Cleanup
This commit is contained in:
+116
-148
@@ -1,17 +1,19 @@
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module Dodge.Item.Draw.SPic where
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module Dodge.Item.Draw.SPic (
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itemSPic,
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) where
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import qualified Linear.Quaternion as Q
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import Dodge.Item.AmmoPosition
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import Color
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import qualified Data.Map.Strict as M
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import Data.Maybe
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import Dodge.Data.Item
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import Dodge.Item.AmmoPosition
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import Dodge.Item.Weapon.FractionLoaded
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import Geometry
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import LensHelp
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import qualified Linear.Quaternion as Q
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import Picture
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import Shape
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import ShapePicture
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import qualified Data.Map.Strict as M
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itemSPic :: Item -> SPic
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itemSPic it =
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@@ -63,29 +65,28 @@ ammoPosition itm hit = case hit of
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FLATSHIELD -> NoAmmoPosition
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FORCEFIELDGUN -> NoAmmoPosition
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TORCH -> NoAmmoPosition
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-- note that this uses a hard coded value from brlSpread
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BANGSTICK i -> bangStickAmmoPos i itm
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PISTOL -> Magazine (V3 5 2 0) lhs
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REVOLVER -> revolverAmmoPos
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REVOLVERX _ -> revolverAmmoPos
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MACHINEPISTOL -> Magazine (V3 5 2 0) lhs
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AUTOPISTOL -> Magazine (V3 5 2 0) lhs
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SMG -> Magazine (V3 7 (-2) 0 ) rhs
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SMG -> Magazine (V3 7 (-2) 0) rhs
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BANGCONE -> NoAmmoPosition
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BLUNDERBUSS -> NoAmmoPosition
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GRAPECANNON _ -> NoAmmoPosition
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MINIGUNX _ -> NoAmmoPosition
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VOLLEYGUN i -> volleygunAmmoPos i
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RIFLE -> Bullets [(V3 5 0 3, Q.axisAngle (V3 1 0 0) 0)]
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REPEATER -> Magazine (V3 10 (-2) 0 ) rhs
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AUTORIFLE -> Magazine (V3 10 (-2) 0 ) rhs
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BURSTRIFLE -> Magazine (V3 10 (-2) 0 ) rhs
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BANGROD -> NoAmmoPosition
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ELEPHANTGUN -> NoAmmoPosition
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AMR -> Magazine (V3 10 (-2) 0 ) rhs
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AUTOAMR -> Magazine (V3 10 (-2) 0 ) rhs
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REPEATER -> Magazine (V3 10 (-2) 0) rhs
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AUTORIFLE -> Magazine (V3 10 (-2) 0) rhs
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BURSTRIFLE -> Magazine (V3 10 (-2) 0) rhs
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BANGROD -> Bullets [(V3 5 0 3, Q.axisAngle (V3 1 0 0) 0)]
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ELEPHANTGUN -> Bullets [(V3 5 0 3, Q.axisAngle (V3 1 0 0) 0)]
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AMR -> Magazine (V3 10 (-2) 0) rhs
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AUTOAMR -> Magazine (V3 10 (-2) 0) rhs
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SNIPERRIFLE -> Bullets [(V3 5 0 3, Q.axisAngle (V3 1 0 0) 0)]
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MACHINEGUN -> Magazine (V3 10 (-2) 0 ) rhs
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MACHINEGUN -> Magazine (V3 10 (-2) 0) rhs
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FLAMESPITTER -> NoAmmoPosition
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FLAMETHROWER -> NoAmmoPosition
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FLAMETORRENT -> NoAmmoPosition
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@@ -113,25 +114,29 @@ ammoPosition itm hit = case hit of
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rhs = Q.axisAngle (V3 1 0 0) 0
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bangStickAmmoPos :: Int -> Item -> AmmoPosition
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bangStickAmmoPos i itm = Bullets
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[ (rotate3z a (V3 5 0 3), Q.axisAngle (V3 0 0 1) a) | a <- map f [0..i - 1]]
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bangStickAmmoPos i itm =
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Bullets
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[(rotate3z a (V3 5 0 3), Q.axisAngle (V3 0 0 1) a) | a <- map f [0 .. i - 1]]
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where
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f n = barrelspread * fromIntegral n
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- 0.5 * barrelspread * fromIntegral (_brlNum (_gunBarrels (_itParams itm)) -1)
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f n =
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barrelspread * fromIntegral n
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- 0.5 * barrelspread * fromIntegral (_brlNum (_gunBarrels (_itParams itm)) -1)
