Add new bullet trajectories
This commit is contained in:
+6
-7
@@ -16,10 +16,10 @@ import Geometry
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--import Picture
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import qualified IntMapHelp as IM
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import FoldableHelp
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import qualified FoldlHelp as L
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import Dodge.Base.You
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import Control.Lens
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import qualified Control.Foldl as L
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import Data.Monoid
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import Data.Maybe
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--import Data.Bifunctor
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@@ -97,23 +97,22 @@ wallsOnCirc p r = IM.filter f
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allWalls :: World -> IM.IntMap Wall
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allWalls = IM.unions . concatMap IM.elems . IM.elems . _znObjects . _wallsZone
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creatureNearPoint :: Point2 -> World -> Maybe Creature
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creatureNearPoint p = L.fold (L.minimumOn (dist p . _crPos)) . creaturesNearPoint p
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creaturesNearPoint :: Point2 -> World -> IM.IntMap Creature
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creaturesNearPoint p w = IM.unions
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[f b $ f a $ _znObjects $ _creaturesZone w | a<-[x-1,x,x+1] , b<-[y-1,y,y+1]]
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where
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(x,y) = crZoneOfPoint p
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f i m = case IM.lookup i m of
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Just val -> val
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_ -> IM.empty
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f i m = fromMaybe IM.empty $ IM.lookup i m
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creaturesNearPointI :: Int -> Point2 -> World -> IM.IntMap Creature
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creaturesNearPointI n p w = IM.unions
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[f b $ f a $ _znObjects $ _creaturesZone w | a<-[x-n..x+n] , b<-[y-n..y+n]]
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where
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(x,y) = crZoneOfPoint p
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f i m = case IM.lookup i m of
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Just val -> val
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_ -> IM.empty
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f i m = fromMaybe IM.empty $ IM.lookup i m
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-- possible BUG, occurs when used in thingsHitLongLine
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creaturesAlongLine :: Point2 -> Point2 -> World -> IM.IntMap Creature
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@@ -111,10 +111,23 @@ moduleCombinations =
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,amod [BOUNCEMODULE] "+BOUNCE" (f $ destroyOnImpact bulBounceArmCr' bulBounceWall)
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]
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)
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, ( ModBulletTarget
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, ( ModTarget
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, launcher : bulletWeapons
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, [amod [MICROCHIP,CREATURESENSOR] "+CREATURETARGETING" (itTargeting .~ targetRBCreature)
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,amod [MICROCHIP,PRISM] "+LASERTARGETING" (itTargeting .~ targetLaser)
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,amod [MICROCHIP,TIN] "+POSTIONALTARGETING" (itTargeting .~ targetRBPress)
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]
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)
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, ( ModBulletTrajectory
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, bulletWeapons
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, [amod [TELEPORTMODULE,MICROCHIP] "+TELEPORT" (itUse . useMods .:~ withPositionWallCheck (const . const mouseWorldPos))
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,amod [TELEPORTMODULE] "+DIRECTEDTELE" makeDirectedTele
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,amod [MAGNET,MICROCHIP,HARDWARE] "+MAGNETTRAJECTORY"
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(itConsumption . aoType . amBulTraj .~ MagnetTrajectory)
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,amod [MICROCHIP,HARDWARE] "+FLECHETTETRAJECTORY"
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(itConsumption . aoType . amBulTraj .~ FlechetteTrajectory)
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,amod [MAGNET,AIUNIT,HARDWARE] "+BEZIERTRAJECTORY"
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(itConsumption . aoType . amBulTraj .~ BezierTrajectory)
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]
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)
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]
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@@ -136,19 +149,19 @@ moduleCombinations =
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bulletWeapons :: [Item]
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bulletWeapons = [bangStick i | i <- [1..9] ]
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++ [bangCaneX i | i <- [1..6] ]
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++ [revolverX i | i <- [1..5] ]
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++ [miniGunX i | i <- [3..16] ]
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++ [bangCane
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,pistol
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,autoPistol
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,smg
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,machinePistol
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,revolver
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,rifle
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,repeater
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,autoRifle
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,burstRifle
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,fastBurstRifle
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,completeBurstRifle
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]
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++ [bangCaneX i | i <- [1..6] ]
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++ [revolverX i | i <- [1..5] ]
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++ [miniGunX i | i <- [3..16] ]
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++ [bangCane
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,pistol
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,autoPistol
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,smg
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,machinePistol
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,revolver
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,rifle
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,repeater
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,autoRifle
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,burstRifle
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,fastBurstRifle
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,completeBurstRifle
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]
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@@ -84,11 +84,14 @@ data CombineType
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| MAGNET
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| PLATE
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| MICROCHIP
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| AIUNIT
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| LED
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| NAILBOX
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| IRONBAR
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| LIGHTSENSOR
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| SOUNDSENSOR
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| HEATSENSOR
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| CREATURESENSOR
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| COPPERWIRE
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| BATTERY
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| FUELCELL
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@@ -171,6 +171,7 @@ testInventory = IM.fromList $ zip [0..]
