Improve control over floor items and buttons

This commit is contained in:
jgk
2021-03-09 01:18:44 +01:00
parent 13cc9501a7
commit 2310bd1b09
7 changed files with 72 additions and 11 deletions
-1
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@@ -31,7 +31,6 @@ import System.Random
import qualified SDL as SDL
import qualified SDL.Mixer as Mix
import Graphics.Rendering.OpenGL hiding (color,scale,translate,rotate)
--Mix.openAudio Mix.defaultAudio 256 >>
initWorld = initialWorld
{ _randGen = mkStdGen 2
+1
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@@ -86,6 +86,7 @@ data World = World
, _mapDisplay :: (Bool, Float)
, _lightSources :: !(IM.IntMap LightSource)
, _tempLightSources :: ![TempLightSource]
, _closeActiveObjects :: [Either FloorItem Button]
} --deriving (Show)
type Drawing = Picture
+5 -3
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@@ -104,7 +104,8 @@ wheelUpEvent :: World -> World
wheelUpEvent w
= case _mapDisplay w of
(True,z) -> w & mapDisplay . _2 .~ min 0.3 (z+(0.1*z))
_ | rbPressed -> fromMaybe w $ (yourItem w ^? itScrollUp) <*> pure (_crInvSel (you w))
_ | rbPressed -> fromMaybe (closeObjScrollUp w)
$ (yourItem w ^? itScrollUp) <*> pure (_crInvSel (you w))
<*> pure w
| lbPressed -> w {_cameraZoom = _cameraZoom w + 0.1}
| otherwise -> upInvPos w
@@ -115,7 +116,8 @@ wheelDownEvent :: World -> World
wheelDownEvent w
= case _mapDisplay w of
(True,z) -> w & mapDisplay . _2 .~ max 0.05 (z-(0.1*z))
_ | rbPressed -> fromMaybe w $ (yourItem w ^? itScrollDown) <*> pure (_crInvSel (you w))
_ | rbPressed -> fromMaybe (closeObjScrollDown w)
$ (yourItem w ^? itScrollDown) <*> pure (_crInvSel (you w))
<*> pure w
| lbPressed -> w {_cameraZoom = max (_cameraZoom w - 0.1) 0.01}
| otherwise -> downInvPos w
@@ -172,7 +174,7 @@ mouseActionsWorld keys w
rotation = angleBetween (_mousePos w) (_lbClickMousePos w)
spaceAction :: World -> World
spaceAction w = case closestActiveObject w of
spaceAction w = case listToMaybe $ _closeActiveObjects w of
Just (Left flit) -> pickUpItem' flit w
Just (Right but) -> _btEvent but but w
Nothing -> w
+1
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@@ -224,6 +224,7 @@ basicWorld = World
, _mapDisplay = (False, 0.2)
, _lightSources = IM.empty
, _tempLightSources = [youLight]
, _closeActiveObjects = []
}
youLight =
-- LS {_lsEff = \w _ p -> (logistic 1 1 1 (d p w * 0.01) )
+62 -7
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@@ -29,7 +29,8 @@ fixedCoordPictures w = pictures
-- [ scaler $ onLayer LabelLayer $ pictures [ppLabels, btLabels]
[ scaler $ hudDrawings w
, scaler $ onLayer MenuLayer menuScreen
, onLayer InvLayer $ activeObjectText w
--, onLayer InvLayer $ activeObjectText w
, onLayer InvLayer $ closeObjectTexts w
]
where scaler = scale (2 / _windowX w) (2 / _windowY w)
menuScreen :: Picture
@@ -55,18 +56,72 @@ fixedCoordPictures w = pictures
]
where tst x y sc t = translate x y $ scale sc sc $ color white $ text t
closeObjectTexts :: World -> Picture
closeObjectTexts w = pictures $ (zipWith ren [0..] $ map toTs $ _closeActiveObjects w)
++ maybeToList maybeLine
where toTs (Left x) = (_itInvColor $ _flIt x, _itName $ _flIt x)
toTs (Right x) = (white, _btText x)