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barrelspread = itm ^?! itParams . gunBarrels . brlSpread . spreadAngle
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volleygunAmmoPos :: Int -> AmmoPosition
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volleygunAmmoPos i = Bullets
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[(V3 5 (f n) 3, Q.axisAngle (V3 1 0 0) 0) | n <- [0..i-1] ]
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volleygunAmmoPos i =
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Bullets
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[(V3 5 (f n) 3, Q.axisAngle (V3 1 0 0) 0) | n <- [0 .. i -1]]
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where
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f n = fromIntegral n * 5 - ((fromIntegral i - 1)*2.5)
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f n = fromIntegral n * 5 - ((fromIntegral i - 1) * 2.5)
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revolverAmmoPos :: AmmoPosition
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revolverAmmoPos = Bullets
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[( V3 5 0 1 + Q.rotate q (V3 0 0 2), q) | q <- qs]
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revolverAmmoPos =
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Bullets
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[(V3 5 0 1 + Q.rotate q (V3 0 0 2), q) | q <- qs]
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where
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qs = [Q.axisAngle (V3 1 0 0) (f i) | i <- [1 .. 6::Int]]
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f i = fromIntegral i * pi/3 + pi/6
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qs = [Q.axisAngle (V3 1 0 0) (f i) | i <- [1 .. 6 :: Int]]
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f i = fromIntegral i * pi / 3 + pi / 6
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heldItemSPic :: HeldItemType -> Item -> SPic
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heldItemSPic ht it = case ht of
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@@ -139,43 +144,26 @@ heldItemSPic ht it = case ht of
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FORCEFIELDGUN -> defSPic
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TORCH -> noPic torchShape
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BANGSTICK i -> noPic $ baseStickShapeX it i <> addBullets it
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--BANGSTICK i -> noPic $ baseStickShapeX it i <> stickClip it
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--PISTOL -> noPic $ baseStickShape <> makeTinClipAt pi (V3 5 2 0) it
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PISTOL -> noPic $ baseStickShape <> addTinClip it
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--REVOLVER -> noPic $ baseStickShape <> revolverClip it
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--REVOLVERX _ -> noPic $ baseStickShape <> revolverClip it
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REVOLVER -> noPic $ baseStickShape <> addBullets it
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REVOLVERX _ -> noPic $ baseStickShape <> addBullets it
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MACHINEPISTOL -> noPic $ baseStickShape <> addTinClip it
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AUTOPISTOL -> noPic $ baseStickShape <> addTinClip it
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--SMG -> noPic (baseSMGShape <> makeTinClipAt 0 (V3 7 (-2) 0) it)
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SMG -> noPic $ baseSMGShape <> addTinClip it
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BANGCONE ->
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noPic $
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colorSH cyan $
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upperPrismPoly 3 (rectXH 5 2)
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<> upperPrismPoly 6 (reverse $ rectNSWE 4 (-4) 5 15)
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BLUNDERBUSS ->
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noPic $
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colorSH cyan $
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upperPrismPoly 3 (rectXH 20 2)
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<> upperPrismPoly 6 (reverse $ rectNSWE 4 (-4) 20 30)
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GRAPECANNON _ ->
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noPic $
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colorSH cyan $
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upperPrismPoly 3 (rectXH 20 2)
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<> upperPrismPoly 6 (reverse $ rectNSWE 4 (-4) 20 30)
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BANGCONE -> noPic $ bangConeShape 5
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BLUNDERBUSS -> noPic $ bangConeShape 20
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GRAPECANNON _ -> noPic $ bangConeShape 20
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MINIGUNX i -> miniGunXPictItem i it
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VOLLEYGUN i -> volleyGunSPic i it <> noPic (addBullets it)
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RIFLE -> noPic $ baseRifleShape <> addBullets it -- makeSingleClipAt (V3 5 0 3) it
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VOLLEYGUN i -> noPic $ volleyGunShape i <> addBullets it
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RIFLE -> noPic $ baseRifleShape <> addBullets it
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REPEATER -> noPic $ baseRifleShape <> addTinClip it
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AUTORIFLE -> noPic $ baseRifleShape <> addTinClip it
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BURSTRIFLE -> noPic $ baseRifleShape <> addTinClip it
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BANGROD -> noPic $ baseRodShape <> makeSingleClipAt (V3 5 0 3) it
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ELEPHANTGUN -> noPic $ baseAMRShape <> makeSingleClipAt (V3 5 0 3) it
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BANGROD -> noPic $ baseRodShape <> addBullets it
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ELEPHANTGUN -> noPic $ baseAMRShape <> addBullets it
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AMR -> noPic $ baseAMRShape <> addTinClip it
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AUTOAMR -> noPic $ baseAMRShape <> addTinClip it
