Add line shadow shader
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@@ -33,17 +33,16 @@ lamp = defaultInanimate
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}
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lampPic :: Picture
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lampPic = pictures
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[ setDepth (0.09) $ color white $ p
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, setDepth (0) $ color yellow $ p
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[ setDepth (0.049) $ color white $ polygon $ rectNSEW 5 (-5) 5 (-5)
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, setDepth (0) $ color white $ circleSolid 3
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]
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where
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p = pictures [circleSolid 3, polygon $ rectNSEW 5 0 5 0]
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initialiseLamp :: CRUpdate
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initialiseLamp w (f,g) cr = ( (addLS . f , g), Just $ cr & crUpdate .~ updateLamp i)
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where
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i = IM.newKey $ _lightSources $ f w -- to give different lights different keys
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addLS = over lightSources (IM.insert i (lightAt (_crPos cr) i))
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addLS = over lightSources (IM.insert i (lightAt (x,y,0) i))
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(x,y) = _crPos cr
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updateLamp :: Int -> CRUpdate
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updateLamp i = unrandUpdate handleLS internalUpdate
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@@ -65,6 +64,7 @@ barrel = defaultInanimate
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, _crHP = 500
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, _crPict = picAtCrPos $ onLayer CrLayer $ pictures
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[ color orange $ circleSolid 10
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, setDepth 0.049 . color (greyN 0.5) $ circleSolid 8
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, color (greyN 0.5) $ circleSolid 8
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]
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, _crState = defaultState
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@@ -77,8 +77,9 @@ explosiveBarrel :: Creature
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explosiveBarrel = defaultInanimate
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{ _crUpdate = updateExpBarrel
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, _crHP = 400
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, _crPict = picAtCrPos $ onLayer CrLayer $ pictures
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, _crPict = picAtCrPos $ pictures
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[ color red $ circleSolid 8
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, setDepth 0.049 . color (greyN 0.5) $ circleSolid 10
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, color orange $ circleSolid 10
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]
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, _crState = defaultState
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@@ -12,7 +12,7 @@ import Dodge.Creature.State.Data
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import Dodge.Creature.Stance.Data
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import Dodge.Creature.Test
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--import Dodge.Creature.AlertLevel.Data
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import Dodge.Picture.Layer
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--import Dodge.Picture.Layer
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import Dodge.Item.Data
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import Picture
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import Geometry
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@@ -27,7 +27,8 @@ basicCrPict
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-> Picture
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basicCrPict col cr w = pictures $
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targetingPic ++
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[ tr . piercingMod $ bluntScale $ naked col cr
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[ tr . setDepth 0 $ color yellow $ circleSolid 10
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, tr . piercingMod $ bluntScale $ naked col cr
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, tr $ waist col
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, trFeet $ feet cr
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, tr $ arms col cr
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@@ -55,7 +56,7 @@ basicCrPict col cr w = pictures $
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pastDams = _crPastDamage $ _crState cr
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waist :: Color -> Picture
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waist col = setDepth 0.025 . color (light4 col) . scale 0.5 1 $ circleSolid 8
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waist col = setDepth 10 . color (light4 col) . scale 0.5 1 $ circleSolid 8
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feet :: Creature -> Picture
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feet cr = case cr ^? crStance . carriage of
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@@ -73,7 +74,7 @@ feet cr = case cr ^? crStance . carriage of
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]
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where
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--setL = onLayerL [levLayer CrLayer, -5] . color (greyN 0.3) . pictures
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setL = setDepth 0.049 . color (greyN 0.3) . pictures
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setL = setDepth 1 . color (greyN 0.3) . pictures
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off = 5
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sLen = _strideLength $ _crStance cr
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f i = 6 * fromIntegral (sLen - i) / fromIntegral sLen
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@@ -92,7 +93,7 @@ arms col cr
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where
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sc = scale 1 1
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--setL = onLayerL [levLayer CrLayer, -4] . color (light4 col) . pictures
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setL = setDepth 0.02 . color (light4 col) . pictures
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setL = setDepth 20 . color (light4 col) . pictures
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off = 8
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sLen = _strideLength $ _crStance cr
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f i = negate 2 + negate 6 * fromIntegral (sLen - i) / fromIntegral sLen
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@@ -102,30 +103,30 @@ arms col cr
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naked :: Color -> Creature -> Picture
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naked col cr
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| strikeMelee = onCrL . color white $ circleSolid $ _crRad cr
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| pdam > 200 = onCrL . color red $ circleSolid $ _crRad cr
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| pdam > 99 = onCrL . color white $ circleSolid $ _crRad cr
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| strikeMelee = shoulderH . color white $ circleSolid $ _crRad cr
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| pdam > 200 = shoulderH . color red $ circleSolid $ _crRad cr
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| pdam > 99 = shoulderH . color white $ circleSolid $ _crRad cr
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| aimingOneHand = rotate (negate twistA * 0.5) $ pictures
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[ translate (0.25 * crad) 0 fhead
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, onCrL . translate 8 (-8) . color col' $ circleSolid 4
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, shoulderH . translate 8 (-8) . color col' $ circleSolid 4
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, translate 0 3 . rotate (negate 0.2) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
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, translate 0 (negate 3) . rotate 0.2 . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
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]
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| aimingTwist = translate 0 (0.5* crad) . rotate twistA $ pictures
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[ translate (negate 0.25 * crad) 0.25 fhead
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, onCrL . translate 12 4 . color col' $ circleSolid 4
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, onCrL . translate 4 (-10) . color col' $ circleSolid 4
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, onCrL . rotate (negate 0.2) . translate 2 3 . rotate (negate 0.4) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
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, onCrL . rotate (negate 0.2) . translate 0 (negate 3) . rotate 0.2 . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
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, shoulderH . translate 12 4 . color col' $ circleSolid 4
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, shoulderH . translate 4 (-10) . color col' $ circleSolid 4
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, shoulderH . rotate (negate 0.2) . translate 2 3 . rotate (negate 0.4) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
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, shoulderH . rotate (negate 0.2) . translate 0 (negate 3) . rotate 0.2 . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
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]
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| otherwise = onCrL $ pictures
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| otherwise = pictures
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[ translate (0.25 * crad) 0 fhead
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, translate 0 3 . rotate (negate 0.2) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
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, translate 0 (negate 3) . rotate 0.2 . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
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, shoulderH . translate 0 3 . rotate (negate 0.2) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
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, shoulderH . translate 0 (negate 3) . rotate 0.2 . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
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]
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where
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fhead = setDepth (negate 0.01) $ circleSolid $ crad * 0.5
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onCrL = setDepth 0
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fhead = setDepth 30 $ circleSolid $ crad * 0.5
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shoulderH = setDepth 20
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twistA = negate 1
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aimingOneHand = crIsAiming' cr && crIt ^? itAimStance == Just OneHand
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aimingTwist = crIsAiming' cr && crIt ^? itAimStance == Just TwoHandTwist
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