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, bounceModule
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, teleportModule
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, makeTypeCraftNum 5 TUBE
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, makeTypeCraftNum 3 PRISM
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, makeTypeCraftNum 1 MAGNET
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, makeTypeCraftNum 5 HARDWARE
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, makeTypeCraftNum 3 SPRING
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@@ -178,7 +179,8 @@ testInventory = IM.fromList $ zip [0..]
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, makeTypeCraftNum 3 TIN
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, makeTypeCraftNum 3 PLANK
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, makeTypeCraftNum 1 MOTOR
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, makeTypeCraftNum 1 MICROCHIP
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, makeTypeCraftNum 5 MICROCHIP
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, makeTypeCraftNum 5 AIUNIT
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]
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stackedInventory :: IM.IntMap Item
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stackedInventory = IM.fromList $ zip [0..]
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@@ -150,7 +150,7 @@ invSideEff cr w = weaponReloadSounds cr
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itpointer = creatures . ix (_crID cr) . crInv . ix i
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doHeldItemTargeting :: Creature -> World -> World
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doHeldItemTargeting cr w = case cr ^? crInv . ix (_crInvSel cr) . itTargeting . tgHeldUpdate of
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doHeldItemTargeting cr w = case cr ^? crInv . ix (_crInvSel cr) . itTargeting . tgUpdate of
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Nothing -> w
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Just f -> w & creatures . ix (_crID cr) . crInv . ix (_crInvSel cr) . itTargeting
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%~ f (_crInv cr IM.! _crInvSel cr) cr w
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+15
-4
@@ -380,15 +380,19 @@ data Item = Item
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data Targeting
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= NoTargeting
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| TargetingOnHeld
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{ _tgPos :: Maybe Point2
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, _tgHeldUpdate :: Item -> Creature -> World -> Targeting -> Targeting
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, _tgDraw :: Int -> Item -> Creature -> World -> Picture
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{ _tgPos :: Maybe Point2
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, _tgUpdate :: Item -> Creature -> World -> Targeting -> Targeting
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, _tgDraw :: Int -> Item -> Creature -> World -> Picture
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, _tgID :: Maybe Int
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, _tgActive :: Bool
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, _tgPoints :: [Point2]
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}
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data ModuleSlot
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= ModBullet
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| ModRifleMag
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| ModAutoMag
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| ModBulletTarget
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| ModTarget
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| ModBulletTrajectory
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deriving (Eq,Ord)
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data ItemModule
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@@ -507,6 +511,12 @@ type HitEffect = Particle
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-> World
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-> (World,Maybe Particle)
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data BulletTrajectory
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= BasicBulletTrajectory
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| BezierTrajectory
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| FlechetteTrajectory
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| MagnetTrajectory
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data AmmoType
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= ProjectileAmmo
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{ _amPayload :: Point2 -> World -> World
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@@ -519,6 +529,7 @@ data AmmoType
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, _amBulEff :: HitEffect
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, _amBulWth :: Float
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, _amBulVel :: Point2
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, _amBulTraj :: BulletTrajectory
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}
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| DroneAmmo
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{ _amString :: String }
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@@ -99,8 +99,10 @@ defaultGun = Item
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, _itInvSize = 1
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, _itParams = NoParams
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, _itTweaks = NoTweaks
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, _itModules = M.fromList [(ModBullet , DefaultModule)
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,(ModBulletTarget,DefaultModule)
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, _itModules = M.fromList
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[(ModBullet, DefaultModule)
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,(ModTarget, DefaultModule)
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,(ModBulletTrajectory, DefaultModule)
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]
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, _itScope = NoScope
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, _itTargeting = NoTargeting
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@@ -9,10 +9,12 @@ module Dodge.Item.Weapon.AmmoParams
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import Dodge.Data
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import Dodge.Particle.Bullet.Spawn
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import Dodge.Creature.HandPos
