First commit on new machine, some hlinting
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@@ -31,7 +31,7 @@ worldPosToResOffset cfig cam p =
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(worldPosToScreen cam p & each %~ f)
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+ 0.5 *^ ((getWindowSize _gr_world_res cfig :: V2 Int) & each %~ fromIntegral)
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where
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f x = applyResFactorF (cfig ^. gr_world_res) x
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f = applyResFactorF (cfig ^. gr_world_res)
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-- | The mouse position in world coordinates.
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mouseWorldPos :: Input -> Camera -> Point2
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@@ -214,8 +214,8 @@ drawPathBetween u = concat $ do
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color rose (foldMap (arrowPath . map nodepos) nodelist)
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<> drawCrossCol green sp
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<> drawCrossCol cyan ep
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<> foldMap (color green . arrow sp) (nodepos <$> walkableNodeNear w sp)
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<> foldMap (color cyan . flip arrow ep) (nodepos <$> walkableNodeNear w ep)
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<> foldMap ((color green . arrow sp) . nodepos) (walkableNodeNear w sp)
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<> foldMap ((color cyan . flip arrow ep) . nodepos) (walkableNodeNear w ep)
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<> foldMap (color orange . arrow sp) (pointTowardsImpulse sp ep w)
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where
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w = u ^. uvWorld
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@@ -1,4 +1,5 @@
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{-# LANGUAGE LambdaCase #-}
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{-# LANGUAGE TupleSections #-}
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module Dodge.Item.AmmoSlots (
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itemAmmoSlots,
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@@ -29,14 +30,15 @@ heldItemAmmoSlots = \case
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RIFLE -> singleAmmo BulletAmmo
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AUTORIFLE -> singleAmmo BulletAmmo
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BURSTRIFLE -> singleAmmo BulletAmmo
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ALTERIFLE -> IM.fromList (zip [0..1] $ repeat BulletAmmo)
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--ALTERIFLE -> IM.fromList (zip [0..1] $ repeat BulletAmmo)
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ALTERIFLE -> IM.fromList $ [0..1] <&> (,BulletAmmo)
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BANGROD -> singleAmmo BulletAmmo
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ELEPHANTGUN -> singleAmmo BulletAmmo
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AMR -> singleAmmo BulletAmmo
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AUTOAMR -> singleAmmo BulletAmmo
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SNIPERRIFLE -> singleAmmo BulletAmmo
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MINIGUNX _ -> singleAmmo BeltBulletAmmo
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VOLLEYGUN i -> IM.fromList (zip [0..i-1] $ repeat BulletAmmo)
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VOLLEYGUN i -> IM.fromList $ [0..i-1] <&> (,BulletAmmo)
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POISONSPRAYER -> singleAmmo GasAmmo
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FLAMETHROWER -> singleAmmo GasAmmo
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FLAMETORRENT -> singleAmmo GasAmmo
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@@ -197,11 +197,12 @@ rightChildList t = foldl' f l (reverse $ t ^.. dtRight . each . dtValue . _2)
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leftRightCombine :: DTComb a -> DTComb a -> DTree a -> DTree a -> Maybe (DTree a)
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leftRightCombine f f' t1 t2 = f t1 t2 <|> checkdepth t1 t2
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where
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checkdepth t t'@(DT x ls rs) = fromMaybe (checktop t t') $ do
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--checkdepth t t'@(DT x ls rs) = fromMaybe (checktop t t') $ do
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checkdepth t t'@(DT x ls rs) = fromMaybe (f' t t') $ do
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t'' <- safeHead ls
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tx <- checkdepth t t''
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return $ Just $ DT x (tx : tail ls) rs
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checktop t t' = f' t t'
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--checktop t t' = f' t t'
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joinItemsInList :: (a -> a -> Maybe a) -> [a] -> [a]
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joinItemsInList f = fst . h . ([],)
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+1
-1
@@ -385,7 +385,7 @@ doDrawing' win pdata u = do
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-- glBindTextureUnit 0 $ pdata ^. fboBase . _2 . _1 . unTO
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glBindTextureUnit 0 $ pdata ^. fboFullscreen . _2 . unTO
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glBindFramebuffer GL_FRAMEBUFFER 0
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if (cfig ^. gr_upscale_filter) then do
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if cfig ^. gr_upscale_filter then do
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glUseProgram (pdata ^. textureAntiaShader)
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glGenerateTextureMipmap (pdata ^. fboBase . _2 . _1 . unTO)
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glUniform2f 0 (windowXFloat cfig) (windowYFloat cfig)
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