Tweak weapon pictures
This commit is contained in:
@@ -165,11 +165,14 @@ arms cr
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[ translateSHf 12 4 aHand
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, translateSHf 4 (-10) aHand
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]
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| twoFlat cr = waistSH $ translateSHf 4 8 aHand
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<> translateSHf 4 (-8) aHand
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| otherwise = case cr ^? crStance . carriage of
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Just (Walking sa LeftForward) -> waistSH $ translateSHf (-f sa) (-off) aHand
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Just (Walking sa RightForward) -> waistSH $ translateSHf (-f sa) off aHand
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_ -> emptySH
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where
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--crIt = _crInv cr IM.! _crInvSel cr
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aHand :: Shape
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aHand = translateSHz (-4) . upperPrismPolyHalf 4 $ polyCirc 3 4
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crad = _crRad cr
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@@ -192,6 +195,11 @@ oneH cr = crIsAiming' cr && crIt ^? itAimStance == Just OneHand
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where
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crIt = _crInv cr IM.! _crInvSel cr
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twoFlat :: Creature -> Bool
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twoFlat cr = crIsAiming' cr && crIt ^? itAimStance == Just TwoHandFlat
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where
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crIt = _crInv cr IM.! _crInvSel cr
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twists :: Creature -> Bool
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twists cr = crIsAiming' cr && crIt ^? itAimStance == Just TwoHandTwist
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where
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@@ -29,7 +29,7 @@ defaultGun = Weapon
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, _wpSpread = 0.02
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, _wpRange = 20
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, _itHammer = HammerUp
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, _itFloorPict = \_ -> emptyBlank
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, _itFloorPict = const emptyBlank
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, _itAmount = 1
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, _itMaxStack = 1
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, _itAimingSpeed = 1
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+2
-2
@@ -16,7 +16,7 @@ keyToken n = defaultEquipment
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, _itName = "KEYTOKEN "++show n
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, _itMaxStack = 5
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, _itAmount = 1
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, _itFloorPict = \it -> (,) emptySH $ setDepth 0.5 keyPic
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, _itFloorPict = \_ -> (,) emptySH $ setDepth 0.5 keyPic
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, _itEquipPict = \_ _ -> (,) emptySH $ setDepth 0 $ translate (-5) (-5) $ rotate (pi/2.5) keyPic
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, _itEffect = NoItEffect
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, _itHammer = HammerUp
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@@ -40,7 +40,7 @@ latchkey n = defaultEquipment
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, _itName = "KEY "++show n
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, _itMaxStack = 1
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, _itAmount = 1
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, _itFloorPict = \it -> (,) emptySH $ setDepth 0.5 latchkeyPic
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, _itFloorPict = \_ -> (,) emptySH $ setDepth 0.5 latchkeyPic
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, _itEquipPict = \_ _ -> (,) emptySH $ setDepth 0 $ translate (-5) (-5) $ rotate (pi/2.5) latchkeyPic
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, _itEffect = NoItEffect
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, _itHammer = HammerUp
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@@ -22,7 +22,7 @@ medkit i = defaultConsumable
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, _itMaxStack = 9
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, _itAmount = 1
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, _cnEffect = heal i
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, _itFloorPict = \it -> (,) emptySH $ setLayer 0 . onLayer FlItLayer . color blue $ circleSolid 3
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, _itFloorPict = \_ -> (,) emptySH $ setLayer 0 . onLayer FlItLayer . color blue $ circleSolid 3
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, _itEquipPict = pictureItem $ (,) emptySH $ color blue $ circleSolid 3
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, _itID = Nothing
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}
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@@ -42,7 +42,7 @@ data ItemIdentity
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(Eq,Show,Ord,Enum)
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data AimStance
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= TwoHandTwist
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| TwoHand
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| TwoHandFlat
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| OneHand
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| LeaveHolstered
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deriving
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@@ -39,8 +39,10 @@ pictureWeaponOnAimItem p cr posInInv
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= shoulderD twistWep
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| isSelected && _posture (_crStance cr) == Aiming && isOneHand
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= shoulderD oneHandWep
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| isSelected && _posture (_crStance cr) == Aiming
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| isSelected && _posture (_crStance cr) == Aiming && isTwoHandFlat
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= shoulderD drawnWep
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| isSelected && isTwoHandFlat
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= handD holsteredTwoFlat
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| isSelected && isOneHand
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= handD holsteredOneHandWep
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| isSelected
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@@ -50,10 +52,11 @@ pictureWeaponOnAimItem p cr posInInv
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shoulderD = translateSPz 18
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handD = translateSPz 15
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isSelected = _crInvSel cr == posInInv
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drawnWep = translateSPf (_crRad cr) 0 p
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drawnWep = translateSPf (1.2 * _crRad cr) 0 p
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twistWep = translateSPf (0.5 * _crRad cr) 0 p
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oneHandWep = translateSPf (1.5 * _crRad cr) 0 p
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holsteredWep = translateSPf (_crRad cr) 0 (rotateSP (sRot + 1.2) p)
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holsteredTwoFlat = translateSPf (_crRad cr) 0 (rotateSP (2*sRot) p)
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holsteredOneHandWep = translateSPf (_crRad cr * 0.7 + handPos) (_crRad cr * negate 0.7) p