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import Dodge.Item.Weapon.Targeting
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import Dodge.Item.Weapon.Bezier
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import Geometry
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import LensHelp
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--import Data.Maybe
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import Data.Maybe
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--import Control.Lens
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useAmmoParamsRate :: Int
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@@ -35,13 +37,17 @@ defaultAimParams = AimParams
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}
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useAmmoParams :: Item -> Creature -> World -> World
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useAmmoParams it cr = withVelWthHiteff
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(muzvel *.* _amBulVel b)
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(_rifling $ _itParams it)
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(_amBulWth b)
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muzlength
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(_amBulEff b)
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cr
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useAmmoParams it cr = case _amBulTraj b of
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BasicBulletTrajectory -> withVelWthHiteff
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(muzvel *.* _amBulVel b)
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(_rifling $ _itParams it)
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(_amBulWth b)
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muzlength
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(_amBulEff b)
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cr
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BezierTrajectory -> useTargetPos (\p -> shootBezier $ fromJust p) cr
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FlechetteTrajectory -> undefined
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MagnetTrajectory -> undefined
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where
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muzlength = aimingMuzzlePos cr it
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muzvel = _muzVel $ _itParams it
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@@ -5,10 +5,11 @@ module Dodge.Item.Weapon.BatteryGuns
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, lasRayAt
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) where
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import Dodge.Data
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import Dodge.Item.Weapon.LaserPath
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import Dodge.Creature.HandPos
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import Dodge.Particle.TeslaArc
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import Dodge.SoundLogic.LoadSound
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import Dodge.WorldEvent
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--import Dodge.WorldEvent
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import Dodge.WorldEvent.Damage
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--import Dodge.Default
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--import Dodge.Item.Weapon.InventoryDisplay
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@@ -25,10 +26,10 @@ import Shape
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import ShapePicture
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import LensHelp
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import Data.List
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import Data.Bifunctor
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--import Data.List
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--import Data.Bifunctor
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import System.Random
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import Data.Tuple
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--import Data.Tuple
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import qualified Data.IntMap.Strict as IM
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teslaGun :: Item
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teslaGun = defaultGun
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@@ -178,45 +179,13 @@ mvLaser phasev pos dir w pt
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)
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where
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xp = pos +.+ 800 *.* unitVectorAtAngle dir
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(thHit, ps) = f [] pos xp
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f :: [Wall] -> Point2 -> Point2 -> (Maybe (Point2,Either Creature Wall),[Point2])
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f seenWs x y = case find (notseen seenWs) $ thingsHitExceptCrLongLine Nothing x y w of
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--f seenWs x y = case find (notseen seenWs) $ thingsHitExceptCr Nothing x y w of
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Just (p,Right wl)
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| _wlOpacity wl == SeeThrough -> second (p:) $ f (wl:seenWs) p (refract x y wl p)
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| otherwise -> (Just (p,Right wl), [p])
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Just (p,obj) -> (Just (p,obj), [p])
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Nothing -> (Nothing, [y])
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refract x y wl p
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| isEntering = p +.+ rotateV angleRef (normalDist wlNormal)
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| otherwise = p +.+ rotateV angleRef' (normalDist wlNormal')
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where
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wlNormal = vNormal $ uncurry (-.-) $ swap (_wlLine wl)
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wlNormal' = vNormal $ uncurry (-.-) (_wlLine wl)
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normalDist wlnormal = magV (p -.- y) *.* normalizeV wlnormal
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angleInc = piRange $ argV wlNormal - argV (x -.- y)
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angleRef
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| reflectExternal = angleInc
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| otherwise = asin $ sin angleInc / phasev
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piRange a'
