Refactor flash lighting, determine (projected) namespace

This commit is contained in:
jgk
2021-03-23 17:39:34 +01:00
parent e0d49cdf57
commit 3e2eaeece2
4 changed files with 53 additions and 122 deletions
+2 -2
View File
@@ -663,7 +663,7 @@ aTeslaArc cid w = aTeslaArc' cid
aTeslaArc' :: Int -> World -> World
aTeslaArc' cid w =
flareAt' cyan 0.03 0.1 (pos +.+ 5 *.* unitVectorAtAngle dir)
teslaGunFlashAt (pos +.+ 5 *.* unitVectorAtAngle dir)
$ over projectiles (IM.insert i (makeTeslaArcAt i pos dir))
$ set randGen g w
where cr = (_creatures w IM.! cid)
@@ -676,7 +676,7 @@ aTeslaArc' cid w =
aLaser :: Int -> World -> World
aLaser cid w = over particles' ( (:) (makeLaserAt phaseV pos dir (Just cid)))
$ soundFrom LasSound 24 1 0
$ flareAt' yellow 0.02 0.05 (pos +.+ 5 *.* unitVectorAtAngle dir)
$ laserGunFlashAt (pos +.+ 5 *.* unitVectorAtAngle dir)
w
where cr = (_creatures w IM.! cid)
i = newProjectileKey w
+1 -1
View File
@@ -28,7 +28,7 @@ bulHitCr' bt p cr w =
addDamageArmoured = over (creatures . ix cid . crState . crDamage)
(\dams -> mvDams ++ dams)
hitSound = soundMultiFrom [CrHitSound 0] 15 10 0
flashEff = over worldEvents ((.) $ flareAt' red 0.02 0.05 p)
flashEff = over worldEvents ((.) $ bloodFlashAt p)
bulVel = _btVel' bt
ck cid = (+.+) (crKnockBack cid *.* bulVel)
crKnockBack cid = (/) 1 $ (+) 2 $ _crMass $ _creatures w IM.! cid
+5 -5
View File
@@ -170,7 +170,8 @@ moveInverseShockWave t p r push pushexp w pt
createSpark :: Int -> Int -> Point2 -> Float -> Maybe Int -> World -> World
createSpark time colid pos dir maycid w = over worldEvents
((.) $ ( over particles' ((:) spark)
. flareAt' white 0.02 0.05 pos')
-- . flareAt' white 0.02 0.05 pos')
. sparkFlashAt pos')
) w
where spark = Bul' { _ptPict' = blank
, _ptUpdate' = mvGenBullet'
@@ -192,8 +193,7 @@ createSpark time colid pos dir maycid w = over worldEvents
createBarrelSpark :: Int -> Int -> Point2 -> Float -> Maybe Int -> World -> World
createBarrelSpark time colid pos dir maycid w = over worldEvents
((.) $ ( over particles' ((:) spark)
. flareAt' white 0.005 0.03 pos')
-- . lowLightAt' pos)
. sparkFlashAt pos')
) w
where spark = Bul' { _ptPict' = blank
, _ptUpdate' = mvGenBullet'
@@ -216,8 +216,8 @@ noEff _ _ _ = id
makeFlameletTimed :: Point2 -> Point2 -> Int -> Maybe Int -> Float -> Int -> World -> World
makeFlameletTimed pos vel levelInt maycid size time w
= set randGen g $ over particles' ((:) theFlamelet)
$ flareAt' white 0.01 0.1 pos w
= set randGen g $ over particles' ((:) theFlamelet) w
-- $ flareAt' white 0.01 0.1 pos w
where theFlamelet =
Pt' { _ptPict' = blank
, _ptUpdate' = moveFlamelet levelInt rot
+45 -114
View File
@@ -13,20 +13,43 @@ import Geometry
import Data.Maybe (maybeToList)
import Control.Lens
-- projected naming: three base types of light:
-- glare : "low lighting", draws lines around creatures and walls
-- flare : coloured light drawn on top of picture in fixed shapes
-- light : removal of shadows
-- duration (subject to modification):
-- flash : short, abrupt changes in alpha
-- glow : continuous, potentially long, fading, slow changes in alpha
-- flicker : potentially long, moving, abrupt changes in alpha
flareAt' :: Color -> Float -> Float -> Point2 -> World -> World
flareAt' col alphax alphay p
= -- over particles' ((:) (flashColAt col alphax p))
-- .