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handPos = case cr^? crStance . carriage of
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Just (Walking x LeftForward) -> f x * 50
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@@ -61,6 +64,7 @@ pictureWeaponOnAimItem p cr posInInv
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theIt = _crInv cr IM.! posInInv
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isTwisting = _itAimStance theIt == TwoHandTwist
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isOneHand = _itAimStance theIt == OneHand
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isTwoHandFlat = _itAimStance theIt == TwoHandFlat
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sRot = case cr ^? crStance . carriage of
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Just (Walking x LeftForward) -> f x
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Just (Walking x RightForward) -> - f x
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@@ -15,7 +15,7 @@ magShield = defaultEquipment
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, _itName = "MAGSHIELD"
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, _itMaxStack = 1
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, _itAmount = 1
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, _itFloorPict = \it -> (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
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, _itFloorPict = \_ -> (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
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, _itEquipPict = \_ _ -> (,) emptySH blank
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, _itID = Nothing
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}
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@@ -25,7 +25,7 @@ flameShield = defaultEquipment
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, _itName = "FLAMESHIELD"
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, _itMaxStack = 1
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, _itAmount = 1
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, _itFloorPict = \it -> (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
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, _itFloorPict = \_ -> (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
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, _itEquipPict = \cr _ -> (,) emptySH $ onLayer CrLayer $ pictures [color cyan $ circle (_crRad cr+2)]
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, _itID = Nothing
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}
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@@ -36,7 +36,7 @@ frontArmour = defaultEquipment
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, _itName = "FARMOUR"
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, _itMaxStack = 1
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, _itAmount = 1
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, _itFloorPict = \it -> (,) emptySH $ onLayer FlItLayer $ translate 0 (-5) $ pictures
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, _itFloorPict = \_ -> (,) emptySH $ onLayer FlItLayer $ translate 0 (-5) $ pictures
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[color (greyN 0.1) $ thickArc 0 (pi/2) 10 5
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,color (greyN 0.1) $ thickArc (3*pi/2) (2*pi) 10 5
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]
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@@ -54,7 +54,7 @@ jetPack = defaultEquipment
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, _itName = "JETPACK"
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, _itMaxStack = 1
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, _itAmount = 1
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, _itFloorPict = \it -> (,) emptySH $ onLayer FlItLayer $ color yellow $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
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, _itFloorPict = \_ -> (,) emptySH $ onLayer FlItLayer $ color yellow $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
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, _itEquipPict = \_ _ -> (,) emptySH $ onLayer CrLayer
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$ pictures [color yellow $ polygon $ rectNSEW 5 (-5) (-3) (-11) ]
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, _itEffect = NoItEffect
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+111
-257
@@ -10,7 +10,6 @@ import Dodge.Picture.Layer
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import Dodge.SoundLogic
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import Dodge.SoundLogic.LoadSound
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import Dodge.Creature.Action
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import Dodge.RandomHelp
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import Dodge.WorldEvent
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import Dodge.Default
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--import Dodge.Default.Shell
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@@ -22,9 +21,9 @@ import Dodge.Item.Weapon.TriggerType
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import Dodge.Item.Weapon.ExtraEffect
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import Dodge.Item.Weapon.UseEffect
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import Dodge.Item.Weapon.Laser
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import Dodge.Item.Weapon.Shell
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import Dodge.Item.Weapon.Bullet
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import Dodge.Item.Weapon.AmmoParams
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import Dodge.Item.Weapon.Remote
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import Dodge.Item.Attachment.Data
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import Dodge.Default.Weapon
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import Dodge.Item.Weapon.Booster
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@@ -45,13 +44,8 @@ import Data.Function
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--import qualified Data.ByteString as B
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import qualified Data.Sequence as Seq
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import Control.Lens
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import Control.Applicative
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import Control.Monad.State
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--import Control.Monad
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import qualified SDL
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import System.Random
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import qualified Data.Set as S
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--import qualified Data.Map as M
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pistol :: Item
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pistol = defaultGun
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@@ -95,18 +89,18 @@ pistol = defaultGun
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}
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pistolPic :: Item -> SPic
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pistolPic it =
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( (colorSH green $ prismPoly
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( colorSH green (prismPoly
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(map (addZ 3) $ rectNESW 3 3 (-3) (-3))
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(map (addZ 0) $ rectNESW 5 3 (-5) (-7))
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)
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<> translateSH (V3 (-4) (5.5) 4) (rotateSH (pi) $ bulletClip am)
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<> translateSH (V3 (-4) 5.5 4) (rotateSH pi $ bulletClip am)
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, mempty
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)
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where
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am = loadedAmmo it