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| a' > pi = a' - 2 * pi
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| a' > negate pi = a'
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| otherwise = a' + 2 * pi
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isEntering = not $ isLeftOf (x -.- y) (uncurry (-.-) (_wlLine wl))
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angleInc' = piRange $ argV wlNormal' - argV (x -.- y)
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angleRef'
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| reflectInternal = angleInc'
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| otherwise = asin $ phasev * sin angleInc'
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reflectInternal = 1 < abs (phasev * sin angleInc')
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reflectExternal = 1 < abs (sin angleInc / phasev)
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notseen ws (_,Right wl) = not $ any (\w' -> _wlID w' == _wlID wl) ws
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notseen _ _ = True
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(thHit, ps) = reflectLaserAlong phasev [] pos xp w
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pic = setLayer 1 $ pictures
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[ setDepth 19 . color (brightX 0 0.5 yellow) $ thickLine 20 (pos:ps)
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, setDepth 19.5 . color (brightX 10 1 yellow) $ thickLine 3 (pos:ps)
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]
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aTractorBeam :: Item -> Creature -> World -> World
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aTractorBeam _ cr w = w & props . at i ?~ tractorBeamAt i spos outpos dir
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where
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@@ -1,5 +1,6 @@
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module Dodge.Item.Weapon.Bezier
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( bezierGun
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, shootBezier
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) where
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import Dodge.Data
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import Dodge.Base
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@@ -17,6 +17,7 @@ basicBullet = BulletAmmo
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, _amBulEff = destroyOnImpact bulHitCr bulHitWall
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, _amBulWth = 2
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, _amBulVel = V2 50 0
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, _amBulTraj = BasicBulletTrajectory
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}
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incBullet :: AmmoType
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incBullet = BulletAmmo
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@@ -24,6 +25,7 @@ incBullet = BulletAmmo
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, _amBulEff = destroyOnImpact bulIncCr bulIncWall
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, _amBulWth = 2
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, _amBulVel = V2 50 0
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, _amBulTraj = BasicBulletTrajectory
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}
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conBullet :: AmmoType
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conBullet = BulletAmmo
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@@ -31,6 +33,7 @@ conBullet = BulletAmmo
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, _amBulEff = destroyOnImpact bulConCr bulConWall
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, _amBulWth = 2
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, _amBulVel = V2 50 0
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, _amBulTraj = BasicBulletTrajectory
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}
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bounceBullet :: AmmoType
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bounceBullet = BulletAmmo
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@@ -38,6 +41,7 @@ bounceBullet = BulletAmmo
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, _amBulEff = destroyOnImpact bulHitCr bulBounceWall
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, _amBulWth = 2
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, _amBulVel = V2 50 0
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, _amBulTraj = BasicBulletTrajectory
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}
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ltBullet :: AmmoType
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ltBullet = BulletAmmo
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@@ -45,6 +49,7 @@ ltBullet = BulletAmmo
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, _amBulEff = destroyOnImpact bulHitCr bulHitWall
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, _amBulWth = 2
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, _amBulVel = V2 40 0
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, _amBulTraj = BasicBulletTrajectory
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}
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hvBullet :: AmmoType
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hvBullet = BulletAmmo
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@@ -52,4 +57,5 @@ hvBullet = BulletAmmo
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, _amBulEff = penWalls hvBulHitCr hvBulHitWall
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, _amBulWth = 6
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, _amBulVel = V2 80 0
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, _amBulTraj = BasicBulletTrajectory
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}
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@@ -44,7 +44,7 @@ bangCane :: Item
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bangCane = defaultGun
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{ _itName = "BANGCANE"
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, _itType = BANGCANE
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,_itParams = BulletShooter
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, _itParams = BulletShooter
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{ _muzVel = 0.8
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, _rifling = 0.9
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, _bore = 2
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@@ -3,17 +3,20 @@
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Extra weapon effects, supplementing explicit use effects.
