Add line shadow shader

This commit is contained in:
2021-06-26 22:20:41 +02:00
parent 726cd425f2
commit 06f22a3ea5
21 changed files with 128 additions and 74 deletions
+19 -18
View File
@@ -12,7 +12,7 @@ import Dodge.Creature.State.Data
import Dodge.Creature.Stance.Data
import Dodge.Creature.Test
--import Dodge.Creature.AlertLevel.Data
import Dodge.Picture.Layer
--import Dodge.Picture.Layer
import Dodge.Item.Data
import Picture
import Geometry
@@ -27,7 +27,8 @@ basicCrPict
-> Picture
basicCrPict col cr w = pictures $
targetingPic ++
[ tr . piercingMod $ bluntScale $ naked col cr
[ tr . setDepth 0 $ color yellow $ circleSolid 10
, tr . piercingMod $ bluntScale $ naked col cr
, tr $ waist col
, trFeet $ feet cr
, tr $ arms col cr
@@ -55,7 +56,7 @@ basicCrPict col cr w = pictures $
pastDams = _crPastDamage $ _crState cr
waist :: Color -> Picture
waist col = setDepth 0.025 . color (light4 col) . scale 0.5 1 $ circleSolid 8
waist col = setDepth 10 . color (light4 col) . scale 0.5 1 $ circleSolid 8
feet :: Creature -> Picture
feet cr = case cr ^? crStance . carriage of
@@ -73,7 +74,7 @@ feet cr = case cr ^? crStance . carriage of
]
where
--setL = onLayerL [levLayer CrLayer, -5] . color (greyN 0.3) . pictures
setL = setDepth 0.049 . color (greyN 0.3) . pictures
setL = setDepth 1 . color (greyN 0.3) . pictures
off = 5
sLen = _strideLength $ _crStance cr
f i = 6 * fromIntegral (sLen - i) / fromIntegral sLen
@@ -92,7 +93,7 @@ arms col cr
where
sc = scale 1 1
--setL = onLayerL [levLayer CrLayer, -4] . color (light4 col) . pictures
setL = setDepth 0.02 . color (light4 col) . pictures
setL = setDepth 20 . color (light4 col) . pictures
off = 8
sLen = _strideLength $ _crStance cr
f i = negate 2 + negate 6 * fromIntegral (sLen - i) / fromIntegral sLen
@@ -102,30 +103,30 @@ arms col cr
naked :: Color -> Creature -> Picture
naked col cr
| strikeMelee = onCrL . color white $ circleSolid $ _crRad cr
| pdam > 200 = onCrL . color red $ circleSolid $ _crRad cr
| pdam > 99 = onCrL . color white $ circleSolid $ _crRad cr
| strikeMelee = shoulderH . color white $ circleSolid $ _crRad cr
| pdam > 200 = shoulderH . color red $ circleSolid $ _crRad cr
| pdam > 99 = shoulderH . color white $ circleSolid $ _crRad cr
| aimingOneHand = rotate (negate twistA * 0.5) $ pictures
[ translate (0.25 * crad) 0 fhead
, onCrL . translate 8 (-8) . color col' $ circleSolid 4
, shoulderH . translate 8 (-8) . color col' $ circleSolid 4
, translate 0 3 . rotate (negate 0.2) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
, translate 0 (negate 3) . rotate 0.2 . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
]
| aimingTwist = translate 0 (0.5* crad) . rotate twistA $ pictures
[ translate (negate 0.25 * crad) 0.25 fhead
, onCrL . translate 12 4 . color col' $ circleSolid 4
, onCrL . translate 4 (-10) . color col' $ circleSolid 4
, onCrL . rotate (negate 0.2) . translate 2 3 . rotate (negate 0.4) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
, onCrL . rotate (negate 0.2) . translate 0 (negate 3) . rotate 0.2 . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
, shoulderH . translate 12 4 . color col' $ circleSolid 4
, shoulderH . translate 4 (-10) . color col' $ circleSolid 4
, shoulderH . rotate (negate 0.2) . translate 2 3 . rotate (negate 0.4) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
, shoulderH . rotate (negate 0.2) . translate 0 (negate 3) . rotate 0.2 . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
]
| otherwise = onCrL $ pictures
| otherwise = pictures
[ translate (0.25 * crad) 0 fhead
, translate 0 3 . rotate (negate 0.2) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
, translate 0 (negate 3) . rotate 0.2 . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
, shoulderH . translate 0 3 . rotate (negate 0.2) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
, shoulderH . translate 0 (negate 3) . rotate 0.2 . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
]
where
fhead = setDepth (negate 0.01) $ circleSolid $ crad * 0.5
onCrL = setDepth 0
fhead = setDepth 30 $ circleSolid $ crad * 0.5
shoulderH = setDepth 20
twistA = negate 1
aimingOneHand = crIsAiming' cr && crIt ^? itAimStance == Just OneHand
aimingTwist = crIsAiming' cr && crIt ^? itAimStance == Just TwoHandTwist