Implement randomised markings on sensors

This commit is contained in:
2022-03-13 19:59:46 +00:00
parent 06a501ff88
commit 1b6f11709c
16 changed files with 169 additions and 95 deletions
-1
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@@ -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 -4
View File
@@ -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