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-}
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module Dodge.Item.Weapon.ExtraEffect
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(-- wpRecock
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itemLaserScopeEffect
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( itemLaserScopeEffect
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, autoSonarEffect
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, autoRadarEffect
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, targetRBPress
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, targetRBCreature
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, targetCursor
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, targetLaser
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-- , rbSetTarget
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) where
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import Dodge.Data
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import Dodge.Base
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import Dodge.Item.Weapon.Decoration
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import Dodge.Item.Weapon.UseEffect
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import Dodge.Item.Weapon.LaserPath
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--import Dodge.Item.Attachment.Data
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import Dodge.WorldEvent.ThingsHit
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import Dodge.Picture.Layer
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@@ -82,16 +85,35 @@ autoSonarEffect = ItInvEffect {_itInvEffect = f 50 ,_itEffectCounter = 0 }
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f t _ cr i w = w
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& creatures . ix (_crID cr) . crInv . ix i . itEffect . itInvEffect .~ f (t-1)
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targetRBPress :: Targeting
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targetRBPress = TargetingOnHeld
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defaultTargeting :: Targeting
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defaultTargeting = TargetingOnHeld
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{ _tgPos = Nothing
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, _tgHeldUpdate = targetRBPressUpdate
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, _tgDraw = targetRBPressDraw
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, _tgUpdate = \_ _ _ -> id
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, _tgDraw = \_ _ _ _ -> mempty
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, _tgID = Nothing
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, _tgActive = False
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, _tgPoints = []
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}
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targetRBPressDraw :: Int -> Item -> Creature -> World -> Picture
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targetRBPressDraw _ it _ w = fromMaybe mempty $ do
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targetLaser :: Targeting
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targetLaser = defaultTargeting
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& tgUpdate .~ targetLaserUpdate
