Implement randomised markings on sensors
This commit is contained in:
+24
-2
@@ -1,7 +1,10 @@
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module Color
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where
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module Color where
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import Geometry
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data PaletteColor = Red | Green | Blue | Yellow | Cyan
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| Magenta | Rose | Violet | Azure | Aquamarine | Chartreuse | Orange | White | Black
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deriving (Eq,Ord,Enum,Show)
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type RGBA = Point4
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type Color = Point4
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@@ -40,6 +43,24 @@ black = V4 0 0 0 1
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{-# INLINE white #-}
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{-# INLINE black #-}
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paletteToColor :: PaletteColor -> Color
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{-# INLINE paletteToColor #-}
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paletteToColor pc = case pc of
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Red -> red
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Green -> green
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Blue -> blue
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Yellow -> yellow
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Cyan -> cyan
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Magenta -> magenta
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Rose -> rose
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Violet -> violet
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Azure -> azure
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Aquamarine -> aquamarine
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Chartreuse -> chartreuse
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Orange -> orange
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White -> white
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Black -> black
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mixColors :: Float -> Float -> Color -> Color -> Color
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{-# INLINE mixColors #-}
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mixColors rata ratb (V4 r0 g0 b0 a0) (V4 r2 g2 b2 a2) =
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@@ -74,6 +95,7 @@ greyN :: Float -> Color
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greyN x = toV4 (x,x,x,1)
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numColor :: Int -> Color
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{-# INLINE numColor #-}
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numColor 0 = toV4 (1,0,0,1)
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numColor 1 = toV4 (0,1,0,1)
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numColor 2 = toV4 (0,0,1,1)
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@@ -23,10 +23,10 @@ import Geometry
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--import Geometry.Vector3D
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import Shape
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import Dodge.SoundLogic
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import LensHelp
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import System.Random
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import Data.List
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import Control.Lens
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barrel :: Creature
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barrel = defaultInanimate
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@@ -89,7 +89,7 @@ damToExpBarrel :: [Damage] -> Creature -> Creature
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damToExpBarrel ds cr = foldr damToExpBarrel' (foldr damToExpBarrel' cr pierceDam) otherDam
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where
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(pierceDam,otherDam) = partition isPierce ds
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isPierce (Damage {_dmType = Piercing{}}) = True
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isPierce Damage{_dmType = Piercing{}} = True
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isPierce _ = False
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damToExpBarrel' :: Damage -> Creature -> Creature
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@@ -98,8 +98,8 @@ damToExpBarrel' dm cr = case _dmType dm of
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$ over crHP (\hp -> hp - div amount 200) cr
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PoisonDam -> cr
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SparkDam -> cr
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PushDam -> cr Control.Lens.& crPos %~ (+.+) (1 / _crMass cr *.* (_dePushBack $ _dmEffect dm))
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dt -> cr Control.Lens.& crHP -~ amount
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PushDam -> cr LensHelp.& crPos .+.+~ (1 / _crMass cr *.* _dePushBack (_dmEffect dm))
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_ -> cr LensHelp.& crHP -~ amount
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where
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amount = _dmAmount dm
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int = _dmAt dm
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@@ -25,6 +25,7 @@ data DamageType = Piercing
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| PoisonDam
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deriving (Eq,Ord,Show)
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-- this should possibly be pushed into the damage type
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data DamageEffect
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= PushDamage