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SNIPERRIFLE -> noPic $ baseAMRShape <> makeSingleClipAt (V3 5 0 3) it
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SNIPERRIFLE -> noPic $ baseAMRShape <> addBullets it
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MACHINEGUN -> noPic $ baseAMRShape <> addTinClip it
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FLAMESPITTER -> flamerPic it
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FLAMETHROWER -> flamerPic it
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@@ -230,17 +218,11 @@ baseStickShapeX it i = foldMap f [0 .. i -1]
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baseStickShape :: Shape
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baseStickShape = colorSH green $ upperPrismPoly 3 $ rectXH 10 2
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stickClip :: Item -> Shape
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stickClip it = case it ^? itUse . heldConsumption . laLoaded of
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Just x | x > 0 -> foldMap f [0 .. x -1]
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_ -> mempty
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where
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f i = rotateSH ang $ translateSH (V3 5 0 3) $ upperPrismPoly 2 $ square 1.5
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where
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ang =
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barrelspread * fromIntegral i
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- 0.5 * barrelspread * fromIntegral (_brlNum (_gunBarrels (_itParams it)) -1)
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barrelspread = it ^?! itParams . gunBarrels . brlSpread . spreadAngle
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bangConeShape :: Float -> Shape
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bangConeShape x =
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colorSH cyan $
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upperPrismPoly 3 (rectXH x 2)
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<> upperPrismPoly 6 (reverse $ rectNSWE 4 (-4) x (10 + x))
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defSPic :: SPic
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defSPic = noPic $ colorSH green $ upperPrismPoly 3 $ square 4
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@@ -255,34 +237,12 @@ shatterGunSPic =
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xa = 1
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xb = 9
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defCane :: Item -> SPic
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defCane it = noPic $ baseCaneShape <> makeSingleClipAt (V3 5 0 3) it
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baseCaneShape :: Shape
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baseCaneShape = colorSH red $ upperPrismPoly 3 $ rectXH 15 1.5
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baseRifleShape :: Shape
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baseRifleShape = colorSH red $ upperPrismPoly 3 $ rectXH 25 2
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makeSingleClipAt :: Point3 -> Item -> Shape
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makeSingleClipAt p it = case it ^? itUse . heldConsumption . laLoaded of
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Just 0 -> mempty
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_ -> translateSH p $ colorSH midcol (upperPrismPoly 1 $ reverse
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(rectNSWE 0.2 (- 2) (-1) 1)) <> tip <> foot
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where
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midcol = maybe black bulletEffectColor
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(it ^? itUse . heldConsumption . laAmmoType . amBullet . buEffect)
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tip = fromMaybe mempty $ do
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ebt <- it ^? itUse . heldConsumption . laAmmoType . amBullet . buSpawn
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return $ colorSH (bulletPayloadColor ebt) $ upperPrismPoly 1.1 $
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reverse $
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rectNSWE 0.2 (- 0.2) 1 2
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foot = fromMaybe mempty $ do
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ebt <- it ^? itUse . heldConsumption . laAmmoType . amBullet . buTrajectory
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return $ colorSH (bulletTrajColor ebt) $ upperPrismPoly 1.1 $
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reverse $
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rectNSWE 0.2 (- 0.2) (-2) (-1)
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addBullets :: Item -> Shape
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addBullets itm = fromMaybe mempty $ do
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x <- itm ^? itUse . heldConsumption . laLoaded
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@@ -291,23 +251,37 @@ addBullets itm = fromMaybe mempty $ do
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return $ foldMap (uncurry (drawBullet itm)) ps
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drawBullet :: Item -> Point3 -> Q.Quaternion Float -> Shape
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drawBullet itm p q = translateSH p $ overPosSH (Q.rotate q) $ colorSH midcol (upperPrismPoly 0.2 $ reverse
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(rectNSWE 0.2 (- 0.2) (-1) 1)) <> tip <> foot
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drawBullet itm p q =
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translateSH p $
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overPosSH (Q.rotate q) $
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colorSH
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midcol
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( upperPrismPoly 0.2 $
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reverse
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(rectNSWE 0.2 (- 0.2) (-1) 1)
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)
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<> tip
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<> foot
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where
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midcol = maybe black bulletEffectColor