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& tgDraw .~ targetLaserDraw
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targetRBPress :: Targeting
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targetRBPress = defaultTargeting
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& tgUpdate .~ targetRBPressUpdate
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& tgDraw .~ targetSimpleDraw
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targetRBCreature :: Targeting
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targetRBCreature = defaultTargeting
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& tgUpdate .~ targetRBCreatureUpdate
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& tgDraw .~ targetRBCreatureDraw
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targetCursor :: Targeting
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targetCursor = defaultTargeting
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& tgUpdate .~ targetCursorUpdate
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& tgDraw .~ targetSimpleDraw
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targetSimpleDraw :: Int -> Item -> Creature -> World -> Picture
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||||
targetSimpleDraw _ it _ w = fromMaybe mempty $ do
|
||||
mwp <- it ^? itTargeting . tgPos . _Just
|
||||
return $ setLayer 1 $ color red $ onLayer InvLayer $ uncurryV translate mwp
|
||||
return $ setLayer 5 $ color red $ onLayer InvLayer $ uncurryV translate mwp
|
||||
$ rotate (_cameraRot w)
|
||||
$ pictures
|
||||
[line [V2 x x, V2 (-x) (-x)]
|
||||
@@ -100,8 +122,67 @@ targetRBPressDraw _ it _ w = fromMaybe mempty $ do
|
||||
where
|
||||
x = 5 / _cameraZoom w
|
||||
|
||||
targetRBCreatureDraw :: Int -> Item -> Creature -> World -> Picture
|
||||
targetRBCreatureDraw _ it _ w = fromMaybe mempty $ do
|
||||
mwp <- it ^? itTargeting . tgPos . _Just
|
||||
return $ setLayer 5 $ color thecolor $ onLayer InvLayer $ uncurryV translate mwp
|
||||
$ rotate (_cameraRot w)
|
||||
$ pictures
|
||||
[line [V2 x x, V2 (-x) (-x)]
|
||||
,line [V2 (-x) x, V2 x (-x)]
|
||||
]
|
||||
where
|
||||
x = 5 / _cameraZoom w
|
||||
thecolor | _tgActive $ _itTargeting it = red
|
||||
| otherwise = blue
|
||||
|
||||
targetCursorUpdate :: Item -> Creature -> World -> Targeting -> Targeting
|
||||
targetCursorUpdate _ _ w t
|
||||
| SDL.ButtonRight `S.member` _mouseButtons w = t
|
||||
& tgPos . _Just .~ mouseWorldPos w
|
||||
& tgActive .~ True
|
||||
| otherwise = t & tgPos %~ const Nothing
|
||||
& tgActive .~ False
|
||||
|
||||
targetRBPressUpdate :: Item -> Creature -> World -> Targeting -> Targeting
|
||||
targetRBPressUpdate _ _ w t
|
||||
| SDL.ButtonRight `S.member` _mouseButtons w = t
|
||||
& tgPos %~ maybe (Just $ mouseWorldPos w) Just
|
||||
& tgActive .~ True
|
||||
| otherwise = t & tgPos %~ const Nothing
|
||||
& tgActive .~ False
|
||||
|
||||
targetRBCreatureUpdate :: Item -> Creature -> World -> Targeting -> Targeting
|
||||
targetRBCreatureUpdate _ _ w t
|
||||
| SDL.ButtonRight `S.member` _mouseButtons w = t & updatePos
|
||||
& tgActive .~ True
|
||||
| otherwise = t & tgID .~ fmap _crID (creatureNearPoint mwp w)
|
||||
& updatePos
|
||||
& tgActive .~ False
|
||||
where
|
||||
mwp = mouseWorldPos w
|
||||
updatePos t' = t' & tgPos .~ posFromMaybeID (_tgID t')