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{ _dePush :: Float
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+1
-1
@@ -12,7 +12,7 @@ import Dodge.Data.DamageType
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--import Dodge.Placement.Instance.Button
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import Dodge.Tree
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import Dodge.Annotation
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import Dodge.Placement.Instance.Sensor
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--import Dodge.Placement.Instance.Sensor
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--import Dodge.Creature
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--import Dodge.LevelGen.Data
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--import Dodge.LevelGen.Switch
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@@ -122,7 +122,7 @@ shieldWallDamage :: Damage -> Wall -> Int -> World -> World
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shieldWallDamage dm wl crid w = case _dmType dm of
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Lasering ->
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w & instantParticles .:~ lasRayAt 5 (da +.+ normalizeV (df -.- da)) (reflDirWall df da wl)
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d | isMovementDam dm -> w & creatures . ix crid . crState . crDamage .:~ dm
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_ | isMovementDam dm -> w & creatures . ix crid . crState . crDamage .:~ dm
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_ -> w
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where
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df = _dmFrom dm
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@@ -9,7 +9,7 @@ import Dodge.Initialisation
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--import Dodge.RandomHelp
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import Dodge.LevelGen.Data
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import Dodge.Tree
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import Dodge.LevelGen.LevelStructure
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--import Dodge.LevelGen.LevelStructure
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import Data.Tree
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import System.Random
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@@ -4,10 +4,12 @@ module Dodge.LevelGen.Data where
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import Dodge.Data
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import Picture
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import Geometry
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--import Color
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import Shape.Data
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import Data.Tile
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import qualified Data.Set as S
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import qualified Data.Map.Strict as M
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import Control.Lens
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import Control.Monad.State
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import System.Random
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@@ -16,7 +18,7 @@ import qualified Data.IntMap.Strict as IM
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--import Data.Bifunctor
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data PSType = PutCrit {_unPutCrit :: Creature}
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| PutMachine Color [Point2] Machine
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| PutMachine { _putMachineColor :: Color, _putMachinePoly :: [Point2], _unPutMachine :: Machine }
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| PutLS LightSource
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| PutButton Button
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| PutProp Prop
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@@ -34,6 +36,7 @@ data PSType = PutCrit {_unPutCrit :: Creature}
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| PutShape Shape
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| PutWorldUpdate (PlacementSpot -> World -> World)
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| PutNothing
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| PutUsingGenParams (GenWorld -> (GenWorld,PSType))
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| PutID { _putID :: Int}
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-- maybe there is a monadic implementation of this?
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-- add room effect for any placement spot?
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@@ -56,6 +59,7 @@ data Placement
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, _plMID :: Maybe Int
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, _plIDCont :: Placement -> Maybe Placement
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}
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| PlacementGenUpdate (GenParams -> Placement -> (GenParams, Placement)) Placement
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| PlacementUsingPos Point3 (Point3 -> Placement) -- allows a placement to use a shifted position
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| RandomPlacement {_unRandomPlacement :: State StdGen Placement}
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| PickOnePlacement Int Placement
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@@ -152,6 +156,20 @@ data RoomPosType
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| RoomPosOffPath
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| RoomPosExLink
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deriving (Eq,Ord,Show)
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data DecorationShape = PlusDecoration | SquareDecoration | CircleDecoration
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| ThreeLineDecoration
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deriving (Eq,Ord,Enum,Show)
