Make tanks into decorated blocks
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+3
-4
@@ -986,6 +986,8 @@ data Block = Block
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, _blFootprint :: [Point2]
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, _blPos :: Point2
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, _blDir :: Float
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, _blHeight :: Float
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, _blMaterial :: Material
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, _blDraw :: Block -> SPic
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, _blDeath :: Block -> World -> World
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, _blObstructs :: [(Int,Int,PathEdge)]
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@@ -1064,10 +1066,6 @@ data MachineType
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, _tuFireTime :: Int
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, _tuMCrID :: Maybe Int
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}
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data BlockShifter = BlockShifter
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{ _bsID :: Int
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, _bsBlocks :: IS.IntSet
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}
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data Door = Door
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{ _drID :: Int
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, _drWallIDs :: IS.IntSet
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@@ -1097,6 +1095,7 @@ data DoorStatus = DoorOpen | DoorClosed | DoorHalfway | DoorInt Int
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data PushSource = PushesItself
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| PushedBy Int
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| NotPushed
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deriving (Eq,Ord,Show)
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data ActionPlan
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= Inanimate
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@@ -14,6 +14,8 @@ defaultBlock = Block
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, _blDir = 0
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, _blDraw = const mempty
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, _blDeath = makeBlockDebris
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, _blHeight = 100
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, _blMaterial = Stone
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, _blObstructs = []
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}
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defaultDirtBlock :: Block
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@@ -38,7 +38,6 @@ defaultCrystalWall = defaultWall
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defaultMachineWall :: Wall
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defaultMachineWall = defaultWall
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{ _wlOpacity = SeeAbove
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, _wlUnshadowed = False
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, _wlRotateTo = False
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, _wlStructure = MachinePart 0
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, _wlMaterial = Metal
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@@ -51,7 +50,6 @@ defaultDirtWall = defaultWall
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, _wlSeen = False
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, _wlOpacity = Opaque
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, _wlRotateTo = False
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, _wlUnshadowed = True
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, _wlFireThrough = True
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, _wlMaterial = Dirt
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}
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@@ -62,7 +60,6 @@ defaultWindow = defaultWall
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, _wlColor = withAlpha 0.5 cyan
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, _wlSeen = False
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, _wlOpacity = SeeThrough
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, _wlUnshadowed = True
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, _wlFireThrough = True
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, _wlMaterial = Glass
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}
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@@ -8,16 +8,20 @@ import Shape
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import Dodge.Default.Wall
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import Dodge.Default.Block
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lowBlock :: Material -> Color -> Float -> [Point2] -> PSType
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lowBlock mat col h ps = PutBlock bl wl $ reverse ps
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decoratedBlock :: (Block -> Shape) -> Material -> Color -> Float -> [Point2] -> PSType
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decoratedBlock decf mat col h ps = PutBlock bl wl $ reverse ps
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where
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bl = defaultBlock
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& blDraw .~ const (noPic $ colorSH col (upperPrismPoly h $ reverse ps))
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& blDraw .~ (\bl' -> noPic (colorSH col (upperPrismPoly h $ reverse ps) <> decf bl'))
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& blDeath .~ const id
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& blHeight .~ h
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& blMaterial .~ mat
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wl = defaultWall
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& wlUnshadowed .~ False
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& wlColor .~ col
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& wlRotateTo .~ False
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& wlOpacity .~ SeeAbove
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& wlMaterial .~ mat
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& wlHeight .~ h
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lowBlock :: Material -> Color -> Float -> [Point2] -> PSType
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lowBlock = decoratedBlock (const mempty)
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@@ -4,17 +4,13 @@ module Dodge.Placement.Instance.Tank
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, roundTankCross
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) where
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import Dodge.Data
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import Dodge.Default.Block
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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 Dodge.Placement.Instance.Block
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import Geometry
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import Shape
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import ShapePicture
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import Color
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import LensHelp
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--import LensHelp
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--import Quaternion
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tankSquareDec :: (Float -> Float -> Float -> Color -> Color -> Shape)
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@@ -22,18 +18,17 @@ tankSquareDec :: (Float -> Float -> Float -> Color -> Color -> Shape)
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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'
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= sps0 $ PutBlock bl wl $ reverse baseshape
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where
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bl = defaultBlock
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& blDraw .~ const (noPic $ colorSH col (upperPrismPoly 31 $ reverse baseshape) <> facade col col')
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& blDeath .~ const id
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wl = defaultWall
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& wlUnshadowed .~ False
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& wlColor .~ col
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& wlRotateTo .~ False
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& wlOpacity .~ SeeAbove
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& wlMaterial .~ Metal
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tankShape baseshape facade col col' = sps0 $ decoratedBlock (const $ facade col col') Metal col 31 baseshape
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-- = sps0 $ PutBlock bl wl $ reverse baseshape
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-- where
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-- bl = defaultBlock
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-- & blDraw .~ const (noPic $ colorSH col (upperPrismPoly 31 $ reverse baseshape) <> facade col col')
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-- & blDeath .~ const id
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-- wl = defaultWall
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-- & wlColor .~ col
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-- & wlRotateTo .~ False
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-- & wlOpacity .~ SeeAbove
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-- & wlMaterial .~ Metal
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-- = ps0jPushPS
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-- (PutShape $ colorSH col (upperPrismPoly 31 baseshape) <> facade col col')
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@@ -74,6 +74,8 @@ plLineBlock basePane blwidth a b gw = ( 0
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, _blDir = 0 -- THIS IS NOT SENSIBLE. TODO rethink block positioning
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, _blFootprint = cornersAt p -- TODO check winding (clockwise, anticlockwise)
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, _blObstructs = []
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, _blMaterial = _wlMaterial basePane
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, _blHeight = 100
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, _blPos = p, _blDraw = const mempty , _blDeath = makeBlockDebris}
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)
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insertBlocks = flip (foldr insertBlock) $ zip is blockCenPs
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@@ -101,7 +101,9 @@ doorMechanism dr w = case mvDir of
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speed = _drSpeed dr
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drid = _drID dr
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moveUpdate = playSound . setStatus
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playSound = soundContinue (WallSound drid) dpos slideDoorS (Just 1)
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playSound
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| _drPushedBy dr == PushesItself = soundContinue (WallSound drid) dpos slideDoorS (Just 1)
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| otherwise = id
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dpos = snd $ _drPos dr
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dop = snd $ _drOpenPos dr
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dcp = snd $ _drClosePos dr
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@@ -29,9 +29,9 @@ wallsToDraw w
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g (V2 i j) = w ^? wlZoning . znObjects . ix i . ix j
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wlOpaqueDraw :: Wall -> Bool
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wlOpaqueDraw wl = wlIsOpaque wl && _wlUnshadowed wl
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wlOpaqueDraw wl = wlIsOpaque wl && _wlHeight wl == 100
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wlSeeThroughDraw :: Wall -> Bool
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wlSeeThroughDraw wl = wlIsSeeThrough wl && _wlUnshadowed wl
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wlSeeThroughDraw wl = wlIsSeeThrough wl && _wlHeight wl == 100
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getWallSPic :: Wall -> SPic
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getWallSPic wl = case wl ^? wlOpacity . opDraw of
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