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bulletClip :: Int -> Shape
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bulletClip x = (rotateSHx (negate $ pi/4) . upperPrismPoly 2 $ rectNESW 3 0 (3 - 0.25 * am) (-5))
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bulletClip x = rotateSHx (negate $ pi/4) . upperPrismPoly 2 $ rectNESW 3 0 (3 - 0.25 * am) (-5)
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where
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am = fromIntegral x
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@@ -135,13 +129,13 @@ rezGun = defaultGun
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[]
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, _wpSpread = 0.001
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, _wpRange = 20
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, _itFloorPict = \it -> (,) emptySH $ onLayer FlItLayer $ color chartreuse $ pictures
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, _itFloorPict = \_ -> (,) emptySH $ onLayer FlItLayer $ color chartreuse $ pictures
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[polygon $ rectNESW 7 3 1 (-3)
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,polygon $ rectNESW (-1) 3 (-7) (-3)
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]
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, _itAimingSpeed = 0.4
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, _itAimingRange = 0
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, _itEquipPict = pictureWeaponOnAim $ \it -> (,) emptySH $ color chartreuse $ pictures
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, _itEquipPict = pictureWeaponOnAim $ \_ -> (,) emptySH $ color chartreuse $ pictures
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[polygon $ rectNESW 7 3 1 (-3)
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,polygon $ rectNESW (-1) 3 (-7) (-3)
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]
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@@ -155,6 +149,7 @@ teslaGun = defaultGun
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, _wpReloadTime = 80
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, _wpReloadState = 0
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, _itUseRate = 0
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, _itAimStance = TwoHandFlat
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, _itUseTime = 0
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, _itUse = const aTeslaArc
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, _itUseModifiers =
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@@ -166,14 +161,14 @@ teslaGun = defaultGun
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]
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, _wpSpread = 0.001
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, _wpRange = 20
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, _itFloorPict = \it -> teslaGunPic
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, _itFloorPict = teslaGunPic
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, _itAimingSpeed = 0.4
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, _itZoom = defaultItZoom
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, _itAimingRange = 0
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, _itEquipPict = pictureWeaponOnAim $ \it -> teslaGunPic
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, _itEquipPict = pictureWeaponOnAim teslaGunPic
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}
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teslaGunPic :: SPic
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teslaGunPic =
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teslaGunPic :: Item -> SPic
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teslaGunPic _ =
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( colorSH blue $
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upperPrismPoly 5 (rectNESW xb y xa (-y))
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++ upperPrismPoly 5 (rectNESW (-xa) y (-xb) (-y))
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@@ -203,25 +198,27 @@ lasGun = defaultAutoGun
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]
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, _wpSpread = 0.001
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, _wpRange = 20
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, _itFloorPict = \it -> lasGunPic
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, _itFloorPict = lasGunPic
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, _itAimingSpeed = 0.4
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, _itAimingRange = 1
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, _itEquipPict = pictureWeaponOnAim $ \it -> lasGunPic
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, _itEquipPict = pictureWeaponOnAim lasGunPic
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, _itAttachment = ItCharMode $ Seq.fromList "/VZ"
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, _itScroll = scrollCharMode
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, _itInvDisplay = basicWeaponDisplay
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}
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lasGunPic :: SPic
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lasGunPic =
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lasGunPic :: Item -> SPic
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lasGunPic it =
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( colorSH blue $
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(upperPrismPoly 4 $ rectNESW 3 15 1 (-15))
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<> (upperPrismPoly 4 $ rectNESW (-1) 15 (-3) (-15))
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upperPrismPoly 4 (rectNESW 3 15 1 (-15))
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<> upperPrismPoly 4 (rectNESW (-1) 15 (-3) (-15))
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-- <> (upperPrismPoly 4 $ rectNESW (5) l (-5) (l-2))
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<> (upperPrismPoly 1 $ rectNESW (3) 15 (-3) (-15))
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, mempty
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<> upperPrismPoly 1 (rectNESW 3 15 (-3) (-15))
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, setLayer 1 . color col . setDepth 1.1 . polygon $ rectNESW 1 15 (-1) (-15)
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)
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where
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l = 0
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amFrac = fractionLoadedAmmo it
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col = brightX 2 1.5 $ mixColors amFrac (1-amFrac) green red
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forceFieldGun :: Item
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forceFieldGun = defaultGun
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{ _itName = "FORCEFIELD"
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@@ -235,7 +232,7 @@ forceFieldGun = defaultGun
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, _itUse = undefined
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, _wpSpread = 0.02
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, _wpRange = 20
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, _itFloorPict = \it -> (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2 [(-4,-4),(-4,4),(4,4),(4,0),(0,0),(0,-4)]
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, _itFloorPict = \_ -> (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2 [(-4,-4),(-4,4),(4,4),(4,0),(0,0),(0,-4)]
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, _itAimingSpeed = 0.4
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, _itAimingRange = 0.5
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}
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@@ -274,13 +271,13 @@ tractorGun = defaultAutoGun
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]
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, _wpSpread = 0.00001
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, _wpRange = 20