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newtype GenParams = GenParams
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{ _sensorCoding :: M.Map DamageType (PaletteColor,DecorationShape)
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}
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data GenWorld = GenWorld
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{ _gWorld :: World
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, _gPlacements :: IM.IntMap [(Placement,Int)]
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, _gRooms :: IM.IntMap Room
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, _gParams :: GenParams
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}
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makeLenses ''Room
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makeLenses ''PSType
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@@ -161,6 +179,8 @@ makeLenses ''RoomLink
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makeLenses ''RoomPos
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makeLenses ''RoomPosType
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makeLenses ''RPLinkStatus
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makeLenses ''GenWorld
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makeLenses ''GenParams
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spNoID :: PlacementSpot -> PSType -> Placement
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spNoID ps pst = Placement ps pst Nothing (const Nothing)
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@@ -231,6 +251,7 @@ addPlmnt pl pl2 = case pl2 of
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(RandomPlacement rp) -> RandomPlacement $ fmap (addPlmnt pl) rp
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(Placement ps pt mi f) -> Placement ps pt mi (fmap g f)
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PickOnePlacement {} -> error "not written how to combine PickOnePlacement with others yet"
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PlacementGenUpdate {} -> error "not written how to combine PlacementGenUpdate with others yet"
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where
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g Nothing = Just pl
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g (Just pl') = Just $ addPlmnt pl pl'
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@@ -1,24 +1,33 @@
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{-# LANGUAGE TemplateHaskell #-}
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--{-# LANGUAGE TemplateHaskell #-}
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{-# LANGUAGE StrictData #-}
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module Dodge.LevelGen.LevelStructure where
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module Dodge.LevelGen.LevelStructure
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( module Dodge.LevelGen.Data
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, worldToGenWorld
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) where
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import Dodge.LevelGen.Data
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--import Dodge.Tree.Compose.Data
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import Dodge.Data
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import Dodge.RandomHelp
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import Color
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--import Data.Tree
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import qualified Data.IntMap.Strict as IM
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import Control.Lens
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--import System.Random
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import qualified Data.Map.Strict as M
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--import Control.Lens
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import Control.Monad.State
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import System.Random
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data GenWorld = GenWorld
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{ _gWorld :: World
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, _gPlacements :: IM.IntMap [(Placement,Int)]
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, _gRooms :: IM.IntMap Room
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}
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worldToGenWorld :: IM.IntMap Room -> World -> GenWorld
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worldToGenWorld rms w = GenWorld
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{ _gWorld = w
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, _gPlacements = IM.empty
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, _gRooms = rms
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, _gParams = evalState generateGenParams (_randGen w)
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}
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makeLenses ''GenWorld
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generateGenParams :: RandomGen g => State g GenParams
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generateGenParams = do
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cols <- shuffle [Red .. Orange]
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shps <- shuffle [PlusDecoration ..]
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return . GenParams . M.fromList . zip [Flaming,Lasering,Electrical]
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$ zip cols shps
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@@ -63,11 +63,6 @@ bulPenCr' bt p cr w = w
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& bulletHitSound ep
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& creatures . ix cid . crState . crDamage .++~
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damageGamut 50 50 d1 sp p ep
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-- [Damage Piercing 50 sp p ep NoDamageEffect