lowLightColAt col alphay p
sparkFlashAt :: Point2 -> World -> World
sparkFlashAt p =
over particles' ((:) (flashFlareAt white 0.2 p))
. glareAt 2 10 5 white 0.05 20 30 p
lowLightColAt :: Color -> Float -> Point2 -> World -> World
lowLightColAt col alphay p w = foldr (lowLightWidthHit 10 5 col alphay p) w ps
where ps = map ((+.+) p) $ nRaysRad 20 30
bloodFlashAt :: Point2 -> World -> World
bloodFlashAt p =
over particles' ((:) (flashFlareAt red 0.2 p))
. glareAt 2 10 5 red 0.05 20 30 p
lowLightWidthForHit :: Float -> Float -> Color -> Float -> Int -> Point2 -> Point2 -> World -> World
lowLightWidthForHit len wdth col alphay t a b w = w & particles' %~ (maybeToList glareLine ++)
where glareLine = glareBetween t len wdth col alphay a b w
teslaGunFlashAt :: Point2 -> World -> World
teslaGunFlashAt p =
over particles' ((:) (flashFlareAt cyan 0.3 p))
. glareAt 2 10 5 cyan 0.1 20 30 p
laserGunFlashAt :: Point2 -> World -> World
laserGunFlashAt p =
over particles' ((:) (flashFlareAt yellow 0.2 p))
. glareAt 2 10 5 yellow 0.05 20 30 p
glareAt :: Int -> Float -> Float -> Color -> Float -> Int -> Float -> Point2 -> World -> World
glareAt t len wdth col alphay nrays rad p w = foldr (glareLine t len wdth col alphay p) w ps
where ps = map ((+.+) p) $ nRaysRad nrays rad
glareLine :: Int -> Float -> Float -> Color -> Float -> Point2 -> Point2 -> World -> World
glareLine t len wdth col alphay a b w = w & particles' %~ (maybeToList linePt ++)
where linePt :: Maybe Particle'
linePt = glareBetween t len wdth col alphay a b w
glareBetween :: Int -> Float -> Float -> Color -> Float -> Point2 -> Point2 -> World -> Maybe Particle'
glareBetween 0 _ _ _ _ _ _ _ = Nothing
@@ -49,92 +72,23 @@ lowLightPic len wdth col alphay a b w
_ -> blank
where setCol = color (withAlpha alphay col) . setDepth 0 . setLayer 1
lowLightWidthHit :: Float -> Float -> Color -> Float -> Point2 -> Point2 -> World -> World
lowLightWidthHit len wdth col alphay a b w
= case thingsHitLongLine a b w of
((p, E3x2 wall):_)
-> over particles' ((:) (wallGlareWidth len wdth col alphay p wall)) w
((p, E3x1 cr):_)
-> over particles' ((:) (crGlareWidth wdth col alphay p cr)) w
_ -> w
flashColAt :: Color -> Float -> Point2 -> Particle'
flashColAt col alphax (x,y) =
flashFlareAt :: Color -> Float -> Point2 -> Particle'
flashFlareAt col alphax (x,y) =
Particle'
{ _ptPict' = pictures $
map (\i -> onLayerL [levLayer PtLayer]
$ color (withAlpha alphax col) $ translate x y $ circleSolid i
)
[20,25,30,35,40,45,50]
{ _ptPict' = setLayer 2 . setDepth (-0.9) . translate x y
$ circleSolidCol (withAlpha 0 col) (withAlpha alphax col) 30
, _ptUpdate' = ptTimer' 1
}
wallGlareFor :: Int -> Float -> Float -> Color -> Float -> Point2 -> Wall -> Particle'
wallGlareFor t len wdth col alphay p wl =
Particle'
{ _ptPict' = onLayerL [levLayer GloomLayer + 2] $ l
, _ptUpdate' = ptTimer' t
}
where l = color (withAlpha alphay col) $ lineOfThickness wdth $ [p +.+ x, p -.- x]
x = len *.* ( normalizeV $ a -.- b)
(a:b:_) = _wlLine wl
wallGlareWidth :: Float -> Float -> Color -> Float -> Point2 -> Wall -> Particle'
wallGlareWidth len wdth col alphay p wl =
Particle'
{ _ptPict' = onLayerL [levLayer GloomLayer + 2] $ l
, _ptUpdate' = ptTimer' 1
}
where l = color (withAlpha alphay col) $ lineOfThickness wdth $ [p +.+ x, p -.- x]
x = len *.* ( normalizeV $ a -.- b)
(a:b:_) = _wlLine wl
crGlareFor :: Int -> Float -> Color -> Float -> Point2 -> Creature -> Particle'
crGlareFor t wdth col alphay p cr =
Particle'
{ _ptPict' = onLayerL [levLayer GloomLayer + 2] $ l cp
, _ptUpdate' = \w pt -> (w, Just $ pt {_ptPict' = onLayerL [levLayer GloomLayer + 2] $ upp cid w