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, _itFloorPict = \it -> tractorGunSPic
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, _itFloorPict = tractorGunSPic
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, _itAimingSpeed = 0.4
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, _itAimingRange = 0.5
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, _itEquipPict = pictureWeaponOnAim $ \it -> tractorGunSPic
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, _itEquipPict = pictureWeaponOnAim tractorGunSPic
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}
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-- TODO own picture for tractor gun
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tractorGunSPic :: SPic
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tractorGunSPic :: Item -> SPic
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tractorGunSPic = lasGunPic
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removeItAttachment :: Int -> Int -> World -> World
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@@ -288,34 +285,6 @@ removeItAttachment i _ w = w & creatures . ix i . crInv . ix itRef . itAttachmen
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where
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cr = _creatures w IM.! i
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itRef = _crInvSel cr
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remoteLauncher :: Item
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remoteLauncher = defaultGun
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{ _itName = "ROCKO-REM"
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, _itIdentity = RemoteLauncher
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, _wpMaxAmmo = 1
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, _wpLoadedAmmo = 1
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, _wpReloadTime = 80
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, _wpReloadState = 0
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, _itUseRate = 10
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, _itUseTime = 0
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, _itUse = const fireRemoteLauncher
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, _itUseModifiers =
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[ ammoCheckI
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, hammerCheckI
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]
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, _wpSpread = 0.02
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, _wpRange = 20
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, _itFloorPict = \it -> remoteLauncherSPic
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, _itAimingSpeed = 0.2
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, _itAimingRange = 0.5
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, _itEquipPict = pictureWeaponOnAim $ \it -> remoteLauncherSPic
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, _itAttachment = ItScope (V2 0 0) 0 1 True
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}
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remoteLauncherSPic :: SPic
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remoteLauncherSPic =
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( colorSH cyan $ upperPrismPoly 7 $ rectNESW 5 5 (-5) (-5)
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, mempty
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)
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hvAutoGun :: Item
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hvAutoGun = defaultAutoGun
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@@ -336,17 +305,23 @@ hvAutoGun = defaultAutoGun
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, withMuzFlareI
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]
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, _wpRange = 20
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, _itFloorPict = \it -> hvAutoGunPic
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, _itFloorPict = hvAutoGunPic
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, _itAimingSpeed = 0.2
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, _itAimingRange = 1
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, _itEquipPict = pictureWeaponOnAim $ \it -> hvAutoGunPic
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, _itEquipPict = pictureWeaponOnAim hvAutoGunPic
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, _wpAmmo = hvBullet
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}
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hvAutoGunPic :: SPic
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hvAutoGunPic =
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( colorSH orange $ upperPrismPoly 5 $ rectNESW 5 12 (-5) (-12)
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hvAutoGunPic :: Item -> SPic
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hvAutoGunPic it =
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( colorSH orange (prismPoly
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(map (addZ 5) $ rectNESW 3 12 (-3) (-8))
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(map (addZ 0) $ rectNESW 5 12 (-5) (-12))
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)
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<> bulletClip am
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, mempty
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)
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where
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am = loadedAmmo it
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ltAutoGun :: Item
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ltAutoGun = defaultAutoGun
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{ _itName = "AUTO-LT"
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@@ -370,19 +345,24 @@ ltAutoGun = defaultAutoGun
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]
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, _wpSpread = 0.5
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, _wpRange = 20
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, _itFloorPict = \it -> ltAutoGunPic
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, _itFloorPict = ltAutoGunPic
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, _itAimingSpeed = 1
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, _itAimingRange = 0
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, _itZoom = defaultItZoom
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, _itEquipPict = pictureWeaponOnAim $ \it -> ltAutoGunPic
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, _itEquipPict = pictureWeaponOnAim ltAutoGunPic
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, _itAimStance = OneHand
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, _wpAmmo = ltBullet
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}
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ltAutoGunPic :: SPic
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ltAutoGunPic =
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( colorSH green $ upperPrismPoly 5 $ mirrorXAxis [V2 (-5) 5, V2 5 5, V2 10 0]
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ltAutoGunPic :: Item -> SPic
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ltAutoGunPic it =
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( colorSH green $ prismPoly
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(map (addZ 5) $ mirrorXAxis [V2 (-2) 3, V2 5 3, V2 10 0])
|
||||
(map (addZ 0) $ mirrorXAxis [V2 (-5) 5, V2 5 5, V2 10 0])
|
||||
<> bulletClip am
|
||||
, mempty
|
||||
)
|
||||
where
|
||||
am = loadedAmmo it
|
||||
miniGun :: Item
|
||||
miniGun = defaultAutoGun
|
||||
{ _itName = "MINI-G"
|
||||
@@ -455,19 +435,27 @@ miniGunPictItem it = miniGunPict spin (loadedAmmo it)
|
||||
|
||||
miniGunPict :: Int -> Int -> SPic
|
||||
miniGunPict spin am =
|
||||
( ( rotateSHx a .translateSH (V3 5 0 (-9)) . colorSH red $ upperPrismPoly 18 $ rectNESW 9 7 (-9) (-5))
|
||||
<> (colorSH red $ prismPoly
|
||||
--( ( rotateSHx a .translateSH (V3 5 0 (-9)) . colorSH red $ upperPrismPoly 18 $ rectNESW 9 7 (-9) (-5))
|