|
||||
posFromMaybeID Nothing = Nothing
|
||||
posFromMaybeID (Just i) = w ^? creatures . ix i . crPos
|
||||
|
||||
targetLaserDraw :: Int -> Item -> Creature -> World -> Picture
|
||||
targetLaserDraw _ it _ _ = fromMaybe mempty $ do
|
||||
ps <- it ^? itTargeting . tgPoints
|
||||
return $ setLayer 1 $ pictures
|
||||
[ setDepth 19 . color (brightX 0 0.5 red) $ thickLine 5 ps
|
||||
, setDepth 19.5 . color (brightX 5 1 red) $ thickLine 1 ps
|
||||
]
|
||||
|
||||
targetLaserUpdate :: Item -> Creature -> World -> Targeting -> Targeting
|
||||
targetLaserUpdate _ cr w t
|
||||
| SDL.ButtonRight `S.member` _mouseButtons w = t
|
||||
& tgPos .~ fmap fst mp
|
||||
& tgPoints .~ ps ++ [sp]
|
||||
& tgActive .~ True
|
||||
| otherwise = t & tgPos %~ const Nothing
|
||||
& tgPoints .~ []
|
||||
& tgActive .~ False
|
||||
where
|
||||
(mp, ps) = reflectLaserAlong 0.2 [] sp ep w
|
||||
sp = _crPos cr +.+ 15 *.* unitVectorAtAngle (_crDir cr)
|
||||
ep = sp +.+ 1000 *.* normalizeV (mouseWorldPos w -.- sp)
|
||||
|
||||
@@ -0,0 +1,54 @@
|
||||
module Dodge.Item.Weapon.LaserPath
|
||||
( reflectLaserAlong
|
||||
) where
|
||||
import Dodge.Data
|
||||
--import Dodge.Creature.HandPos
|
||||
import Dodge.WorldEvent
|
||||
--import Dodge.Default
|
||||
--import Dodge.Item.Weapon.InventoryDisplay
|
||||
--import Dodge.Item.Weapon.TriggerType
|
||||
--import Dodge.Item.Attachment
|
||||
--import Dodge.Base
|
||||
import Geometry
|
||||
|
||||
--import Data.Maybe
|
||||
import Data.List
|
||||
import Data.Bifunctor
|
||||
import Data.Tuple
|
||||
|
||||
-- not sure why we need to keep a list of seen walls, but seems to loop
|
||||
-- infinitely when removed
|
||||
reflectLaserAlong :: Float -> [Wall] -> Point2 -> Point2 -> World
|
||||
-> (Maybe (Point2,Either Creature Wall),[Point2])
|
||||
reflectLaserAlong phasev seenWl sp ep w = case find (notseen seenWl)
|
||||
$ thingsHitExceptCrLongLine Nothing sp ep w of
|
||||
Just (p,Right wl)
|
||||
| _wlOpacity wl == SeeThrough -> second (p:) $ reflectLaserAlong phasev (wl:seenWl) p (refract sp ep wl p) w
|
||||
| otherwise -> (Just (p,Right wl), [p])
|
||||
Just (p,obj) -> (Just (p,obj), [p])
|
||||
Nothing -> (Nothing, [ep])
|
||||
where
|
||||
notseen ws (_,Right wl) = not $ any (\w' -> _wlID w' == _wlID wl) ws
|
||||
notseen _ _ = True
|
||||
refract x y wl p
|
||||
| isEntering = p +.+ rotateV angleRef (normalDist wlNormal)
|
||||
| otherwise = p +.+ rotateV angleRef' (normalDist wlNormal')
|
||||
where
|
||||
wlNormal = vNormal $ uncurry (-.-) $ swap (_wlLine wl)
|
||||
wlNormal' = vNormal $ uncurry (-.-) (_wlLine wl)
|
||||
normalDist wlnormal = magV (p -.- y) *.* normalizeV wlnormal
|
||||
angleInc = piRange $ argV wlNormal - argV (x -.- y)
|
||||
angleRef
|
||||
| reflectExternal = angleInc
|
||||
| otherwise = asin $ sin angleInc / phasev
|
||||
piRange a'
|
||||
| a' > pi = a' - 2 * pi
|
||||
| a' > negate pi = a'
|
||||
| otherwise = a' + 2 * pi
|
||||
isEntering = not $ isLeftOf (x -.- y) (uncurry (-.-) (_wlLine wl))
|
||||
angleInc' = piRange $ argV wlNormal' - argV (x -.- y)
|
||||
angleRef'
|
||||
| reflectInternal = angleInc'
|
||||
| otherwise = asin $ phasev * sin angleInc'
|
||||
reflectInternal = 1 < abs (phasev * sin angleInc')
|
||||
reflectExternal = 1 < abs (sin angleInc / phasev)
|
||||
@@ -0,0 +1,22 @@
|
||||
module Dodge.Movement.Turn where