ren i (c,t) = scale (2/_windowX w) (2/_windowY w)
. tran
. translate (xtran i) (0 - 20 * fromIntegral i)
. scale 0.1 0.1 $ color c $ text t
tran = case freeSlot of
Just i -> translate (pushout - halfWidth w) (halfHeight w - 20* (fromIntegral i +1))
Nothing -> translate (0.25*_windowX w) (0.25*_windowY w)
freeSlot = checkInvSlotsYou' (fmap _flIt mayIt) w
mayObj = listToMaybe $ _closeActiveObjects w
mayIt = mayObj >>= maybeLeft
maybeLeft (Left x) = Just x
maybeLeft _ = Nothing
pushout = 200
xtran 0 = case mayIt of Nothing -> 25
_ -> -25
xtran _ = 0
objPos obj = case obj of Left flit -> _flItPos flit
Right bt -> _btPos bt
objText obj = case obj of Left flit -> _itName $ _flIt flit
Right bt -> _btText bt
mayScreenPos = fmap objPos mayObj >>= (\thePos -> Just (sc $ rotateV (0 - _cameraRot w) $ _cameraZoom w *.* (thePos -.- _cameraPos w)))
sc (x, y) = (x*2/_windowX w, y*2/_windowY w)
maybeLine = do
itScreenPos <- mayScreenPos
theText <- fmap objText mayObj
let textWidth = 9 * fromIntegral (length theText)
let col = fromMaybe white $ fmap (_itInvColor . _flIt) mayIt
let p = case freeSlot of
Just i -> ( pushout - halfWidth w + textWidth
, halfHeight w - 20* (fromIntegral i +1) + 2.5
)
Nothing -> ( 0.25*_windowX w
, 0.25*_windowY w
)
let p' = case freeSlot of
Just i -> ( pushout - halfWidth w + 130
, halfHeight w - 20* (fromIntegral i +1) + 2.5
)
Nothing -> ( 0.25*_windowX w
, 0.25*_windowY w
)
return $ lineCol
[(itScreenPos, withAlpha 0 col)
,(sc p' , col)
,(sc p , col)
]
activeObjectText :: World -> Picture
activeObjectText w = case closestActiveObject w of
Nothing -> Blank
Just (Right bt) -> pictures
[ scale (2/_windowX w) (2/_windowY w)
$ translate (0.25*_windowX w) (0.25*_windowY w)
$ translate (0.35*_windowX w) (0.25*_windowY w)
$ scale 0.1 0.1 $ text $ _btText bt
, line [sc $ rotateV (0 - _cameraRot w) $ _cameraZoom w *.* (_btPos bt -.- _cameraPos w)
,(0.5,0.5)
]
, lineCol [(p , withAlpha 0 white)
,((0.5,0.5) , white )
,((0.65,0.5), white )
]
]
where sc (x, y) = (x*2/_windowX w, y*2/_windowY w)
p = sc $ rotateV (0 - _cameraRot w) $ _cameraZoom w *.* (_btPos bt -.- _cameraPos w)
Just (Left flit)
-> pictures
[ color col $ scale (2/_windowX w) (2/_windowY w)
@@ -506,8 +561,8 @@ drawFFShadow w ff
, y]
displayHP :: Int -> World -> Picture
displayHP n w = translate (halfWidth w-70) (halfHeight w-40) $
scale 0.2 0.2 $ text $ show
displayHP n w = translate (halfWidth w-80) (halfHeight w-20) $
scale 0.2 0.2 $ text $ reverse $ take 5 $ (++ repeat ' ') $ reverse $ show
$ _crHP $ _creatures w IM.! n
testPic w = blank
+2
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@@ -6,6 +6,7 @@ import Dodge.WallCreatureCollisions
import Dodge.LevelGen.Block
import Dodge.Camera
import Dodge.SoundLogic
import Dodge.Inventory
import Geometry
@@ -34,6 +35,7 @@ update w
$ updateBlocks -- $ zoning
$ updateSeenWalls
$ updateSoundQueue
$ updateCloseObjects
w
w2 = -- updateWeaponCounters $
simpleCrSprings
+1
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@@ -61,6 +61,7 @@ setupLoop wName xSize ySize
GL.clearColor $= GL.Color4 0 0.5 0 1
GL.clearDepth $= (200)
swapInterval $= ImmediateUpdates
GL.lineSmooth $= GL.Enabled
doLoop setup window startWorld
sideEffects eventFn worldFn
)