||||
( colorSH red (rotateSHx a barrels)
|
||||
<> colorSH red (upperPrismPoly 5 $ rectNESW 8 8 (-8) 4)
|
||||
<> colorSH red (prismPoly
|
||||
(map (addZ 5) $ rectNESW 2 12 (-2) (-12))
|
||||
(map (addZ 0) $ rectNESW 4 12 (-4) (-16))
|
||||
)
|
||||
<> f (-1) 0
|
||||
<> f (-7) 0
|
||||
<> clip (-1) 0
|
||||
<> clip (-7) 0
|
||||
, mempty
|
||||
)
|
||||
where
|
||||
aBarrel = translateSH (V3 7 0 9) $ prismPoly
|
||||
(map (addZ 5) $ rectNESW 2 12 (-2) (-1))
|
||||
(map (addZ 0) $ rectNESW 4 12 (-4) (-5))
|
||||
barrels = concatMap (\an -> aBarrel & rotateSHx an) [0,0.5* pi, pi, 1.5*pi]
|
||||
a = fromIntegral spin / 100
|
||||
x = fromIntegral am / 20
|
||||
f y z = translateSH (V3 0 (-1) z) (rotateSHx (negate $ pi/4) . upperPrismPoly 2 $ rectNESW (negate $ 3 + 0.25 * x) (y) 3 (y-5))
|
||||
clip y z = translateSH (V3 0 (-1) z) (rotateSHx (negate $ pi/4)
|
||||
. upperPrismPoly 2
|
||||
$ rectNESW (negate $ 3 + 0.25 * x) y 3 (y-5))
|
||||
spreadGun :: Item
|
||||
spreadGun = defaultGun
|
||||
{ _itName = "SPREAD"
|
||||
@@ -492,18 +480,21 @@ spreadGun = defaultGun
|
||||
]
|
||||
, _wpSpread = spreadGunSpread
|
||||
, _wpRange = 20
|
||||
, _itFloorPict = \it -> spreadGunPic
|
||||
, _itFloorPict = spreadGunPic
|
||||
, _itAimingSpeed = 1
|
||||
, _itAimingRange = 0
|
||||
, _itEquipPict = pictureWeaponOnAim $ \it -> spreadGunPic
|
||||
, _itEquipPict = pictureWeaponOnAim spreadGunPic
|
||||
, _wpAmmo = basicBullet
|
||||
, _wpNumBarrels = 50
|
||||
}
|
||||
spreadGunPic :: SPic
|
||||
spreadGunPic =
|
||||
( colorSH green $ upperPrismPoly 5 $ map toV2[(-3,0),(3,6),(3,-6)]
|
||||
spreadGunPic :: Item -> SPic
|
||||
spreadGunPic it =
|
||||
( colorSH green (upperPrismPoly 5 $ map toV2[(-3,0),(3,6),(3,-6)])
|
||||
<> bulletClip am
|
||||
, mempty
|
||||
)
|
||||
where
|
||||
am = loadedAmmo it
|
||||
multGun :: Item
|
||||
multGun = defaultGun
|
||||
{ _itName = "MULTGUN"
|
||||
@@ -527,31 +518,31 @@ multGun = defaultGun
|
||||
]
|
||||
, _wpSpread = spreadGunSpread
|
||||
, _wpRange = 20
|
||||
, _itFloorPict = \it -> multGunSPic
|
||||
, _itFloorPict = multGunSPic
|
||||
, _itAimingSpeed = 0.4
|
||||
, _itAimingRange = 1
|
||||
, _itZoom = defaultItZoom
|
||||
, _itAimZoom = defaultItZoom {_itZoomFac = 1.5}
|
||||
, _itEquipPict = pictureWeaponOnAim $ \it -> multGunSPic
|
||||
, _itEquipPict = pictureWeaponOnAim multGunSPic
|
||||
, _itAimStance = TwoHandTwist
|
||||
, _wpAmmo = basicBullet
|
||||
, _wpNumBarrels = 5
|
||||
}
|
||||
multGunSPic :: SPic
|
||||
multGunSPic =
|
||||
( colorSH red $
|
||||
multGunSPic :: Item -> SPic
|
||||
multGunSPic it =
|
||||
( (colorSH red $
|
||||
upperPrismPoly 2 (rectNESW 4 8 (-4) (-12)) ++
|
||||
translateSHf 8 0 (mconcat
|
||||
[ upperPrismPoly 5 $ rectNSEW 12 8 2 (-2)
|
||||
, upperPrismPoly 5 $ rectNSEW 7 3 2 (-2)
|
||||
, upperPrismPoly 5 $ rectNSEW 2 (-2) 2 (-2)
|
||||
, upperPrismPoly 5 $ rectNSEW (-3) (-7) 2 (-2)
|
||||
, upperPrismPoly 5 $ rectNSEW (-8) (-12) 2 (-2)
|
||||
, upperPrismPoly 2 $ map toV2 [(-1.5,12),(-2,12),(-2,-12),(-1.5,-12)]
|
||||
]
|
||||
translateSHf 8 0 (concatMap barrel [12,7,2,-3,-8] <>
|
||||
(upperPrismPoly 2 $ map toV2 [(-1.5,12),(-2,12),(-2,-12),(-1.5,-12)])
|
||||
)
|
||||
) <> bulletClip am
|
||||
, mempty
|
||||
)
|
||||
where
|
||||
barrel y = prismPoly
|
||||
(map (addZ 5) $ rectNSEW y (y-4) 2 0 )
|
||||
(map (addZ 0) $ rectNSEW y (y-4) 2 (-2))
|
||||
am = loadedAmmo it
|
||||
longGun :: Item
|
||||
longGun = defaultGun
|
||||
{ _itName = "LONGGUN"
|
||||
@@ -575,12 +566,12 @@ longGun = defaultGun
|
||||
, withMuzFlareI
|
||||
]
|
||||
, _wpRange = 200
|
||||
, _itFloorPict = \it -> longGunSPic
|
||||
, _itFloorPict = \_ -> longGunSPic
|
||||
, _itAimingSpeed = 0.2
|
||||
, _itAimingRange = 1
|
||||
, _itZoom = defaultItZoom
|
||||
, _itAimZoom = defaultItZoom {_itZoomMax = 0.5, _itZoomMin = 0.5}
|
||||
, _itEquipPict = pictureWeaponOnAim $ \it -> longGunSPic
|
||||
, _itEquipPict = pictureWeaponOnAim $ \_ -> longGunSPic
|
||||
, _itScroll = zoomLongGun
|
||||
, _itAttachment = ItScope (V2 0 0) 0 1 False
|
||||
, _itEffect = itemLaserScopeEffect
|
||||
@@ -622,11 +613,11 @@ poisonSprayer = defaultAutoGun
|
||||
, spreadNumI
|
||||
]
|
||||
, _wpRange = 8
|
||||
, _itFloorPict = \it -> (,) emptySH $ onLayer FlItLayer $ color yellow $ polygon $ rectNESW 4 4 (-4) (-4)
|
||||
, _itFloorPict = flamerPic
|
||||
, _itAimingSpeed = 0.2
|
||||
, _itAimingRange = 0
|
||||
, _itZoom = defaultItZoom
|
||||
, _itEquipPict = pictureWeaponOnAim $ \it -> (,) emptySH $ color yellow $ polygon $ rectNESW 4 4 (-4) (-4)
|
||||
, _itEquipPict = pictureWeaponOnAim flamerPic
|
||||
, _wpSpread = 0.1
|
||||
, _wpNumBarrels = 3
|
||||
}
|
||||
@@ -649,21 +640,27 @@ flamer = defaultAutoGun
|
||||
]
|
||||
, _wpSpread = 0
|
||||
, _wpRange = 8
|
||||
, _itFloorPict = \it -> flamerPic
|
||||
, _itFloorPict = flamerPic
|
||||
, _itAimingSpeed = 0.5
|
||||
, _itAimingRange = 0
|
||||
, _itZoom = defaultItZoom
|
||||
, _itAimZoom = defaultItZoom {_itZoomMax = 5, _itZoomMin = 1.5}
|
||||
, _itEquipPict = pictureWeaponOnAim $ \it -> flamerPic
|
||||
, _itEquipPict = pictureWeaponOnAim flamerPic
|
||||
, _itAttachment = NoItAttachment
|
||||
}
|
||||
flamerPic :: SPic
|
||||
flamerPic =
|
||||
flamerPic :: Item -> SPic
|
||||
flamerPic it =
|
||||
( colorSH yellow $
|
||||
translateSHf (negate 5) (negate 7) (upperPrismPoly 3 $ polyCirc 3 5)
|
||||
translateSHf tx ty (upperPrismPoly tz $ polyCirc 3 r)
|
||||
++ upperPrismPoly 5 (rectNESW 2 9 (-2) (-9))
|
||||
, mempty
|
||||
, color black $ translate3 (V3 tx ty (tz+0.01)) $ circleSolid (r * am)
|
||||
)
|
||||
where
|
||||
tx = - 5
|
||||
ty = - 6
|
||||
tz = 3
|
||||
r = 5
|
||||
am = fractionLoadedAmmo2 it
|
||||
blinkGun :: Item
|
||||
blinkGun = defaultGun
|
||||
{ _itName = "BLINKER"
|
||||
@@ -682,7 +679,7 @@ blinkGun = defaultGun
|
||||
, _itLeftClickUse = Just $ hammerCheckL $ shootL aSelfL
|
||||
, _wpSpread = 0.05
|
||||
, _wpRange = 20
|
||||
, _itFloorPict = \it -> (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2[(-2,-2),(-2,2),(2,2),(2,0),(0,0),(0,-2)]
|
||||
, _itFloorPict = \_ -> (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2[(-2,-2),(-2,2),(2,2),(2,0),(0,0),(0,-2)]
|
||||
, _itAimingSpeed = 1
|
||||
, _itAimingRange = 0
|
||||
}
|
||||
@@ -700,7 +697,7 @@ boosterGun = defaultGun
|
||||
, _itLeftClickUse = Just $ boostSelfL 10
|
||||
, _wpSpread = 0.05
|
||||
, _wpRange = 20
|
||||
, _itFloorPict = \it -> (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2 [(-2,-2),(-2,2),(2,2),(2,0),(0,0),(0,-2)]
|
||||
, _itFloorPict = \_ -> (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2 [(-2,-2),(-2,2),(2,2),(2,0),(0,0),(0,-2)]
|
||||
, _itAimingSpeed = 1
|
||||
, _itAimingRange = 0
|
||||
, _itEffect = resetAttachmentID
|
||||
@@ -721,28 +718,6 @@ aTeslaArc cr w
|
||||
chooseColor 2 = blue
|
||||
chooseColor _ = cyan
|
||||
|
||||
remoteShellDraw :: Prop -> SPic
|
||||
remoteShellDraw pj
|
||||
| t > 40 = (,) mempty $ onLayerL [levLayer CrLayer - 2]
|
||||
$ uncurryV translate pos $ rotate dir $ remoteShellPic t
|
||||
| otherwise = (,) mempty $ uncurryV translate pos $ rotate dir $ remoteShellPic t
|
||||
where
|
||||
t = _pjTimer pj
|
||||
pos = _pjPos pj
|
||||
dir = _pjDir pj
|
||||
|
||||
remoteShellPic
|
||||
:: Int -- ^ Timer
|
||||
-> Picture
|
||||
remoteShellPic t
|
||||
| rem (t+200) 20 < 9 = setDepth 20 $ polygon $ map toV2 [(-6,4),(-6,-4),(6,-4),(8,0),(6,4)]
|
||||
| otherwise = pictures
|
||||
[ setDepth 20 $ polygon $ map toV2 [(-6,4),(-6,-4),(6,-4),(8,0),(6,4)]
|
||||
, setLayer 1 . setDepth 20.5 . color col $ circleSolid 3
|
||||
]
|
||||
where
|
||||
col | t > (-99) = green
|
||||
| otherwise = red
|
||||
|
||||
shellExplosionAt :: Point2 -> World -> World
|
||||
shellExplosionAt = makeExplosionAt
|
||||
@@ -774,26 +749,6 @@ aSelfL cr _ = blinkAction cr
|
||||
reflect :: Float -> Float -> Float
|
||||
reflect a b = a + 2*(a-b)
|
||||
|
||||
|
||||
pointToItem :: Applicative f =>
|
||||
ItemPos -> (Item -> f Item) -> World -> f World
|
||||
pointToItem (InInv cid invid) = creatures . ix cid . crInv . ix invid
|
||||
pointToItem (OnFloor flid) = floorItems . ix flid . flIt
|
||||
|
||||
retireRemoteRocket :: Int -> Int -> Int -> World -> World
|
||||
retireRemoteRocket itid 0 pjid w =
|
||||
