Cleanup. Start tweaking flares, glares and flashes

This commit is contained in:
2021-10-29 21:47:03 +01:00
parent 78f91e522b
commit 502be6f64f
18 changed files with 59 additions and 153 deletions
+2 -2
View File
@@ -59,7 +59,7 @@ handleMouseButtonEvent mbev w = case mouseButtonEventMotion mbev of
where
but = mouseButtonEventButton mbev
{- | Sets window position in config. -}
{- | Sets window position in config. -}
handleWindowMoveEvent :: WindowMovedEventData -> World -> Maybe World
handleWindowMoveEvent mev w = Just $ w
& config . windowPosX .~ fromIntegral x
@@ -67,7 +67,7 @@ handleWindowMoveEvent mev w = Just $ w
where
P (V2 x y) = windowMovedEventPosition mev
{- | Resets the world window size, and resizes the fbo that gets the light map drawn into it. -}
{- | Resets the world window size, and resizes the fbo that gets the light map drawn into it. -}
handleResizeEvent :: WindowSizeChangedEventData -> World -> Maybe World
handleResizeEvent sev w = Just
. set (config . windowX) (fromIntegral x)
+5 -6
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@@ -10,7 +10,6 @@ import Dodge.Item.Data
import Dodge.Item.Weapon.Decoration
import Dodge.Item.Weapon.UseEffect
import Dodge.Item.Attachment.Data
import Dodge.WorldEvent.Flash
import Dodge.WorldEvent.ThingsHit
import Dodge.Picture.Layer
import Dodge.Creature.Test
@@ -52,6 +51,7 @@ bezierRecock = ItInvEffect
_ -> it & itAttachment .~ NoItAttachment
{- |
Creates a laser scope and recocks the weapon.
TODO add the laser scope!
-}
itemLaserScopeEffect :: ItEffect
itemLaserScopeEffect
@@ -63,7 +63,6 @@ itemLaserScopeEffect
| invid == _crInvSel cr && crIsAiming' cr = w
& particles %~ (:) (makeLaserScope sp ep reloadFrac)
& creatures . ix (_crID cr) . crInv . ix invid . itHammer %~ moveHammerUp
& laserScopeTargetGlow col glowPoint
| otherwise = w
where
p = _crPos cr
@@ -74,14 +73,14 @@ itemLaserScopeEffect
ep = case listToMaybe $ thingsHitLongLine sp xp w of
Just (pos,_) -> pos
Nothing -> xp
glowPoint = case listToMaybe $ thingsHitLongLine sp xp w of
Just (pos,E3x2 wl) -> pos +.+ 2 *.* wallNormal wl
_ -> ep -.- 2 *.* unitVectorAtAngle d
--glowPoint = case listToMaybe $ thingsHitLongLine sp xp w of
-- Just (pos,E3x2 wl) -> pos +.+ 2 *.* wallNormal wl
-- _ -> ep -.- 2 *.* unitVectorAtAngle d
it = (cr ^. crInv) IM.! invid
reloadFrac
| _wpLoadedAmmo it == 0 = 1
| otherwise = fromIntegral (_wpReloadState it) / fromIntegral (_wpReloadTime it)
col = mixColors reloadFrac (1-reloadFrac) red green
--col = mixColors reloadFrac (1-reloadFrac) red green
{- | Automatically send out radar pulses that detect walls. -}
autoRadarEffect :: ItEffect
autoRadarEffect = ItInvEffect {_itInvEffect = f 50 ,_itEffectCounter = 0 }
+2 -4
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@@ -30,7 +30,7 @@ bulHitCr :: Particle -> Point2 -> Creature -> World -> World
bulHitCr bt p cr w
| crIsArmouredFrom p cr
= createSparkCol 8 colID p1 (argV (p1 -.- p) + d1) . addDamageArmoured $ w
| otherwise = addDamage . makeHitSound . flashEff $ w
| otherwise = addDamage . makeHitSound $ w
where
sp = head $ _btTrail' bt
bulVel = _btVel' bt
@@ -39,7 +39,6 @@ bulHitCr bt p cr w
addDamage = creatures . ix cid . crState . crDamage %~ ((Piercing 100 sp p ep : mvDams) ++ )
addDamageArmoured = creatures . ix cid . crState . crDamage %~ (mvDams ++)
makeHitSound = soundMultiFrom [CrHitSound 0] p hit1S (Just 10)
flashEff = over worldEvents (bloodFlashAt p . )
cid = _crID cr
(d1,_) = randomR (-0.7,0.7) $ _randGen w
colID = _btColor' bt
@@ -48,7 +47,7 @@ bulHitCr bt p cr w
bulBounceArmCr' :: Particle -> Point2 -> Creature -> World -> World
bulBounceArmCr' bt p cr w
| crIsArmouredFrom p cr = addBouncer . addDamageArmoured $ w
| otherwise = addDamage . makeHitSound . flashEff $ w
| otherwise = addDamage . makeHitSound $ w
where
sp = head $ _btTrail' bt
bulVel = _btVel' bt
@@ -57,7 +56,6 @@ bulBounceArmCr' bt p cr w
addDamage = creatures . ix cid . crState . crDamage %~ ((Piercing 100 sp p ep : mvDams) ++ )
addDamageArmoured = creatures . ix cid . crState . crDamage %~ (mvDams ++)
makeHitSound = soundMultiFrom [CrHitSound 0] p hit1S (Just 10)
flashEff = over worldEvents ((.) $ bloodFlashAt p)
cid = _crID cr
newDir = safeNormalizeV (p -.- _crPos cr)
pOut = p +.+ 2 *.* newDir
-4
View File
@@ -12,19 +12,15 @@ import Dodge.Particle.Bullet.Draw
import Dodge.Particle.Bullet.Update
import Dodge.WorldEvent.Flash
import Dodge.WorldEvent.ThingsHit
--import Dodge.WorldEvent.HelperParticle
import Dodge.WorldEvent.Cloud
import Dodge.WorldEvent.HitEffect
import Dodge.WorldEvent.Explosion
import Dodge.WorldEvent.SpawnParticle
--import Dodge.WorldEvent.Shockwave
import Dodge.LightSources.Lamp
import Dodge.Creature.State.Data
import Dodge.Data
import Dodge.Data.DamageType
--import Dodge.Base
import Geometry
--import Picture
import Control.Lens
import System.Random
+21 -51
View File
@@ -1,14 +1,20 @@
{- | Flashes.