,_ptUpdate' = ptTimer' (t - 1)
}
)
}
where l x = uncurry translate x
$ rotate (-0.25*pi + argV (p -.- x))
$ color (withAlpha alphay col)
$ thickArc 0 (pi/2) (_crRad cr) wdth
cp = _crPos cr
cid = _crID cr
upp cid' w' = case w' ^? creatures . ix cid . crPos of
Just y -> l y
_ -> blank
crGlareWidth :: Float -> Color -> Float -> Point2 -> Creature -> Particle'
crGlareWidth wdth col alphay p cr =
Particle'
{ _ptPict' = onLayerL [levLayer GloomLayer + 2] $ l cp
, _ptUpdate' = \w pt -> (w, Just $ pt {_ptPict' = onLayerL [levLayer GloomLayer + 2] $ upp cid w
,_ptUpdate' = ptTimer' 0
}
)
}
where l x = uncurry translate x
$ rotate (-0.25*pi + argV (p -.- x))
$ color (withAlpha alphay col)
$ thickArc 0 (pi/2) (_crRad cr) wdth
cp = _crPos cr
cid = _crID cr
upp cid' w' = case w' ^? creatures . ix cid . crPos of
Just y -> l y
_ -> blank
flareWidth :: Float -> Float -> Float -> Int -> Color -> Float -> Float -> Point2 -> World -> World
flareWidth len wdth rad rays col ax ay p
= over particles' ((:) (flashRadAt rad col ax p))
. lowLightWidthAt len wdth col ay rays rad p
. glareAt 2 len wdth col ay rays rad p
flareRad :: Float -> Int -> Color -> Float -> Float -> Point2 -> World -> World
flareRad rad rays col ax ay p
= over particles' ((:) (flashRadAt rad col ax p))
. lowLightWidthAt 10 5 col ay rays rad p
. glareAt 2 10 5 col ay rays rad p
flashRadAt :: Float -> Color -> Float -> Point2 -> Particle'
flashRadAt rad col alphax (x,y) =
@@ -147,33 +101,23 @@ flashRadAt rad col alphax (x,y) =
, _ptUpdate' = ptTimer' 1
}
lowLightWidthAt :: Float -> Float -> Color -> Float -> Int -> Float -> Point2 -> World -> World
lowLightWidthAt len wdth col alphay rays rad p w = foldr (lowLightWidthHit len wdth col alphay p) w ps
where ps = map ((+.+) p) $ nRaysRad rays rad
lowLightAtFor :: Float -> Float -> Color -> Float -> Int -> Float -> Point2 -> Int -> World -> World
lowLightAtFor len wdth col alphay rays rad p t w
= foldr (lowLightWidthForHit len wdth col alphay t p) w ps
where ps = map ((+.+) p) $ nRaysRad rays rad
explosionFlashAt :: Point2 -> World -> World
explosionFlashAt p = over tempLightSources ((:) $ tLightFade 20 150 intensityFunc p)
. lowLightAtFor 10 5 white 0.3 75 150 p 20
. glareAt 20 10 5 white 0.3 75 150 p
where intensityFunc x
| x < 10 = 1 / (10 - fromIntegral x)
| otherwise = 1
flameGlareAt = lowLightWidthAt 10 5 orange 0.05 8 50
flameGlareAt = glareAt 2 10 5 orange 0.05 8 50
lowLightDirected :: Color -> Float -> Point2 -> Point2 -> [Float] -> World -> World
lowLightDirected col alpha a b angles w
= foldr (\angle w' -> lowLightWidthHit 10 5 col alpha a (a +.+ rotateV angle b) w') w angles
= foldr (\angle w' -> glareLine 2 10 5 col alpha a (a +.+ rotateV angle b) w') w angles
muzFlareAt :: Point2 -> World -> World
muzFlareAt p = over particles' ((:) (muzzleFlarePt p))
. lowLightWidthAt 10 5 white 0.5 20 30 p
. glareAt 2 10 5 white 0.5 20 30 p
muzzleFlarePt :: Point2 -> Particle'
muzzleFlarePt (x,y) =
@@ -187,18 +131,5 @@ muzzleFlarePt (x,y) =
lowLightAt :: Point2 -> World -> World
lowLightAt p w = lowLightWidthAt 10 5 white 0.5 20 30 p w
lowLightAt p w = glareAt 2 10 5 white 0.5 20 30 p w
lowLightAt' :: Point2 -> World -> World
lowLightAt' p w = foldr (lowLightHit' p) w ps
where ps = map ((+.+) p) $ nRaysRad 20 30
lowLightHit' :: Point2 -> Point2 -> World -> World
lowLightHit' a b w
= case thingsHitLongLine a b w of
((p, E3x2 wall):_)
-> over particles' ((:) (wallGlare' p wall)) w
_ -> w
wallGlare' :: Point2 -> Wall -> Particle'
wallGlare' p wl = wallGlareWidth 5 5 white 0.1 p wl