set (pointToItem (_itemPositions w IM.! itid) . itAttachment . scopePos) (V2 0 0)
|
||||
$ set (pointToItem (_itemPositions w IM.! itid) . itUse) (const fireRemoteLauncher)
|
||||
(w & props %~ IM.delete pjid)
|
||||
retireRemoteRocket itid t pjid w = setScope w
|
||||
& props . ix pjid . pjUpdate .~ (\_ -> retireRemoteRocket itid (t-1) pjid)
|
||||
where
|
||||
setScope w' = case _itemPositions w' IM.! itid of
|
||||
InInv cid invid -> w'
|
||||
& creatures . ix cid . crInv . ix invid . itAttachment
|
||||
. scopePos .~ (pos -.- _crPos (_creatures w' IM.! cid))
|
||||
_ -> w'
|
||||
pos = fromMaybe (V2 0 0) $ w ^? props . ix pjid . pjPos
|
||||
retireRemoteBomb :: Int -> Int -> Int -> World -> World
|
||||
retireRemoteBomb itid 0 pjid w = w
|
||||
& pointToItem (_itemPositions w IM.! itid) %~
|
||||
@@ -851,12 +806,6 @@ moveRemoteBomb itid time pID w
|
||||
(50 *.* unitVectorAtAngle (negate $ degToRad (10 * fromIntegral time)))
|
||||
[-0.2,-0.15,-0.1,-0.05,0,0.05,0.1,0.15,0.2]
|
||||
|
||||
setRemoteScope :: Int -> Prop -> World -> World
|
||||
setRemoteScope itid pj w' = case w' ^? itemPositions . ix itid of
|
||||
Just (InInv cid' invid )
|
||||
-> w' & creatures . ix cid' . crInv . ix invid . itAttachment
|
||||
. scopePos .~ (_pjPos pj -.- _crPos (_creatures w' IM.! cid'))
|
||||
_ -> w'
|
||||
|
||||
setRemoteBombScope :: Int -> Prop -> World -> World
|
||||
setRemoteBombScope itid pj w' = case _itemPositions w' IM.! itid of
|
||||
@@ -873,7 +822,7 @@ grenade = Throwable
|
||||
, _itIdentity = Grenade
|
||||
, _itMaxStack = 8
|
||||
, _itAmount = 1
|
||||
, _itFloorPict = \it -> (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
|
||||
, _itFloorPict = \_ -> (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
|
||||
, _twMaxRange = 150
|
||||
, _twAccuracy = 30
|
||||
, _itUse = \_ -> throwGrenade makeExplosionAt
|
||||
@@ -884,7 +833,7 @@ grenade = Throwable
|
||||
, _itAimingRange = 0
|
||||
, _itZoom = defaultItZoom
|
||||
, _itAimZoom = defaultItZoom {_itZoomMax = f fuseTime, _itZoomMin = f fuseTime}
|
||||
, _itEquipPict = pictureWeaponOnAim $ \it -> grenadePic fuseTime
|
||||
, _itEquipPict = pictureWeaponOnAim $ \_ -> grenadePic fuseTime
|
||||
, _itID = Nothing
|
||||
, _itUseRate = 25
|
||||
, _itUseTime = 0
|
||||
@@ -926,7 +875,7 @@ remoteBomb = defaultThrowable
|
||||
, _itIdentity = RemoteBomb
|
||||
, _itMaxStack = 1
|
||||
, _itAmount = 1
|
||||
, _itFloorPict = \it -> (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
|
||||
, _itFloorPict = \_ -> (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
|
||||
, _twMaxRange = 150
|
||||
, _twAccuracy = 30
|
||||
, _itUse = const throwRemoteBomb
|
||||
@@ -934,104 +883,9 @@ remoteBomb = defaultThrowable
|
||||
[ hammerCheckI
|
||||
]
|
||||
, _itAttachment = ItScope (V2 0 0) 0 1 True
|
||||
, _itEquipPict = pictureWeaponOnAim $ \it -> (,) emptySH remoteBombUnarmedPic
|
||||
, _itEquipPict = pictureWeaponOnAim $ \_ -> (,) emptySH remoteBombUnarmedPic
|
||||
}
|
||||
|
||||
fireRemoteLauncher :: Creature -> World -> World
|
||||
fireRemoteLauncher cr w = setLocation
|
||||
$ resetFire
|
||||
$ resetName
|
||||
$ soundStart (CrWeaponSound cid 0) pos tap4S Nothing
|
||||
$ over props addRemRocket w
|
||||
where
|
||||
i = IM.newKey $ _props w
|
||||
cid = _crID cr
|
||||
dir = _crDir cr
|
||||
pos = _crPos cr +.+ rotateV dir (V2 (_crRad cr + 1) 0)
|
||||
addRemRocket = IM.insert i $ Shell
|
||||
{ _pjPos = pos
|
||||
, _pjZ = 20
|
||||
, _pjStartPos = pos
|
||||
, _pjVel = rotateV dir (V2 1 0)
|
||||
, _prDraw = remoteShellDraw
|
||||
, _pjID = i
|
||||
, _pjUpdate = \pj -> decTimMvVel pj . setRemoteScope itid pj . moveRemoteShell cid itid pj
|
||||
, _pjAcc = V2 0 0
|
||||
, _pjDir = dir
|
||||
, _pjSpin = 0
|
||||
, _pjPayload = makeExplosionAt
|
||||
, _pjTimer = 50
|
||||
}
|
||||
j = _crInvSel cr
|
||||
newitid = IM.newKey $ _itemPositions w
|
||||
maybeitid = cr ^? crInv . ix j . itID . _Just
|
||||
resetFire = set (creatures . ix cid . crInv . ix j . itUse)
|
||||
$ \_ _ -> explodeRemoteRocket itid i
|
||||
resetName = set (creatures . ix cid . crInv . ix j . itName) "REMOTEROCKET"
|
||||
setLocation :: World -> World
|
||||
setLocation w' = case maybeitid of
|
||||
Nothing -> w' & creatures . ix cid . crInv . ix j . itID ?~ newitid
|
||||
& itemPositions %~ IM.insert newitid (InInv cid j)
|
||||
_ -> w'
|
||||
itid = fromMaybe newitid maybeitid
|
||||
|
||||
moveRemoteShell :: Int -> Int -> Prop -> World -> World
|
||||
moveRemoteShell cid itid pj w
|
||||
| time > 40 = if circOnSomeWall oldPos 4 w
|
||||
then doExplosion w
|
||||
else w
|
||||
| time >= 20 = case thingHit of
|
||||
Just _ -> doExplosion w
|
||||
Nothing -> w & props . ix i . pjDir .~ newdir
|
||||
| time > -99 = case thingHit of
|
||||
Just _ -> doExplosion $ stopSoundFrom (ShellSound i) w
|
||||
Nothing -> w & set randGen g
|
||||
& props . ix i %~
|
||||
( ( pjVel %~ ( (accel +.+) . (frict *.*) ) )
|
||||
. ( pjDir .~ newdir )
|
||||
)
|
||||
& soundContinue (ShellSound i) newPos missileLaunchS (Just 1)
|
||||
& smokeGen
|
||||
& makeFlameletTimed oldPos 20 (0.5 *.* rotateV (pi+sparkD) accel) Nothing 3 10
|
||||
| time > -200 = case thingHit of
|
||||
Just _ -> doExplosion $ stopSoundFrom (ShellSound i) w
|
||||
Nothing -> w
|
||||
| otherwise = doExplosion $ stopSoundFrom (ShellSound i) w
|
||||
where
|
||||
time = _pjTimer pj
|
||||
i = _pjID pj
|
||||
oldPos = _pjPos pj
|
||||
vel = _pjVel pj
|
||||
newPos = oldPos +.+ vel
|
||||
newdir
|
||||
| SDL.ButtonRight `S.member` _mouseButtons w
|
||||
&& w ^? creatures . ix cid . crInvSel == w ^? itemPositions . ix itid . itInvId
|
||||
= _cameraRot w + argV (_mousePos w)
|
||||
| otherwise = _pjDir pj
|
||||
accel = rotateV newdir (V2 2 0)
|
||||
(frict,g) = randomR (0.6,0.9) $ _randGen w
|
||||
(sparkD,_) = randomR (-0.5,0.5) $ _randGen w
|
||||
hitCr = fst <$> collideCircCrsPoint oldPos newPos 4 w
|
||||
hitWl = fst <$> collideCircWalls oldPos newPos 2 (wallsNearPoint newPos w)
|
||||
thingHit = hitCr <|> hitWl
|
||||
r1 = _randGen w & evalState (randInCirc 10)
|
||||
smokeGen = shellTrailCloud $ addZ 20 $ oldPos +.+ r1 +.+ 30 *.* normalizeV (oldPos -.- newPos)
|
||||
doExplosion = explodeRemoteRocket itid i
|
||||
|
||||
explodeRemoteRocket
|
||||
:: Int -- ^ Item id
|
||||
-> Int -- ^ Projectile id
|
||||
-> World
|
||||
-> World
|
||||
explodeRemoteRocket itid pjid w
|
||||
= set (props . ix pjid . pjUpdate) (\_ -> retireRemoteRocket itid 30 pjid)
|
||||
$ set (props . ix pjid . prDraw) (const mempty)
|
||||
$ set (itPoint . itUse) (\_ _ -> id)
|
||||
$ resetName
|
||||
$ makeExplosionAt (_pjPos (_props w IM.! pjid)) w
|
||||
where
|
||||
resetName = set (itPoint . itName) "REMOTELAUNCHER"
|
||||
itPoint = pointToItem $ _itemPositions w IM.! itid
|
||||
|
||||
throwRemoteBomb :: Creature -> World -> World
|
||||
throwRemoteBomb cr w = setLocation
|
||||
@@ -1084,7 +938,7 @@ explodeRemoteBomb itid pjid cr w
|
||||
cid = _crID cr
|
||||
resetName = set (creatures . ix cid . crInv . ix j . itName) "REMOTEBOMB"
|
||||
resetPict = set (creatures . ix cid . crInv . ix j . itEquipPict )
|
||||
(pictureWeaponOnAim $ \it -> (,) emptySH remoteBombUnarmedPic)
|
||||
(pictureWeaponOnAim $ \_ -> (,) emptySH remoteBombUnarmedPic)
|
||||
-- resetScope = creatures . ix cid . crInv . ix j . itScope . _Just . scopePos .~ (0,0)
|
||||
j = _crInvSel $ _creatures w IM.! cid
|
||||
remoteBombPic
|
||||
@@ -1106,7 +960,7 @@ pipe = Craftable
|
||||
, _itName = "PIPE"
|
||||
, _itMaxStack = 3
|
||||
, _itAmount = 3
|
||||
, _itFloorPict = \it -> (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
|
||||
, _itFloorPict = \_ -> (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
|
||||
, _itEquipPict = \_ _ -> emptyBlank
|
||||
, _itID = Nothing
|
||||
, _itInvDisplay = _itName
|
||||
@@ -1132,13 +986,13 @@ radar = defaultGun
|
||||
, _wpSpread = autogunSpread
|
||||
, _wpRange = 20
|
||||
, _itHammer = HammerUp
|
||||
, _itFloorPict = \it -> (,) emptySH $ onLayer FlItLayer $ color blue $ polygon $ rectNESW 5 5 (-5) (-5)
|
||||
, _itFloorPict = \_ -> (,) emptySH $ onLayer FlItLayer $ color blue $ polygon $ rectNESW 5 5 (-5) (-5)
|
||||
, _itAmount = 1
|
||||
, _itMaxStack = 1
|
||||
, _itAimingRange = 1
|
||||
, _itZoom = defaultItZoom { _itZoomMax = 1}
|
||||
