Tweak gibs

This commit is contained in:
2022-06-04 11:19:14 +01:00
parent 4f4c039fec
commit 2b9ad58f6f
16 changed files with 79 additions and 33 deletions
+3
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@@ -110,3 +110,6 @@ numColor 10 = toV4 (0.5,1,0,1)
numColor 11 = toV4 (1,0.5,0,1)
numColor 12 = toV4 (1,1,1,1)
numColor _ = toV4 (1,1,1,1)
light4 :: Color -> Color
light4 = light . light . light . light
+13 -6
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@@ -59,13 +59,15 @@ spawnerCrit :: Creature
spawnerCrit = defaultCreature
{ --_crUpdate = stateUpdate $ spawnerAI chaseCrit
_crHP = 300
, _crPict = basicCrPict blue
, _crPict = basicCrPict
, _crSkinColor = blue
, _crInv = IM.empty -- IM.fromList [(0,frontArmour)]
}
miniGunCrit :: Creature
miniGunCrit = defaultCreature
{ _crPict = basicCrPict red
{ _crPict = basicCrPict
, _crSkinColor = red
, _crUpdate = defaultImpulsive [sentinelFireType (const shootTillEmpty)]
, _crActionPlan = ActionPlan
{ _crImpulse = []
@@ -84,7 +86,8 @@ miniGunCrit = defaultCreature
}
longCrit :: Creature
longCrit = defaultCreature
{ _crPict = basicCrPict red
{ _crPict = basicCrPict
, _crSkinColor = red
-- , _crUpdate = stateUpdate sniperAI
, _crUpdate = defaultImpulsive [sentinelFireType $ const shootTillEmpty]
, _crActionPlan = ActionPlan
@@ -100,7 +103,8 @@ longCrit = defaultCreature
}
multGunCrit :: Creature
multGunCrit = defaultCreature
{ _crPict = basicCrPict red
{ _crPict = basicCrPict
, _crSkinColor = red
-- , _crUpdate = stateUpdate (twitchMissAI 300 350)
, _crInv = IM.fromList [(0,bangCaneX 4),(1,medkit 100)]
, _crInvSel = 0
@@ -147,7 +151,8 @@ startCr = defaultCreature
, _crDir = pi/2
, _crMvDir = pi/2
, _crID = 0
, _crPict = basicCrPict black
, _crPict = basicCrPict
, _crSkinColor = black
, _crUpdate = stateUpdate yourControl
, _crRad = 10
, _crMass = 10
@@ -197,7 +202,9 @@ inventoryX c = case c of
[ blinkGun
, unsafeBlinkGun
, autoDetector WALLDETECTOR
, effectGun "GIBBER" (addGibsAt . _crPos)
, effectGun "GIBBER"
(\cr -> addGibsAt (_crSkinColor cr) (_crPos cr)
. addGibsAt (_crSkinColor cr) (_crPos cr))
]
_ -> []
+2 -1
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@@ -36,7 +36,8 @@ flockArmourChaseCrit = defaultCreature
]
, _crName = "armourChaseCrit"
, _crHP = 300
, _crPict = basicCrPict green
, _crPict = basicCrPict
, _crSkinColor = green
, _crInv = IM.fromList
[(0,frontArmour)
,(1,medkit 200)
+2 -1
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@@ -21,7 +21,8 @@ import qualified Data.IntMap.Strict as IM
autoCrit :: Creature
autoCrit = defaultCreature
{ _crPict = basicCrPict red
{ _crPict = basicCrPict
, _crSkinColor = red
, _crUpdate = defaultImpulsive [sentinelAI]
, _crActionPlan = ActionPlan
{ _crImpulse = []
+4 -2
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@@ -26,7 +26,8 @@ smallChaseCrit :: Creature
smallChaseCrit = chaseCrit
{ _crHP = 1
, _crRad = 4
, _crPict = basicCrPict green
, _crPict = basicCrPict
, _crSkinColor = green
, _crInv = IM.fromList [(0,medkit 200)]
, _crCorpse = setDepth 5 $ color (greyN 0.5) $ circleSolid 4
}
@@ -52,7 +53,8 @@ chaseCrit = defaultCreature
]
, _crName = "chaseCrit"
, _crHP = 150
, _crPict = basicCrPict green
, _crPict = basicCrPict
, _crSkinColor = green
