Add submodules of levelgen
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{-# LANGUAGE BangPatterns #-}
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module Dodge.LevelGen.Block where
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import Dodge.Data
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import Dodge.Base
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import Dodge.SoundLogic
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import Geometry
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import Picture.Data
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import Control.Lens
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import Data.List
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import Data.Function
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import qualified Data.IntMap.Strict as IM
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import System.Random
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import Control.Monad.State
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updateBlocks :: World -> World
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updateBlocks w = (\w' -> seq (_wallsZone w') w') $ flip (foldr removeFromZone) deadPanes
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$ over walls (\wls -> wls `seq` IM.filter (not . blockIsDead) wls)
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degradeBlocks
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-- w
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where degradeBlocks = deadBlocks `seq` foldr killBlock w deadBlocks
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removeFromZone :: Wall -> World -> World
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removeFromZone bl = over (wallsZone . ix x . ix y) (IM.delete (_wlID bl))
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where (x,y) = zoneOfPoint $ pHalf (_wlLine bl !! 0) (_wlLine bl !! 1)
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deadPanes = filter blockIsDead (IM.elems $ _walls w)
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deadBlocks = nubBy ((==) `on` _blIDs) deadPanes
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blockIsDead wl = case wl ^? blHP of Just x -> x <= 0
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Nothing -> False
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killBlock :: Wall -> World -> World
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killBlock bl w = f bl .
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flip (foldr unshadow)
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-- flip (foldr (\i -> set (walls . ix i . blVisible) (True)))
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(_blShadows bl)
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$ w
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where
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f bl@(Block {_blDegrades = (x:xs)}) = degradeBlock bl . hitSound bl
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f bl = hitSound' bl
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hitSound bl | _wlIsSeeThrough bl = soundMultiFrom sos (soundid+8) 25 0
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| otherwise = soundMultiFrom sos soundid 25 0
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hitSound' bl | _wlIsSeeThrough bl = soundMultiFrom sos (soundid+4) 25 0
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| otherwise = soundMultiFrom sos soundid 25 0
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sos = [BlockDegradeSound 0,BlockDegradeSound 1]
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(soundid,_) = randomR (29,32) $ _randGen w
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unshadow :: Int -> World -> World
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unshadow bid w = case w ^? walls . ix bid of
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Just b -> let (x,y) = zoneOfPoint $ pHalf (_wlLine b !! 0) (_wlLine b !! 1)
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in w & wallsZone . ix x . ix y . ix bid . blVisible %~ \_ -> True
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Nothing -> w
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degradeBlock :: Wall -> World -> World
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degradeBlock bl w = let blid = _wlID bl
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bls = map (\i -> _walls w IM.! i) (_blIDs $ _walls w IM.! blid)
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ps = reverse $ orderPolygon $ nub $ concatMap _wlLine bls
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(newPs,g) = runState (shrinkPolygon 0.5 ps) $ _randGen w
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(x:xs) = _blDegrades bl
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in addBlock newPs (x + _blHP bl) (_wlColor bl) (_wlIsSeeThrough bl) xs $ set randGen g w
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pushPointTowardsBy :: RandomGen g => Float -> Point2 -> [Point2] -> State g Point2
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pushPointTowardsBy x p ps = do
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xs <- sequence $ take (length ps) $ repeat $ state $ randomR (0, x / (fromIntegral $ length ps))
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let toAdd p' y = y *.* (p' -.- p)
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return $ p +.+ foldr1 (+.+) (zipWith toAdd ps xs)
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shrinkPolygon :: RandomGen g => Float -> [Point2] -> State g [Point2]
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shrinkPolygon x ps = sequence $ map (flip (pushPointTowardsBy x) ps) ps
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addBlock :: [Point2] -> Int -> Color -> Bool -> [Int] -> World -> World
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addBlock (p:ps) hp col isSeeThrough degradability w
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| hp <= 0 && degradability == [] = w
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| hp <= 0 = addBlock (p:ps) (head degradability + hp) col isSeeThrough (tail degradability) w
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| otherwise = over wallsZone (flip (IM.foldr wallInZone) blocks)
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$ over walls (IM.union blocks) w
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--addBlock (p:p':ps) w = over walls (IM.insert i b) w
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where
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lines = zip (p:ps) (ps ++ [p])
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i = newKey $ _walls w
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is = [i.. i + length lines-1]
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blocks = IM.fromList $ zip is
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$ zipWith (\j (a,b) -> Block { _wlLine = [a,b]
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, _wlID = j
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-- , _wlColor = greyN 0.5
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, _wlColor = col
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, _wlDraw = Nothing
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, _wlSeen = False
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, _blIDs = is
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, _blHP = hp
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, _wlIsSeeThrough = isSeeThrough
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, _blVisible = True
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, _blShadows = []
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, _blDegrades = degradability
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, _wlCastShadow = False
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}
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) is lines
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wallInZone wl | dist (_wlLine wl !! 0) (_wlLine wl !! 1) <= 2*zoneSize
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= insertIMInZone x y wlid wl
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| otherwise = flip (foldr (\(a,b) -> insertIMInZone a b wlid wl)) ips
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where (x,y) = zoneOfPoint $ (pHalf (_wlLine wl !! 0) (_wlLine wl !! 1))
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wlid = _wlID wl
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ips = map zoneOfPoint $ divideLine (2*zoneSize) (_wlLine wl !! 0) (_wlLine wl !! 1)
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