, _itAimZoom = defaultItZoom { _itZoomMax = 1}
|
||||
, _itEquipPict = pictureWeaponOnAim $ \it -> (,) emptySH $ color blue $ polygon $ rectNESW 5 5 (-5) (-5)
|
||||
, _itEquipPict = pictureWeaponOnAim $ \_ -> (,) emptySH $ color blue $ polygon $ rectNESW 5 5 (-5) (-5)
|
||||
}
|
||||
{- |
|
||||
Sends out pulses that display creatures. -}
|
||||
@@ -1158,13 +1012,13 @@ sonar = defaultGun
|
||||
]
|
||||
, _wpRange = 20
|
||||
, _itHammer = HammerUp
|
||||
, _itFloorPict = \it -> (,) emptySH $ onLayer FlItLayer $ color blue $ polygon $ rectNESW 5 5 (-5) (-5)
|
||||
, _itFloorPict = \_ -> (,) emptySH $ onLayer FlItLayer $ color blue $ polygon $ rectNESW 5 5 (-5) (-5)
|
||||
, _itAmount = 1
|
||||
, _itMaxStack = 1
|
||||
, _itAimingRange = 1
|
||||
, _itZoom = defaultItZoom {_itZoomMax = 1}
|
||||
, _itAimZoom = defaultItZoom {_itZoomMax = 1}
|
||||
, _itEquipPict = pictureWeaponOnAim $ \it -> (,) emptySH $ color blue $ polygon $ rectNESW 5 5 (-5) (-5)
|
||||
, _itEquipPict = pictureWeaponOnAim $ \_ -> (,) emptySH $ color blue $ polygon $ rectNESW 5 5 (-5) (-5)
|
||||
}
|
||||
{- |
|
||||
Automatically sends out pulses that display creatures. -}
|
||||
@@ -1174,7 +1028,7 @@ autoSonar = defaultEquipment
|
||||
, _itName = "AUTOSONAR"
|
||||
, _itMaxStack = 1
|
||||
, _itAmount = 1
|
||||
, _itFloorPict = \it -> (,) emptySH $ onLayer FlItLayer $ color yellow $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
|
||||
, _itFloorPict = \_ -> (,) emptySH $ onLayer FlItLayer $ color yellow $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
|
||||
, _itEquipPict = \_ _ -> (,) emptySH blank
|
||||
, _itEffect = autoSonarEffect
|
||||
, _itID = Nothing
|
||||
@@ -1191,7 +1045,7 @@ autoRadar = defaultEquipment
|
||||
, _itName = "AUTORADAR"
|
||||
, _itMaxStack = 1
|
||||
, _itAmount = 1
|
||||
, _itFloorPict = \it -> (,) emptySH $ onLayer FlItLayer $ color yellow $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
|
||||
, _itFloorPict = \_ -> (,) emptySH $ onLayer FlItLayer $ color yellow $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
|
||||
, _itEquipPict = \_ _ -> (,) emptySH blank
|
||||
, _itEffect = autoRadarEffect
|
||||
, _itID = Nothing
|
||||
|
||||
@@ -49,5 +49,11 @@ withDelayedVelWthHiteff vfact vel width hiteff cr = over particles (newbul : )
|
||||
|
||||
loadedAmmo :: Item -> Int
|
||||
loadedAmmo it
|
||||
| _wpReloadState it == 0 = fromIntegral $ _wpLoadedAmmo it
|
||||
| _wpReloadState it == 0 = _wpLoadedAmmo it
|
||||
| otherwise = 0
|
||||
|
||||
fractionLoadedAmmo :: Item -> Float
|
||||
fractionLoadedAmmo it = fromIntegral (loadedAmmo it) / fromIntegral (_wpMaxAmmo it)
|
||||
|
||||
fractionLoadedAmmo2 :: Item -> Float
|
||||
fractionLoadedAmmo2 it = 1 - (1 - fromIntegral (loadedAmmo it) / fromIntegral (_wpMaxAmmo it))**2
|
||||
|
||||
@@ -6,6 +6,7 @@ import Dodge.Default.Weapon
|
||||
import Dodge.Item.Data
|
||||
import Dodge.Item.Draw
|
||||
import Dodge.Item.Weapon.Targeting
|
||||
import Dodge.Item.Weapon.AutoGun
|
||||
import Dodge.Item.Weapon.TriggerType
|
||||
import Dodge.Item.Weapon.ExtraEffect
|
||||
import Dodge.Item.Attachment.Data
|
||||
@@ -15,10 +16,10 @@ import Dodge.Particle.Bullet.HitEffect
|
||||
import Dodge.WorldEvent.HitEffect
|
||||
import Dodge.RandomHelp
|
||||
import Dodge.SoundLogic.LoadSound
|
||||
import Picture
|
||||
--import Picture
|
||||
import Geometry
|
||||
import ShapePicture
|
||||
import Shape
|
||||
--import Shape
|
||||
|
||||
import Data.Maybe
|
||||
import Control.Lens
|
||||
@@ -35,8 +36,8 @@ bezierGun = defaultGun
|
||||
. withRecoilI 40
|
||||
. torqueBefore 0.05
|
||||
]
|
||||
, _itFloorPict = \it -> bezierGunSPic
|
||||
, _itEquipPict = pictureWeaponOnAim $ \it -> bezierGunSPic
|
||||
, _itFloorPict = bezierGunSPic
|
||||
, _itEquipPict = pictureWeaponOnAim bezierGunSPic
|
||||
, _itAttachment = NoItAttachment
|
||||
, _itScroll = \_ _ -> removeItTarget
|
||||
, _itHammer = HammerUp
|
||||
@@ -47,11 +48,8 @@ bezierGun = defaultGun
|
||||
, _itUseRate = 6
|
||||
, _itAimStance = TwoHandTwist
|
||||
}
|
||||
bezierGunSPic :: SPic
|
||||
bezierGunSPic =
|
||||
( colorSH red $ upperPrismPoly 5 $ rectNESW 4 12 (-4) (-12)
|
||||
, mempty
|
||||
)
|
||||
bezierGunSPic :: Item -> SPic
|
||||
bezierGunSPic = autoGunPic
|
||||
|
||||
shootBezier :: Point2 -> Creature -> World -> World
|
||||
shootBezier targetp cr w = w & particles %~ (theBullet :)
|
||||
|
||||
@@ -97,5 +97,5 @@ throwArmReset x = ItInvEffect {_itInvEffect = f ,_itEffectCounter = x }
|
||||
counterDown it
|
||||
| _itEffectCounter (_itEffect it) == 0 = it
|
||||
& itHammer .~ HammerUp
|
||||
& itEquipPict .~ pictureWeaponOnAim (\itp -> grenadePic 50)
|
||||
& itEquipPict .~ pictureWeaponOnAim (\_ -> grenadePic 50)
|
||||
| otherwise = it & itEffect . itEffectCounter -~ 1
|
||||
|
||||
@@ -7,8 +7,10 @@ import Dodge.Default.Shell
|
||||
import Dodge.SoundLogic.LoadSound
|
||||
import Dodge.WorldEvent.Explosion
|
||||
import Dodge.Item.Data
|
||||
import Dodge.Item.Attachment.Data
|
||||
import Dodge.Item.Draw
|
||||
import Dodge.Item.Weapon.Shell
|
||||
import Dodge.Item.Weapon.Remote
|
||||
import Dodge.Item.Weapon.TriggerType
|
||||
import Dodge.Base
|
||||
import Dodge.Zone
|
||||
@@ -16,6 +18,7 @@ import Dodge.SoundLogic
|
||||
import Dodge.WorldEvent.SpawnParticle
|
||||
import Dodge.WorldEvent.Cloud
|
||||
import Dodge.RandomHelp
|
||||
import Dodge.Picture.Layer
|
||||
import Geometry
|
||||
import Geometry.Vector3D
|
||||
import Picture
|
||||
@@ -24,6 +27,8 @@ import Padding
|
||||
import ShapePicture
|
||||
import Shape
|
||||
|
||||
import qualified Data.Set as S
|
||||
import qualified SDL
|
||||
import Data.Maybe
|
||||
import Control.Lens
|
||||
import Control.Applicative
|
||||
@@ -49,10 +54,10 @@ launcher = defaultGun
|
||||
]
|
||||
, _wpSpread = 0.02
|
||||
, _wpRange = 20
|
||||
, _itFloorPict = \it -> launcherPic
|
||||
, _itFloorPict = launcherPic
|
||||
, _itAimingSpeed = 0.2
|
||||
, _itAimingRange = 0.5
|
||||
, _itEquipPict = pictureWeaponOnAim $ \it -> launcherPic
|
||||
, _itEquipPict = pictureWeaponOnAim launcherPic
|
||||
, _itHammer = NoHammer
|
||||
, _itEffect = NoItEffect
|
||||
, _wpAmmo = defaultShellAmmo
|
||||
@@ -64,9 +69,11 @@ launcher = defaultGun
|
||||
, _itAimStance = TwoHandTwist
|
||||
}
|
||||
|
||||
launcherPic :: SPic
|
||||
launcherPic =
|
||||
( colorSH cyan $ upperPrismPoly 7 $ rectNESW 5 10 (-5) (-10)
|
||||
launcherPic :: Item -> SPic
|
||||
launcherPic _ =
|
||||
( colorSH cyan $ prismPoly
|
||||
(map (+.+.+ V3 10 0 4.5) $ polyCircx 4 5)
|
||||
(map (+.+.+ V3 (-10) 0 4.5) $ polyCircx 4 5)
|
||||
, mempty
|
||||
)
|
||||
|
||||
@@ -228,3 +235,169 @@ trySpinByCID cid i pj w = w & props . ix pjid . pjSpin .~ newSpin
|
||||
Just cr -> negate $ min 0.2 $ max (-0.2) $ normalizeAnglePi (dir - _crDir cr) / spinFactor
|
||||
_ -> 0
|
||||
spinFactor = 5 * (6 - fromIntegral i)
|
||||
|
||||
|
||||
remoteLauncher :: Item
|
||||
remoteLauncher = defaultGun
|
||||
{ _itName = "ROCKO-REM"
|
||||
, _itIdentity = RemoteLauncher
|
||||
, _wpMaxAmmo = 1
|
||||
, _wpLoadedAmmo = 1
|
||||
, _wpReloadTime = 80
|
||||
, _wpReloadState = 0
|
||||
, _itUseRate = 10
|
||||
, _itUseTime = 0
|
||||
, _itUse = const fireRemoteLauncher
|
||||
, _itUseModifiers =
|
||||
[ ammoCheckI
|
||||
, hammerCheckI
|
||||
]
|
||||
, _wpSpread = 0.02
|
||||
, _wpRange = 20
|
||||
, _itFloorPict = launcherPic
|
||||
, _itAimingSpeed = 0.2
|
||||
, _itAimingRange = 0.5
|
||||
, _itEquipPict = pictureWeaponOnAim launcherPic
|
||||
, _itAttachment = ItScope (V2 0 0) 0 1 True
|
||||
, _itAimStance = TwoHandTwist
|
||||
}
|
||||
|
||||
fireRemoteLauncher :: Creature -> World -> World
|
||||
fireRemoteLauncher cr w = setLocation
|
||||
$ resetFire
|
||||
$ resetName
|
||||
$ soundStart (CrWeaponSound cid 0) pos tap4S Nothing
|
||||
$ over props addRemRocket w
|
||||
where
|
||||
i = IM.newKey $ _props w
|
||||
cid = _crID cr
|
||||
dir = _crDir cr
|
||||
pos = _crPos cr +.+ rotateV dir (V2 (_crRad cr + 1) 0)
|
||||
addRemRocket = IM.insert i $ Shell
|
||||
{ _pjPos = pos
|
||||
, _pjZ = 20
|
||||
, _pjStartPos = pos
|
||||
, _pjVel = rotateV dir (V2 1 0)
|
||||
, _prDraw = remoteShellDraw
|
||||
, _pjID = i
|
||||
, _pjUpdate = \pj -> decTimMvVel pj . setRemoteScope itid pj . moveRemoteShell cid itid pj
|
||||
, _pjAcc = V2 0 0