, _crInv = IM.fromList [(0,medkit 200)]
, _crMeleeCooldown = 0
, _crFaction = ColorFaction green
+2 -1
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@@ -24,7 +24,8 @@ import Control.Lens
launcherCrit :: Creature
launcherCrit = defaultCreature
{ _crPict = basicCrPict red
{ _crPict = basicCrPict
, _crSkinColor = red
, _crUpdate = defaultImpulsive
[ performActions
, watchUpdateStrat
+2 -1
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@@ -22,7 +22,8 @@ import Control.Lens
ltAutoCrit :: Creature
ltAutoCrit = defaultCreature
{ _crPict = basicCrPict red
{ _crPict = basicCrPict
, _crSkinColor = red
, _crUpdate = defaultImpulsive
[ performActions
, watchUpdateStrat
+3 -5
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@@ -29,12 +29,11 @@ import ShapePicture
import Control.Lens
import qualified Data.IntMap.Strict as IM
import qualified Data.Vector as V
basicCrPict :: Color -- ^ Creature color
-> Creature
basicCrPict :: Creature
-> Configuration
-> World
-> SPic
basicCrPict col cr cfig w =
basicCrPict cr cfig w =
drawCrEquipment cr
<>
(basicCrShape col cr
@@ -45,6 +44,7 @@ basicCrPict col cr cfig w =
]
)
where
col = _crSkinColor cr
targetingPic = IM.elems $ IM.mapMaybeWithKey f $ _crInv cr
f invid it = fmap (\g -> g invid it cr cfig w) (it ^? itTargeting . tgDraw)
@@ -240,8 +240,6 @@ shoulderSH = translateSHz 20
--waistSH :: Shape -> Shape
--waistSH = translateSHz 10
light4 :: Color -> Color
light4 = light . light . light . light
--drawAwakeLevel
-- :: Creature
+2 -1
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@@ -26,7 +26,8 @@ import Control.Monad.State
pistolCrit :: Creature
pistolCrit = defaultCreature
{ _crPict = basicCrPict red
{ _crPict = basicCrPict
, _crSkinColor = red
, _crUpdate = defaultImpulsive
[ performActions
, watchUpdateStrat
+2 -1
View File
@@ -24,7 +24,8 @@ import Control.Lens
spreadGunCrit :: Creature
spreadGunCrit = defaultCreature
{ _crPict = basicCrPict red
{ _crPict = basicCrPict
, _crSkinColor = red
, _crUpdate = defaultImpulsive
[performActions
,watchUpdateStrat
+3 -1
View File
@@ -76,7 +76,9 @@ checkDeath cr w
where
removecr
| _crID cr == 0 = (creatures . ix (_crID cr) . crUpdate .~ const id)
. addGibsAt (_crPos cr)
. (creatures . ix (_crID cr) . crPict .~ const mempty)
. addGibsAt (_crSkinColor cr) (_crPos cr)
. addGibsAt (_crSkinColor cr) (_crPos cr)
| otherwise = creatures . at (_crID cr) .~ Nothing
addCorpse = IM.insertNewKey
$ uncurryV translate (_crOldPos cr)
+2 -1
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@@ -30,7 +30,8 @@ swarmCrit = defaultCreature
, _crHP = 1
, _crRad = 2
, _crMass = 2
, _crPict = basicCrPict yellow
, _crPict = basicCrPict
, _crSkinColor = yellow
, _crCorpse = setDepth 5 $ color (greyN 0.5) $ circleSolid 2
, _crFaction = ColorFaction yellow
, _crMeleeCooldown = 0
+2
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@@ -323,6 +323,7 @@ data Creature = Creature
, _crTwist :: Float
, _crID :: Int
, _crPict :: Creature -> Configuration -> World -> SPic
, _crSkinColor :: Color
, _crUpdate :: Creature -> World -> World
, _crRad :: Float
, _crMass :: Float
@@ -849,6 +850,7 @@ data Prop
, _pjTimer :: Int
, _pjQuat :: Q.Quaternion Float
, _pjQuatSpin :: Q.Quaternion Float
, _pjColor :: Color
}
| Drone