projected naming conventions: 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
glare : Draws color onto surfaces (not done)
flare : coloured light drawn in space, fixed shapes
light : removal of shadows (onto surfaces)
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
-}
module Dodge.WorldEvent.Flash
( sparkFlashAt
, explosionFlashAt
, laserGunFlashAt
, teslaGunFlashAt
, lowLightDirected
)
where
import Dodge.Data
--import Dodge.Base
@@ -22,33 +28,13 @@ import Geometry
import Data.Maybe (maybeToList)
import Control.Lens
glareAt :: Int -> Float -> Float -> Color -> Int -> Float -> Point2 -> World -> World
glareAt t len wdth col nrays rad p w = foldr (glareLine' t len wdth col p) w ps
where
ps = map (p +.+) $ nRaysRad nrays rad
{- White flash. -}
sparkFlashAt :: Point2 -> World -> World
sparkFlashAt =
glareAt 2 10 5 (withAlpha 0.05 white) 20 30
{- Red flash. -}
bloodFlashAt :: Point2 -> World -> World
bloodFlashAt p =
over particles (flashFlareAt red 0.4 p : )
. glareAt 2 10 5 (withAlpha 0.05 red) 20 30 p
{- Cyan flash. -}
teslaGunFlashAt :: Point2 -> World -> World
teslaGunFlashAt p =
over particles (flashFlareAt cyan 0.3 p : )
. glareAt 2 10 5 (withAlpha 0.1 cyan) 20 30 p
teslaGunFlashAt = flareCircleAt cyan 0.7
{- Yellow flash. -}
laserGunFlashAt :: Point2 -> World -> World
laserGunFlashAt p =
over particles (flashFlareAt yellow 0.2 p : )
. glareAt 2 10 5 (withAlpha 0.05 yellow) 20 30 p
laserGunFlashAt = flareCircleAt yellow 0.2
glareLine' :: Int -> Float -> Float -> Color -> Point2 -> Point2 -> World -> World
glareLine' t len wdth col a b w = w & particles %~ (maybeToList linePt ++)
@@ -77,12 +63,14 @@ lowLightPic len wdth col (a,b) w = case thingsHit a b w of
_ -> blank
where setCol = color col . setDepth (-0.5) . setLayer 2
flashFlareAt :: Color -> Float -> Point2 -> Particle
flashFlareAt col alphax (V2 x y) = Particle
{ _ptDraw = const $ setLayer 2 . setDepth (-0.9) . translate x y
$ circleSolidCol (withAlpha 0 col) (withAlpha alphax col) 30
, _ptUpdate = ptTimer' 1
}
flareCircleAt :: Color -> Float -> Point2 -> World -> World
flareCircleAt col alphax (V2 x y) = particles %~ (theFlareCircle :)
where
theFlareCircle = Particle
{ _ptDraw = const $ setLayer 2 . setDepth 20 . translate x y
$ circleSolidCol (withAlpha 0 col) (withAlpha alphax col) 30
, _ptUpdate = ptTimer' 1
}
explosionFlashAt :: Point2 -> World -> World
explosionFlashAt p = over tempLightSources ((:) $ tLightTimedIntensity 20 150 intensityFunc p)
@@ -91,27 +79,9 @@ explosionFlashAt p = over tempLightSources ((:) $ tLightTimedIntensity 20 150 i
| x < 10 = 1 / (10 - fromIntegral x)
| otherwise = 1
flameGlareAt :: Point2 -> World -> World
flameGlareAt = glareAt 1 10 5 (withAlpha 0.05 orange) 8 40
lowLightDirected :: Color -> Point2 -> Point2 -> [Float] -> World -> World
lowLightDirected col a b angles w
= foldr (\angle w' -> glareLine' 2 10 5 col a (a +.+ rotateV angle b) w') w angles
muzzleFlashAt :: Point2 -> World -> World
muzzleFlashAt p = over particles (muzzleFlashPt p : )
. glareAt 2 10 5 (withAlpha 0.5 white) 20 30 p
muzzleFlashPt :: Point2 -> Particle
muzzleFlashPt (V2 x y) = Particle
{ _ptDraw = const $ setDepth 0
. setLayer 2
. translate x y
$ circleSolidCol (withAlpha 0 white) (withAlpha 0.2 white) 20
, _ptUpdate = ptTimer' 1
}
laserScopeTargetGlow :: Color -> Point2 -> World -> World
laserScopeTargetGlow col = glareAt 2 3 1 (withAlpha 0.1 col) 15 5
sparkFlashAt :: Point2 -> World -> World
sparkFlashAt _ = id