|
||||
import Geometry
|
||||
|
||||
turnTo :: Float -> Point2 -> Point2 -> Float -> Float
|
||||
turnTo turnSpeed sp tp a
|
||||
| vToTarg == V2 0 0 = a
|
||||
| angleVV vToTarg vdir <= turnSpeed
|
||||
= argV vToTarg
|
||||
| isLHS (sp +.+ vdir) sp tp = a - turnSpeed
|
||||
| otherwise = a + turnSpeed
|
||||
where
|
||||
vdir = unitVectorAtAngle a
|
||||
vToTarg = tp -.- sp
|
||||
|
||||
vecTurnTo :: Float -> Point2 -> Point2 -> Point2 -> Point2
|
||||
vecTurnTo turnSpeed sp tp vdir
|
||||
| angleVV vToTarg vdir <= turnSpeed
|
||||
= argV vdir *.* normalizeV vToTarg
|
||||
| isLHS (sp +.+ vdir) sp tp = rotateV (negate turnSpeed) vdir
|
||||
| otherwise = rotateV turnSpeed vdir
|
||||
where
|
||||
vToTarg = tp -.- sp
|
||||
@@ -7,6 +7,7 @@ module Dodge.Particle.Bullet.Spawn
|
||||
import Dodge.Data
|
||||
import Dodge.Particle.Bullet.Draw
|
||||
import Dodge.Particle.Bullet.Update
|
||||
import Dodge.Movement.Turn
|
||||
import Geometry
|
||||
import Picture
|
||||
import LensHelp
|
||||
@@ -105,3 +106,28 @@ accelBulAt maycid col pos vel acc hiteff width = BulletPt
|
||||
}
|
||||
where
|
||||
setVel pt = pt & ptVel .+.+~ acc
|
||||
|
||||
turnBulAt
|
||||
:: Maybe Int -- ^ Pass-through creature id
|
||||
-> Color
|
||||
-> Point2 -- ^ Start position
|
||||
-> Point2 -- ^ Velocity
|
||||
-> Point2 -- ^ Acceleration
|
||||
-> HitEffect
|
||||
-> Float -- ^ Bullet width
|
||||
-> Point2 -- ^ Target position
|
||||
-> Particle
|
||||
turnBulAt maycid col pos vel acc hiteff width tpos = BulletPt
|
||||
{ _ptDraw = drawBul
|
||||
, _ptUpdate = \w -> mvBullet w . setVel
|
||||
, _ptVel = vel
|
||||
, _btDrag = 1
|
||||
, _ptColor = col
|
||||
, _ptTrail = [pos]
|
||||
, _ptCrIgnore = maycid
|
||||
, _ptWidth = width
|
||||
, _ptTimer = 100
|
||||
, _ptHitEff = hiteff
|
||||
}
|
||||
where
|
||||
setVel pt = pt & ptVel %~ vecTurnTo 0.1 (head $ _ptTrail pt) tpos
|
||||
|
||||
@@ -7,6 +7,7 @@ import Dodge.Creature.Impulse
|
||||
import Dodge.Creature.Picture
|
||||
import Dodge.LevelGen.Data
|
||||
import Dodge.Default
|
||||
import Dodge.Movement.Turn
|
||||
--import Dodge.Creature.Impulse.UseItem
|
||||
import Dodge.FloorItem
|
||||
import Dodge.Wall.Delete
|
||||
@@ -109,16 +110,6 @@ updateTurret rotSpeed mc w
|
||||
| closeFireAngle = machines . ix mcid . mcType . tuFireTime .~ 20
|
||||
| otherwise = machines . ix mcid . mcType . tuFireTime %~ (max 0 . subtract 1)
|
||||
|
||||
turnTo :: Float -> Point2 -> Point2 -> Float -> Float
|
||||
turnTo turnSpeed sp tp a
|
||||
| vToTarg == V2 0 0 = a
|
||||
| angleVV vToTarg vdir <= turnSpeed
|
||||
= argV vToTarg
|
||||
| isLHS (sp +.+ vdir) sp tp = a - turnSpeed
|
||||
| otherwise = a + turnSpeed
|
||||
where
|
||||
vdir = unitVectorAtAngle a
|
||||
vToTarg = tp -.- sp
|
||||
|
||||
drawTurret :: Machine -> SPic
|
||||
drawTurret mc = (rotateSH (-_mcDir mc) . colorSH blue $ upperPrismPoly 20 (square wdth)
|
||||
|
||||
+1
-3
@@ -1,5 +1,4 @@
|
||||
{- |
|
||||
Contains the central drawing functions for the dodge loop. -}
|
||||
{- | Contains the central drawing functions for the dodge loop. -}
|
||||
module Dodge.Render
|
||||
( doDrawing
|
||||
) where
|
||||
@@ -278,4 +277,3 @@ renderTextureWalls pdata nWalls = do
|
||||
cullFace $= Just Back
|
||||
drawShader (_wallTextureShader pdata) nWalls
|
||||
cullFace $= Nothing
|
||||
|
||||
|
||||
Reference in New Issue
Block a user