . ieInv .~ EffectIfHeld CreateShieldWall RemoveShieldWall
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& itUse . heldAim
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.~ AimParams
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{ _aimWeight = 5
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, _aimRange = 0
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, _aimZoom = ItZoom 20 0.2 1
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, _aimStance = TwoHandFlat
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, _aimHandlePos = 0
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, _aimMuzPos = 0
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}
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& itUse . heldAim . aimWeight .~ 5
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& itUse . heldAim . aimTurnSpeed .~ 0.5
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& itUse . heldAim . aimStance .~ TwoHandFlat
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& itUse . heldAim . aimHandlePos .~ 0
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& itUse . heldAim . aimMuzPos .~ 0
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& itInvSize .~ 3
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& itType . iyBase .~ HELD FLATSHIELD
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+6
-1
@@ -335,7 +335,12 @@ menuWheelStep i u = fromMaybe u $ do
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-- where
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-- y = w ^. input . scrollAmount
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updateWheelEvents :: World -> World
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updateWheelEvents w = updateWheelEvent (w ^. input . scrollAmount) w
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updateWheelEvents w
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| yi == 0 = w
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| otherwise = updateWheelEvent yi w
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where
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yi = w ^. input . scrollAmount
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advanceScrollAmount :: Universe -> Universe
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advanceScrollAmount u =
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+3
-2
@@ -168,8 +168,9 @@ nRaysRad n x = take n $ iterate (rotateV (2*pi/fromIntegral n)) (V2 x 0)
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-- smallest change in rotation between them.
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-- This appears to sometimes fail if the angles are not normalized.
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isLeftOfA :: Float -> Float -> Bool
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isLeftOfA angle1 angle2 = (angle1 - angle2 < pi && angle1 > angle2)
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|| (angle2 - angle1 > pi && angle2 > angle1)
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--isLeftOfA angle1 angle2 = (angle1 - angle2 < pi && angle1 > angle2)
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-- || (angle2 - angle1 > pi && angle2 > angle1)
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isLeftOfA angle1 angle2 = normalizeAngle (angle1 - angle2) < pi
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-- | Test whether a vector is to the left of another, according to the smallest
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-- change of rotation between them.
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isLeftOf :: Point2 -> Point2 -> Bool
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