Start to generalise text input to "terminal signal" input
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@@ -26,7 +26,7 @@ blinkActionMousePos cr w =
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& inverseShockwaveAt cpos 40 2 2
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where
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cid = _crID cr
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p1 = mouseWorldPos (w ^. input) (w ^. cWorld . cwCamPos)
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p1 = mouseWorldPos (w ^. input) (w ^. cWorld . cwCam)
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cpos = _crPos cr
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--p2 = bouncePoint (const True) 1 cpos p1 w
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p2 = pushIntoMaybe $ collideCircWalls cpos p1 r (wlsNearSeg cpos p1 w)
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@@ -70,7 +70,7 @@ unsafeBlinkAction cr w
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wl <- snd $ collidePointWallsFilter (const True) mwp cpos w
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return (isLHS mwp `uncurry` _wlLine wl)
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cid = _crID cr
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mwp = mouseWorldPos (w ^. input) (w ^. cWorld . cwCamPos)
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mwp = mouseWorldPos (w ^. input) (w ^. cWorld . cwCam)
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cpos = _crPos cr
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blinkShockwave ::
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@@ -96,7 +96,7 @@ blinkActionFail cr w =
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distR = 120
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distortionBulge = RadialDistortion cpos (cpos +.+ V2 distR 0) (cpos +.+ V2 0 distR) 1.9
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cid = _crID cr
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p1 = mouseWorldPos (w ^. input) (w ^. cWorld . cwCamPos)
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p1 = mouseWorldPos (w ^. input) (w ^. cWorld . cwCam)
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cpos = _crPos cr
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p2 = bouncePoint (const True) 1 cpos p1 w
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r = 1.5 * _crRad cr
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@@ -28,8 +28,8 @@ creatureDisplayText w cr =
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cr
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where
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lw = w ^. cWorld . lWorld
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campos = w ^. cWorld . cwCamPos . camViewFrom
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theScale = 0.15 / (w ^. cWorld . cwCamPos . camZoom)
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campos = w ^. cWorld . cwCam . camViewFrom
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theScale = 0.15 / (w ^. cWorld . cwCam . camZoom)
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cpos = _crPos cr
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v = cpos -.- campos
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(V2 x y) = campos +.+ v +.+ _crRad cr *.* normalizeV v
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@@ -75,15 +75,15 @@ wasdWithAiming w speed cr
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| otherwise = crMvForward speed
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theTurn cr' = creatureTurnTowardDir (_crMvAim cr') 0.2 cr'
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movDir = wasdDir w
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dir = fmap ((w ^. cWorld . cwCamPos . camRot) +) (safeArgV movDir)
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movAbs = rotateV (w ^. cWorld . cwCamPos . camRot) $ normalizeV movDir
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dir = fmap ((w ^. cWorld . cwCam . camRot) +) (safeArgV movDir)
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movAbs = rotateV (w ^. cWorld . cwCam . camRot) $ normalizeV movDir
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isAiming = _posture (_crStance cr) == Aiming
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mouseDir = fromMaybe
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(argV (_mousePos (_input w)) + (w ^. cWorld . cwCamPos . camRot) )
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(argV (_mousePos (_input w)) + (w ^. cWorld . cwCam . camRot) )
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$ do
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itRef <- cr ^? crManipulation . manObject . inInventory . ispItem
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_ <- cr ^? crInv . ix itRef . itScope . scopePos
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return . argV $ mouseWorldPos (w ^. input) (w ^. cWorld . cwCamPos) -.- _crPos cr
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return . argV $ mouseWorldPos (w ^. input) (w ^. cWorld . cwCam) -.- _crPos cr
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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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@@ -120,7 +120,7 @@ pressedMBEffectsTopInventory pkeys w
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| isDown SDL.ButtonLeft && isDown SDL.ButtonRight && inTopInv = useItem (you w) w
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| isDown SDL.ButtonLeft && inTopInv = doTopInvLeftClick (you w) w
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| isDown SDL.ButtonMiddle =
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w & cWorld . cwCamPos . camRot -~ rotation
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w & cWorld . cwCam . camRot -~ rotation
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& input . clickMousePos .~ _mousePos (_input w)
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| otherwise = w
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where
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