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-- ,Damage Blunt 50 sp p ep NoDamageEffect
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-- ,Damage TorqueDam 1 sp p ep $ TorqueDamage d1
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-- ,Damage PushDam 1 sp p ep . PushBackDamage $ 3 *.* (ep -.- sp)
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-- ]
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where
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(d1,_) = randomR (-0.7,0.7) $ _randGen w
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cid = _crID cr
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@@ -7,10 +7,12 @@ import Dodge.LightSource
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import Dodge.Data
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import Dodge.LevelGen.Data
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import Dodge.Default
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import Dodge.Placement.TopDecoration
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import Geometry
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import ShapePicture
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import Shape
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import qualified Data.Map.Strict as M
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import Control.Lens
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import Data.Either
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@@ -19,14 +21,13 @@ damageSensor
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-> Float
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-> (Machine -> World -> World)
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-> PlacementSpot -> Placement
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damageSensor damF wdth upf ps = pContID ps (PutLS theLS)
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$ \lsid -> Just $ spNoID ps $ PutMachine yellow (reverse $ square wdth) defaultMachine
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{ _mcDraw = sensorSPic wdth
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, _mcUpdate = \mc -> upf mc . sensorUpdate damF mc
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damageSensor dt wdth upf ps = pContID ps (PutLS $ lsPosCol (V3 0 0 30) 0.1)
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$ \lsid -> Just $ spNoID ps $ PutUsingGenParams
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$ \gw -> (,) gw $ PutMachine yellow (reverse $ square wdth) defaultMachine
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{ _mcDraw = sensorSPic wdth $ _sensorCoding (_gParams gw) M.! dt
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, _mcUpdate = \mc -> upf mc . sensorUpdate dt mc
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, _mcLSs = [lsid]
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}
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where
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theLS = lsPosCol (V3 0 0 30) 0.1
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lightSensor :: Float -> (Machine -> World -> World) -> PlacementSpot -> Placement
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lightSensor = damageSensor Lasering
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@@ -51,6 +52,9 @@ damageUsing dt dm
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| _dmType dm == dt = Left $ _dmAmount dm
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| otherwise = Right 0
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sensorSPic :: Float -> Machine -> SPic
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sensorSPic wdth _ = ( colorSH yellow $ upperPrismPoly 25 (square wdth)
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sensorSPic :: Float -> (PaletteColor,DecorationShape) -> Machine -> SPic
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sensorSPic wdth (pc,ds) _ = ( (colorSH yellow $ upperPrismPoly 25 (square wdth))
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<> decorationToShape ds wdth wdth 25 col col
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, mempty )
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where
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col = paletteToColor pc
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@@ -1,14 +1,23 @@
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module Dodge.Placement.Instance.Tank where
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module Dodge.Placement.Instance.Tank
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( tankSquareDec
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, roundTank
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, roundTankCross
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) where
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import Dodge.Data
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--import Dodge.Placement.PlaceSpot
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import Dodge.LevelGen.Data
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import Dodge.Room.Foreground
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import Dodge.Default.Wall
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--import Dodge.Placement.TopDecoration
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import Geometry
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import Shape
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import Color
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--import Quaternion
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tankSquareDec :: (Float -> Float -> Float -> Color -> Color -> Shape)
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-> Color -> Color -> Placement
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tankSquareDec dec = tankShape (square 20) (dec 20 20 31)
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tankShape :: [Point2] -> (Color -> Color -> Shape) -> Color -> Color -> Placement
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tankShape baseshape facade col col' = ps0jPushPS
