Camera position refactor
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@@ -27,8 +27,8 @@ creatureDisplayText w cr =
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w
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cr
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where
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campos = w ^. cWorld . lWorld . cwCam . cwcViewFrom
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theScale = 0.15 / (w ^. cWorld . lWorld . cwCam . cwcZoom)
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campos = w ^. cWorld . lWorld . camPos . camViewFrom
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theScale = 0.15 / (w ^. cWorld . lWorld . camPos . camZoom)
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cpos = _crPos cr
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v = cpos -.- campos
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(V2 x y) = campos +.+ v +.+ _crRad cr *.* normalizeV v
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@@ -57,12 +57,12 @@ wasdWithAiming w speed cr
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| otherwise = crMvAbsolute (speed *.* movAbs) . set crMvDir dir
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theTurn cr' = creatureTurnTowardDir (_crMvDir cr') 0.2 cr'
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movDir = wasdDir w
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dir = (w ^. cWorld . lWorld . cwCam . cwcRot) + argV movDir
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movAbs = rotateV (w ^. cWorld . lWorld . cwCam . cwcRot) $ normalizeV movDir
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dir = (w ^. cWorld . lWorld . camPos . camRot) + argV movDir
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movAbs = rotateV (w ^. cWorld . lWorld . camPos . camRot) $ normalizeV movDir
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isAiming = _posture (_crStance cr) == Aiming
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mouseDir = case cr ^? crInv . ix (crSel cr) . itScope . scopePos of
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Just _ -> argV $ mouseWorldPos w -.- _crPos cr
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_ -> argV (_mousePos w) + (w ^. cWorld . lWorld . cwCam . cwcRot)
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_ -> argV (_mousePos w) + (w ^. cWorld . lWorld . camPos . camRot)
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wasdM :: SDL.Scancode -> Point2
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wasdM scancode = case scancode of
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