{ _pjPos :: Point2
+1
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@@ -31,6 +31,7 @@ defaultCreature = Creature
, _crTwist = 0
, _crID = 1
, _crPict = \_ _ _ -> mempty
, _crSkinColor = white
, _crUpdate = const id
, _crRad = 10
, _crMass = 10
+26 -12
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@@ -12,14 +12,15 @@ import Dodge.RandomHelp
import System.Random
import Control.Monad.State
import qualified Linear.Quaternion as Q
import qualified Quaternion as Q
import Data.List (zip4)
aGib :: Prop
aGib = PropZ
{_pjPos = 0
,_pjStartPos = 0
,_pjVel = 0
,_prDraw = drawGib
,_prDraw = drawGib 4
,_pjID = 0
,_pjUpdate = updateGib
,_pjPosZ = 10
@@ -27,15 +28,21 @@ aGib = PropZ
,_pjTimer = 20
,_pjQuat = Q.axisAngle (V3 1 0 0) 0
,_pjQuatSpin = Q.axisAngle (V3 1 1 0) 0.1
,_pjColor = white
}
drawGib :: Prop -> SPic
drawGib pr = noPic
drawGib :: Float -> Prop -> SPic
drawGib x pr = noPic
. translateSHz (_pjPosZ pr)
. uncurryV translateSHf (_pjPos pr)
. colorSH red
. overPosSH (Q.rotate (_pjQuat pr))
. translateSHz (negate 5)
$ upperPrismPoly 10 $ square 5
$ flesh <> skin
where
flesh = colorSH (dark $ dark red)
. translateSHz (negate x)
$ upperPrismPoly (2*x) $ square x
skin = colorSH (light4 $ _pjColor pr)
. translateSH (V3 1 1 (1 - x))
$ upperPrismPoly (2*x) $ square x
updateGib :: Prop -> World -> World
updateGib pr w = w & props . ix (_pjID pr) %~ updateGib' w
@@ -65,16 +72,23 @@ updateGib' w pr
Nothing -> pjPos +~ v
Just (p,v') -> (pjPos .~ p) . (pjVel .~ v')
addGibsAt :: Point2 -> World -> World
addGibsAt p w = foldr addg w (zip vels zspeeds)
addGibsAt :: Color -> Point2 -> World -> World
addGibsAt col p w = foldr addg w (zip4 vels zspeeds quats hs)
& randGen .~ newg
where
speeds = replicateM 4 (state (randomR (1,4))) & evalState $ _randGen w
(speeds,newg) = replicateM 4 (state (randomR (1,4))) & runState $ _randGen w
hs = replicateM 4 (state (randomR (5,15))) & evalState $ _randGen w
dirs = unitVectorAtAngle <$> (randsOnCirc 4 & evalState $ _randGen w)
vels = zipWith (*.*) speeds dirs
zspeeds = replicateM 4 (state (randomR (1,8))) & evalState $ _randGen w
addg (v,zs) = plNew props pjID (aGib & pjPos .~ p
zspeeds = replicateM 4 (state (randomR (-8,8))) & evalState $ _randGen w
quats :: [Q.Quaternion Float]
quats = replicateM 4 (Q.vToQuat (V3 0 0 1) <$> randOnUnitSphere) & evalState $ _randGen w
addg (v,zs,q,h) = plNew props pjID (aGib & pjPos .~ p +.+ (5 *.* normalizeV v)
& pjColor .~ col
& pjVel .~ v
& pjQuatSpin .~ Q.axisAngle (vNormal v `v2z` 0) (-0.1)
& pjQuat .~ q
& pjVelZ .~ zs
& pjPosZ .~ h
)
+10
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@@ -1,9 +1,12 @@
module Quaternion
( rotateToZ
, vToQuat
, module Linear.Quaternion
) where
import Geometry.Data
import Geometry.Vector3D
import qualified Linear.Quaternion as Q
import Linear.Quaternion
-- apply a rotation as if the z axis moves to the new point.
rotateToZ :: Point3 -> Point3 -> Point3
@@ -12,3 +15,10 @@ rotateToZ z1
| otherwise = Q.rotate $ Q.axisAngle cprod (angleVV3 z1 (V3 0 0 1))
where
cprod = crossProd z1 (V3 0 0 1)
vToQuat :: Point3 -> Point3 -> Q.Quaternion Float
vToQuat a b
| cprod == V3 0 0 0 = Q.axisAngle (V3 0 0 1) 0
| otherwise = Q.axisAngle cprod (angleVV3 a b)
where
cprod = crossProd a b