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(itm ^? itUse . heldConsumption . laAmmoType . amBullet . buEffect)
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midcol =
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maybe
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black
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bulletEffectColor
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(itm ^? itUse . heldConsumption . laAmmoType . amBullet . buEffect)
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tip = fromMaybe mempty $ do
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ebt <- itm ^? itUse . heldConsumption . laAmmoType . amBullet . buSpawn
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return $ colorSH (bulletPayloadColor ebt) $ upperPrismPoly 0.2 $
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reverse $
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rectNSWE 0.2 (- 0.2) 1 2
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return $
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colorSH (bulletPayloadColor ebt) $
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upperPrismPoly 0.2 $
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reverse $
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rectNSWE 0.2 (- 0.2) 1 2
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foot = fromMaybe mempty $ do
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ebt <- itm ^? itUse . heldConsumption . laAmmoType . amBullet . buTrajectory
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return $ colorSH (bulletTrajColor ebt) $ upperPrismPoly 0.2 $
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reverse $
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rectNSWE 0.2 (- 0.2) (-2) (-1)
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return $
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colorSH (bulletTrajColor ebt) $
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upperPrismPoly 0.2 $
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reverse $
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rectNSWE 0.2 (- 0.2) (-2) (-1)
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addTinClip :: Item -> Shape
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addTinClip itm = fromMaybe mempty $ do
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@@ -319,24 +293,38 @@ addTinClip itm = fromMaybe mempty $ do
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makeTinClip :: Item -> Shape
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makeTinClip it =
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colorSH midcol (upperPrismPoly 1 (
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reverse $
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rectNSWE 0 (- y) (-1) 1)) <> tips <> tails
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colorSH
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midcol
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( upperPrismPoly
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1
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( reverse $
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rectNSWE 0 (- y) (-1) 1
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)
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)
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<> tips
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<> tails
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where
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midcol = maybe black bulletEffectColor
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(it ^? itUse . heldConsumption . laAmmoType . amBullet . buEffect)
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midcol =
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maybe
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black
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bulletEffectColor
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(it ^? itUse . heldConsumption . laAmmoType . amBullet . buEffect)
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y = fromIntegral y' * 0.3
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y' = fromMaybe 0 $ it ^? itUse . heldConsumption . laLoaded
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tips = fromMaybe mempty $ do
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ebt <- it ^? itUse . heldConsumption . laAmmoType . amBullet . buSpawn
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return $ colorSH (bulletPayloadColor ebt) $ upperPrismPoly 1.1 $
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reverse $
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rectNSWE 0 (- y) 1 2
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return $
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colorSH (bulletPayloadColor ebt) $
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upperPrismPoly 1.1 $
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reverse $
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rectNSWE 0 (- y) 1 2
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tails = fromMaybe mempty $ do
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ebt <- it ^? itUse . heldConsumption . laAmmoType . amBullet . buTrajectory
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return $ colorSH (bulletTrajColor ebt) $ upperPrismPoly 1.1 $
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reverse $
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rectNSWE 0 (- y) (-2) (-1)
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return $
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colorSH (bulletTrajColor ebt) $
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upperPrismPoly 1.1 $
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reverse $
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rectNSWE 0 (- y) (-2) (-1)
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bulletEffectColor :: BulletEffect -> Color
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bulletEffectColor x = case x of
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@@ -347,9 +335,9 @@ bulletEffectColor x = case x of
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bulletTrajColor :: BulletTrajectory -> Color
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bulletTrajColor x = case x of
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BasicBulletTrajectory -> black
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BezierTrajectory {} -> chartreuse