|
||||
, _pjDir = dir
|
||||
, _pjSpin = 0
|
||||
, _pjPayload = makeExplosionAt
|
||||
, _pjTimer = 50
|
||||
}
|
||||
j = _crInvSel cr
|
||||
newitid = IM.newKey $ _itemPositions w
|
||||
maybeitid = cr ^? crInv . ix j . itID . _Just
|
||||
resetFire = set (creatures . ix cid . crInv . ix j . itUse)
|
||||
$ \_ _ -> explodeRemoteRocket itid i
|
||||
resetName = set (creatures . ix cid . crInv . ix j . itName) "REMOTEROCKET"
|
||||
setLocation :: World -> World
|
||||
setLocation w' = case maybeitid of
|
||||
Nothing -> w' & creatures . ix cid . crInv . ix j . itID ?~ newitid
|
||||
& itemPositions %~ IM.insert newitid (InInv cid j)
|
||||
_ -> w'
|
||||
itid = fromMaybe newitid maybeitid
|
||||
|
||||
moveRemoteShell :: Int -> Int -> Prop -> World -> World
|
||||
moveRemoteShell cid itid pj w
|
||||
| time > 40 = if circOnSomeWall oldPos 4 w
|
||||
then doExplosion w
|
||||
else w
|
||||
| time >= 20 = case thingHit of
|
||||
Just _ -> doExplosion w
|
||||
Nothing -> w & props . ix i . pjDir .~ newdir
|
||||
| time > -99 = case thingHit of
|
||||
Just _ -> doExplosion $ stopSoundFrom (ShellSound i) w
|
||||
Nothing -> w & set randGen g
|
||||
& props . ix i %~
|
||||
( ( pjVel %~ ( (accel +.+) . (frict *.*) ) )
|
||||
. ( pjDir .~ newdir )
|
||||
)
|
||||
& soundContinue (ShellSound i) newPos missileLaunchS (Just 1)
|
||||
& smokeGen
|
||||
& makeFlameletTimed oldPos 20 (0.5 *.* rotateV (pi+sparkD) accel) Nothing 3 10
|
||||
| time > -200 = case thingHit of
|
||||
Just _ -> doExplosion $ stopSoundFrom (ShellSound i) w
|
||||
Nothing -> w
|
||||
| otherwise = doExplosion $ stopSoundFrom (ShellSound i) w
|
||||
where
|
||||
time = _pjTimer pj
|
||||
i = _pjID pj
|
||||
oldPos = _pjPos pj
|
||||
vel = _pjVel pj
|
||||
newPos = oldPos +.+ vel
|
||||
newdir
|
||||
| SDL.ButtonRight `S.member` _mouseButtons w
|
||||
&& w ^? creatures . ix cid . crInvSel == w ^? itemPositions . ix itid . itInvId
|
||||
= _cameraRot w + argV (_mousePos w)
|
||||
| otherwise = _pjDir pj
|
||||
accel = rotateV newdir (V2 2 0)
|
||||
(frict,g) = randomR (0.6,0.9) $ _randGen w
|
||||
(sparkD,_) = randomR (-0.5,0.5) $ _randGen w
|
||||
hitCr = fst <$> collideCircCrsPoint oldPos newPos 4 w
|
||||
hitWl = fst <$> collideCircWalls oldPos newPos 2 (wallsNearPoint newPos w)
|
||||
thingHit = hitCr <|> hitWl
|
||||
r1 = _randGen w & evalState (randInCirc 10)
|
||||
smokeGen = shellTrailCloud $ addZ 20 $ oldPos +.+ r1 +.+ 30 *.* normalizeV (oldPos -.- newPos)
|
||||
doExplosion = explodeRemoteRocket itid i
|
||||
|
||||
explodeRemoteRocket
|
||||
:: Int -- ^ Item id
|
||||
-> Int -- ^ Projectile id
|
||||
-> World
|
||||
-> World
|
||||
explodeRemoteRocket itid pjid w
|
||||
= set (props . ix pjid . pjUpdate) (\_ -> retireRemoteRocket itid 30 pjid)
|
||||
$ set (props . ix pjid . prDraw) (const mempty)
|
||||
$ set (itPoint . itUse) (\_ _ -> id)
|
||||
$ resetName
|
||||
$ makeExplosionAt (_pjPos (_props w IM.! pjid)) w
|
||||
where
|
||||
resetName = set (itPoint . itName) "REMOTELAUNCHER"
|
||||
itPoint = pointToItem $ _itemPositions w IM.! itid
|
||||
|
||||
remoteShellDraw :: Prop -> SPic
|
||||
remoteShellDraw pj
|
||||
| t > 40 = (,) mempty $ onLayerL [levLayer CrLayer - 2]
|
||||
$ uncurryV translate pos $ rotate dir $ remoteShellPic t
|
||||
| otherwise = (,) mempty $ uncurryV translate pos $ rotate dir $ remoteShellPic t
|
||||
where
|
||||
t = _pjTimer pj
|
||||
pos = _pjPos pj
|
||||
dir = _pjDir pj
|
||||
|
||||
remoteShellPic
|
||||
:: Int -- ^ Timer
|
||||
-> Picture
|
||||
remoteShellPic t
|
||||
| rem (t+200) 20 < 9 = setDepth 20 $ polygon $ map toV2 [(-6,4),(-6,-4),(6,-4),(8,0),(6,4)]
|
||||
| otherwise = pictures
|
||||
[ setDepth 20 $ polygon $ map toV2 [(-6,4),(-6,-4),(6,-4),(8,0),(6,4)]
|
||||
, setLayer 1 . setDepth 20.5 . color col $ circleSolid 3
|
||||
]
|
||||
where
|
||||
col | t > (-99) = green
|
||||
| otherwise = red
|
||||
retireRemoteRocket :: Int -> Int -> Int -> World -> World
|
||||
retireRemoteRocket itid 0 pjid w =
|
||||
set (pointToItem (_itemPositions w IM.! itid) . itAttachment . scopePos) (V2 0 0)
|
||||
$ set (pointToItem (_itemPositions w IM.! itid) . itUse) (const fireRemoteLauncher)
|
||||
(w & props %~ IM.delete pjid)
|
||||
retireRemoteRocket itid t pjid w = setScope w
|
||||
& props . ix pjid . pjUpdate .~ (\_ -> retireRemoteRocket itid (t-1) pjid)
|
||||
where
|
||||
setScope w' = case _itemPositions w' IM.! itid of
|
||||
InInv cid invid -> w'
|
||||
& creatures . ix cid . crInv . ix invid . itAttachment
|
||||
. scopePos .~ (pos -.- _crPos (_creatures w' IM.! cid))
|
||||
_ -> w'
|
||||
pos = fromMaybe (V2 0 0) $ w ^? props . ix pjid . pjPos
|
||||
|
||||
setRemoteScope :: Int -> Prop -> World -> World
|
||||
setRemoteScope itid pj w' = case w' ^? itemPositions . ix itid of
|
||||
Just (InInv cid' invid )
|
||||
-> w' & creatures . ix cid' . crInv . ix invid . itAttachment
|
||||
. scopePos .~ (_pjPos pj -.- _crPos (_creatures w' IM.! cid'))
|
||||
_ -> w'
|
||||
|
||||
@@ -0,0 +1,10 @@
|
||||
module Dodge.Item.Weapon.Remote
|
||||
where
|
||||
import Dodge.Data
|
||||
|
||||
import Control.Lens
|
||||
|
||||
pointToItem :: Applicative f =>
|
||||
ItemPos -> (Item -> f Item) -> World -> f World
|
||||
pointToItem (InInv cid invid) = creatures . ix cid . crInv . ix invid
|
||||
pointToItem (OnFloor flid) = floorItems . ix flid . flIt
|
||||
@@ -75,7 +75,7 @@ annoToRoomTree [OrAno as] = do
|
||||
annoToRoomTree [Corridor] = pure . Right <$> randomiseOutLinks corridor
|
||||
annoToRoomTree [CorridorDebug] = pure . Right <$> randomiseOutLinks corridorDebug
|
||||
annoToRoomTree [DoorAno] = roomThenCorridor door
|
||||
annoToRoomTree [DoorNumAno i,AirlockAno] = airlock >>= roomThenCorridor
|
||||
annoToRoomTree [DoorNumAno _,AirlockAno] = airlock >>= roomThenCorridor
|
||||
annoToRoomTree [FirstWeapon] = do
|
||||
branchWP <- branchRectWith weaponRoom
|
||||
blockedC <- longBlockedCorridor
|
||||
|
||||
@@ -20,6 +20,7 @@ import Dodge.Item.Consumable
|
||||
import Dodge.Item.Equipment
|
||||
import Dodge.Room.Foreground
|
||||
import Dodge.Item.Weapon
|
||||
import Dodge.Item.Weapon.Launcher
|
||||
import Dodge.RandomHelp
|
||||
import Dodge.LevelGen
|
||||
import Dodge.LevelGen.Data
|
||||
|
||||
@@ -61,6 +61,18 @@ rotate3x a (V3 x y z) = V3 x y' z'
|
||||
where
|
||||
(V2 y' z') = rotateV a (V2 y z)
|
||||
|
||||
rotate3y :: Float -> Point3 -> Point3
|
||||
{-# INLINE rotate3y #-}
|
||||
rotate3y a (V3 x y z) = V3 x' y z'
|
||||
where
|
||||
(V2 x' z') = rotateV a (V2 x z)
|
||||
|
||||
vNormaly :: Point3 -> Point3
|
||||
{-# INLINE vNormaly #-}
|
||||
vNormaly (V3 x y z) = V3 x' y z'
|
||||
where
|
||||
V2 x' z' = vNormal $ V2 x z
|
||||
|
||||
magV3 :: Point3 -> Float
|
||||
{-# INLINE magV3 #-}
|
||||
magV3 (V3 x y z) = sqrt $ x^i + y^i + z^i
|
||||
|
||||
@@ -11,6 +11,7 @@ module Shape
|
||||
, translateSHf
|
||||
, rotateSH
|
||||
, rotateSHx
|
||||
, polyCircx
|
||||
, scaleSH
|
||||
, colorSH
|
||||
)
|
||||
@@ -24,10 +25,15 @@ emptySH :: Shape
|
||||
{-# INLINE emptySH #-}
|
||||
emptySH = mempty
|
||||
|
||||
-- - approximate a circle by a polygon with n*2 points of radius x
|
||||
polyCirc :: Int -> Float -> [Point2]
|
||||
{-# INLINE polyCirc #-}
|
||||
polyCirc n x = map (\a -> rotateV a (V2 x 0)) $ take (n*2) [0,pi/fromIntegral n..]
|
||||
|
||||
-- - approximate a circle around the x axis by a polygon with n*2 points of radius r
|
||||
polyCircx :: Int -> Float -> [Point3]
|
||||
polyCircx n = map (vNormaly . addZ 0) . polyCirc n
|
||||
|
||||
-- very "unsafe": be careful with the inputs
|
||||
-- length of polys must be the same
|
||||
-- points should be correctly ordered so that
|
||||
|
||||
+1
-2
@@ -16,9 +16,8 @@ emptyBlank = (emptySH,blank)
|
||||
translateSPf :: Float -> Float -> SPic -> SPic
|
||||
translateSPf x y = bimap (translateSH (V3 x y 0)) (translate x y)
|
||||
|
||||
-- TODO make this uniform: currently the shape translates and the picture is set to a constant
|
||||
translateSPz :: Float -> SPic -> SPic
|
||||
translateSPz z = bimap (translateSH (V3 0 0 z)) (setDepth z)
|
||||
translateSPz z = bimap (translateSH (V3 0 0 z)) (translate3 (V3 0 0 z))
|
||||
|
||||
rotateSP :: Float -> SPic -> SPic
|
||||
rotateSP a = bimap (rotateSH a) (rotate a)
|
||||
|
||||
Reference in New Issue
Block a user