Cleanup and reorganise
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@@ -1,6 +1,7 @@
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{- | Creation, update and destruction of destructible walls. -}
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module Dodge.LevelGen.Block
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( putBlock
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, putLineBlock
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)
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where
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import Dodge.Data
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@@ -60,3 +61,49 @@ putBlock (p:ps) i c b is w = (0, foldr (uncurry removePathsCrossing) wWithBlock
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pairs = zip (p:ps) (ps ++ [p])
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wWithBlock = addBlock (p:ps) i c b is w
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putBlock _ _ _ _ _ _ = error "Trying to put a block with incomplete polygon"
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{- | Splits a line into many four cornered blocks. -}
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putLineBlock
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:: Wall -- ^ Base pane
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-> Float -- ^ Block width
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-> Float -- ^ Block depth
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-> Point2 -- ^ Start point (symmetric)
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-> Point2 -- ^ End point (symmetric)
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-> World
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-> (Int, World)
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putLineBlock basePane blockWidth depth a b w = (,) 0
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$ removePathsCrossing a b $ foldr insertWall (insertBlocks w) listWalls
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where
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d = dist a b
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rot = argV (b -.- a)
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psOnLine = divideLineOddNumPoints blockWidth a b
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halfBlockWidth = d / fromIntegral (length psOnLine - 1)
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blockCenPs = snd $ evenOddSplit psOnLine
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numBlocks = length blockCenPs
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is = [0.. numBlocks - 1]
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cornerPoints = reverse $ rectWH halfBlockWidth depth -- goes clockwise around the block
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cornersAt p = fmap ( (p +.+) . rotateV rot) cornerPoints
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linesAt p = makeLoopPairs $ cornersAt p
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k = IM.newKey $ _walls w
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blid = IM.newKey $ _blocks w
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insertBlock i = over blocks $ IM.insert (i+blid) Block
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{_blID = i + blid, _blWallIDs = ksAtI i, _blHPs = [5,5], _blShadows = shadowsAt i}
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insertBlocks = flip (foldr insertBlock) is
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ksAtI i = map ( + (k + i*4) ) [0,1,2,3]
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visibilityAt i
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| i == 0 = [ True,True,False,True]
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| i == numBlocks - 1 = [False,True, True,True]
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| otherwise = [False,True,False,True]
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shadowsAt i
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| i == 0 = ksAtI 1
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| i == numBlocks - 1 = ksAtI $ numBlocks - 2
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| otherwise = ksAtI (i-1) ++ ksAtI (i+1)
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makeWallAt p i = zipWith3 (makePane i) (visibilityAt i) (ksAtI i) (linesAt p)
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makePane i visStatus k' ps = basePane
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{_wlID = k'
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,_wlBlockID = Just' $ i + blid
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,_wlLine = ps
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,_wlDraw = visStatus
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}
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listWalls = concat $ zipWith makeWallAt blockCenPs is
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insertWall wl = over walls $ IM.insert (_wlID wl) wl
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