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FlechetteTrajectory {} -> white
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MagnetTrajectory {} -> yellow
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BezierTrajectory{} -> chartreuse
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FlechetteTrajectory{} -> white
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MagnetTrajectory{} -> yellow
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bulletPayloadColor :: BulletSpawn -> Color
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bulletPayloadColor x = case x of
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@@ -366,29 +354,16 @@ energyBallColor ebt = case ebt of
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ConcBall -> white
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FlashBall -> yellow
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volleyGunSPic :: Int -> Item -> SPic
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volleyGunSPic i it =
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noPic $
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colorSH
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red
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( foldMap
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( (\y -> upperPrismPoly 3 $ map (+.+ V2 0 y) $ rectXH 15 2)
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. (\k -> fromIntegral k * 5 - ((fromIntegral i - 1) * 2.5))
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)
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[0 .. i -1]
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volleyGunShape :: Int -> Shape
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volleyGunShape i =
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colorSH
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red
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( foldMap
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( (\y -> upperPrismPoly 3 $ map (+.+ V2 0 y) $ rectXH 15 2)
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. (\k -> fromIntegral k * 5 - ((fromIntegral i - 1) * 2.5))
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)
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-- <> caneClipX i it
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caneClipX :: Int -> Item -> Shape
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caneClipX i it = case it ^? itUse . heldConsumption . laLoaded of
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Just la
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| la > 0 ->
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foldMap
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( (\y -> translateSH (V3 5 0 3) . upperPrismPoly 1 $ map (+.+ V2 0 y) $ square 1.5)
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. (\k -> fromIntegral k * 5 - ((fromIntegral i - 1) * 2.5))
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)
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[0 .. la -1]
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_ -> mempty
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[0 .. i -1]
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)
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miniGunXPictItem :: Int -> Item -> SPic
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miniGunXPictItem i it = miniGunXPict i spin (_laLoaded $ _heldConsumption (_itUse it))
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@@ -413,15 +388,8 @@ miniGunXPict i spin _ =
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-- . upperPrismPoly 2
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-- $ rectNESW (negate $ 3 + 0.25 * x) y 3 (y-5))
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baseSonicShape :: Shape
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baseSonicShape = colorSH rose $ upperPrismPoly 3 $ rectXH 25 2
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revolverClip :: Item -> Shape
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revolverClip it = case it ^? itUse . heldConsumption . laLoaded of
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Just al | al > 0 -> translateSH (V3 5 0 1) $ foldMap f [1 .. al]
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_ -> mempty
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where
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f i = rotateSHx (fromIntegral i * pi / 3 + pi / 6) . translateSH (V3 0 0 2) $ upperPrismPoly 1 $ square 1
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--baseSonicShape :: Shape
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--baseSonicShape = colorSH rose $ upperPrismPoly 3 $ rectXH 25 2
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baseSMGShape :: Shape
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baseSMGShape = colorSH green $ upperPrismPoly 3 $ rectXH 20 2
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@@ -531,14 +499,14 @@ keyPic =
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, thickLine 2 $ map toV2 [(4, 0), (4, -4)]
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]
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latchkeyPic :: Picture
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latchkeyPic =
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color yellow $
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pictures
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[ translate (-4) 0 $ thickCircle 4 2
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, thickLine 2 $ map toV2 [(0, 0), (8, 0), (8, -4)]
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, thickLine 2 $ map toV2 [(4, 0), (4, -4)]
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]
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--latchkeyPic :: Picture
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--latchkeyPic =
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-- color yellow $
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-- pictures
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-- [ translate (-4) 0 $ thickCircle 4 2
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-- , thickLine 2 $ map toV2 [(0, 0), (8, 0), (8, -4)]
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-- , thickLine 2 $ map toV2 [(4, 0), (4, -4)]
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-- ]
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legsSPic :: Color -> SPic
|
||||
legsSPic col = noPic $ translateSH (V3 0 4 0) $ colorSH col $ upperPrismPoly 3 $ rectWH 2 2
|
||||
|
||||
Reference in New Issue
Block a user