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(PutShape $ colorSH col (upperPrismPoly 31 baseshape) <> facade col col')
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@@ -25,58 +34,3 @@ roundTankCross :: Color -> Color -> Placement
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roundTankCross = tankShape (polyCirc 4 20)
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$ \_ c -> colorSH c $ thinHighBar 31 (V2 20 0) (V2 (-20) 0)
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<> thinHighBar 31 (V2 0 20) (V2 0 (-20))
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tankRectCross :: Float -> Float -> Color -> Color -> Placement
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tankRectCross = tankRectDecorate $ \ w h _ c -> colorSH c $
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thinHighBar 31 (V2 w 0) (V2 (-w) 0)
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<> thinHighBar 31 (V2 0 h) (V2 0 (-h))
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tankSquareCross :: Color -> Color -> Placement
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tankSquareCross = tankRectCross 20 20
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tankRectDecorate :: (Float -> Float -> Color -> Color -> Shape)
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-> Float -> Float -> Color -> Color -> Placement
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tankRectDecorate f w h = tankShape (rectWH w h) (f w h)
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tankRect :: Float -> Float -> Color -> Color -> Placement
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tankRect = tankRectDecorate g
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where
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g w h _ col = colorSH col $ foldMap f
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[(w',-w',h',h')
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,(w',-w',-h',-h')
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,(w',w',h',-h')
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,(-w',-w',h',-h')
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]
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where
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w' = w - 1.5
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h' = h - 1.5
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f (a,c,b,d) = thinHighBar 31 (V2 a b) (V2 c d)
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tankSquare :: Color -> Color -> Placement
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tankSquare = tankRect 20 20
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tankRectEmboss :: Float -> Float -> Color -> Color -> Placement
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tankRectEmboss = tankRectDecorate f
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where
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f w h _ c = embossingR
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<> rotateSH pi embossingR
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<> colorSH c (thinHighBar 38 (V2 (-0.3*w) 0) (V2 (0.3*w) 0))
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where
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w' = 0.3 * w
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embossingR = colorSH c $ prismPoly
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[V3 w h 31,V3 w (0.3*h) 41,V3 w (-0.3*h) 41,V3 w (-h) 31]
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[V3 w' h 31,V3 w' (0.3*h) 41,V3 w' (-0.3*h) 41,V3 w' (-h) 31]
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tankSquareEmboss :: Color -> Color -> Placement
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tankSquareEmboss = tankRectEmboss 20 20
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tankRectEmboss4 :: Float -> Float -> Color -> Color -> Placement
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tankRectEmboss4 = tankRectDecorate g
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where
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g w h _ c = colorSH c $ foldMap f [(w,h),(-w,h),(w,-h),(-w,-h)]
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where
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f (a,b) = translateSH (V3 (a/2) (b/2) 31) embossing
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embossing = upperPrismPolyHalf 10 $ rectNSEW (h/2) (-h/2) (w/2) (-w/2)
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tankSquareEmboss4 :: Color -> Color -> Placement
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tankSquareEmboss4 = tankRectEmboss4 20 20
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@@ -11,7 +11,7 @@ import Dodge.Data
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import Dodge.Path
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import Dodge.Placement.PlaceSpot.Block
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import Dodge.Placement.PlaceSpot.TriggerDoor
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import Dodge.LevelGen.Data
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--import Dodge.LevelGen.Data
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import Dodge.Default.Wall
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import Dodge.ShiftPoint
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--import Dodge.RandomHelp
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@@ -39,6 +39,8 @@ placeSpot (w,rm) plmnt = case plmnt of
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PlacementUsingPos p subpl -> placeSpot (w,rm) (subpl (shiftPoint3By shift p))
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RandomPlacement rplmnt -> placeRandomPlacement rplmnt w rm
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PickOnePlacement i pl -> ((placePickOne i pl rm w, rm), [])
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PlacementGenUpdate f pl -> let (gp,pl') = f (_gParams w) pl
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in placeSpot (w & gParams .~ gp,rm) pl'
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where
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shift = _rmShift rm
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@@ -109,6 +111,8 @@ placeSpotID ps pt w = case pt of
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PutNothing -> (0,w)
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PutID i -> (i, w)
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PutWorldUpdate f -> (0,w & gWorld %~ f ps)
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PutUsingGenParams f -> let (w',pt') = f w
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in placeSpotID ps pt' w'
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where
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p@(V2 px py) = _psPos ps
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p' = V3 px py 0
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@@ -20,3 +20,4 @@ shiftPlacement shift plmnt = case plmnt of
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(fmap (shiftPlacement shift) f)
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RandomPlacement rpl -> RandomPlacement $ fmap (shiftPlacement shift) rpl
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PickOnePlacement i pl -> PickOnePlacement i (shiftPlacement shift pl)
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PlacementGenUpdate f pl -> PlacementGenUpdate f (shiftPlacement shift pl)
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@@ -0,0 +1,62 @@
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module Dodge.Placement.TopDecoration where
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import Dodge.Room.Foreground
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import Dodge.LevelGen.Data
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import Shape
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import Geometry
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import Color
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decorationToShape :: DecorationShape
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-> Float -> Float -> Float -> Color -> Color -> Shape
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decorationToShape dec = case dec of
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PlusDecoration -> plusDecoration
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SquareDecoration -> squareDecoration
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CircleDecoration -> circleDecoration
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ThreeLineDecoration -> threeLineDecoration
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midBarDecoration :: Float -> Float -> Float -> Color -> Color -> Shape
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midBarDecoration w h z _ c = embossingR
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<> rotateSH pi embossingR
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<> colorSH c (thinHighBar (z + 7) (V2 (-0.3*w) 0) (V2 (0.3*w) 0))
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where
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w' = 0.3 * w
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embossingR = colorSH c $ prismPoly
|
||||
[V3 w h z,V3 w (0.3*h) 41,V3 w (-0.3*h) 41,V3 w (-h) z]
|
||||
[V3 w' h z,V3 w' (0.3*h) 41,V3 w' (-0.3*h) 41,V3 w' (-h) z]
|
||||
|
||||
fourEmbossDecoration :: Float -> Float -> Float -> Color -> Color -> Shape
|
||||
fourEmbossDecoration w h z _ c = colorSH c $ foldMap f [(w,h),(-w,h),(w,-h),(-w,-h)]
|
||||
where
|
||||
f (a,b) = translateSH (V3 (a/2) (b/2) z) embossing
|
||||
embossing = upperPrismPolyHalf 10 $ rectNSEW (h/2) (-h/2) (w/2) (-w/2)
|
||||
|
||||
plusDecoration :: Float -> Float -> Float -> Color -> Color -> Shape
|
||||
plusDecoration w h z _ c = colorSH c $ thinHighBar z (V2 w 0) (V2 (-w) 0)
|
||||
<> thinHighBar z (V2 0 h) (V2 0 (-h))
|
||||
|
||||
squareDecoration :: Float -> Float -> Float -> Color -> Color -> Shape
|
||||
squareDecoration w h z _ col = colorSH col $ foldMap f
|
||||
[(w',-w',h',h')
|
||||
,(w',-w',-h',-h')
|
||||
,(w',w',h',-h')
|
||||
,(-w',-w',h',-h')
|
||||
]
|
||||
where
|
||||
w' = w - 1.5
|
||||
h' = h - 1.5
|
||||
f (a,c,b,d) = thinHighBar z (V2 a b) (V2 c d)
|
||||
|
||||
circleDecoration :: Float -> Float -> Float -> Color -> Color -> Shape
|
||||
circleDecoration w _ z _ c = colorSH c $ foldMap toprail (take 8 [0,pi/4..])
|
||||
where
|
||||
toprail a = rotateSH a $ thinHighBar z (V2 0 w) (rotateV (pi/4) $ V2 0 w)
|
||||
|
||||
threeLineDecoration :: Float -> Float -> Float -> Color -> Color -> Shape
|
||||
threeLineDecoration w h z _ col = colorSH col $ foldMap f
|
||||
[(w',-w',h',h')
|
||||
,(w',-w',0,0)
|
||||
,(w',-w',-h',-h')
|
||||
]
|
||||
where
|
||||
w' = w - 1.5
|
||||
h' = h - 1.5
|
||||
f (a,c,b,d) = thinHighBar z (V2 a b) (V2 c d)
|
||||
@@ -38,7 +38,6 @@ sensorRoom senseType n = do
|
||||
let doorroom = triggerDoorRoom n
|
||||
return $ treeFromPost [PassDown door,PassDown cenroom,PassDown doorroom] (UseAll door)
|
||||
|
||||
|
||||
sensAboveDoor :: DamageType -> Float -> PlacementSpot -> Placement
|
||||
sensAboveDoor sensetype wth ps = extTrigLitPos
|
||||
(atFstLnkOutShiftBy (\(p,a) -> (p +.+ rotateV a (V2 18.5 (-2.5)), a)))
|
||||
|
||||
@@ -6,11 +6,13 @@ import Dodge.Room.Procedural
|
||||
import Dodge.Room.Foreground
|
||||
--import Dodge.Room.RoadBlock
|
||||
import Dodge.Placement.Instance
|
||||
import Dodge.Placement.TopDecoration
|
||||
import Dodge.PlacementSpot
|
||||
--import Padding
|
||||
import Color
|
||||
--import Shape
|
||||
import LensHelp
|
||||
--import Geometry
|
||||
|
||||
--import Data.Maybe
|
||||
--import Data.Tree
|
||||
@@ -20,12 +22,12 @@ import qualified Data.Set as S
|
||||
|
||||
randomTank :: RandomGen g => State g Placement
|
||||
randomTank = takeOne $ map (\f -> f (dim orange) orange)
|
||||
[ tankSquareEmboss4
|
||||
, tankSquareEmboss
|
||||
, tankSquare
|
||||
[ tankSquareDec fourEmbossDecoration
|
||||
, tankSquareDec midBarDecoration
|
||||
, tankSquareDec squareDecoration
|
||||
, roundTank
|
||||
, roundTankCross
|
||||
, tankSquareCross
|
||||
, tankSquareDec plusDecoration
|
||||
]
|
||||
|
||||
tanksRoom :: RandomGen g => [Creature] -> [Item] -> State g Room
|
||||
|
||||
Reference in New Issue
Block a user