Add skin colors

This commit is contained in:
2022-06-04 12:25:16 +01:00
parent 2b9ad58f6f
commit 602a004e87
14 changed files with 68 additions and 37 deletions
+6 -8
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@@ -60,14 +60,13 @@ spawnerCrit = defaultCreature
{ --_crUpdate = stateUpdate $ spawnerAI chaseCrit
_crHP = 300
, _crPict = basicCrPict
, _crSkinColor = blue
, _crInv = IM.empty -- IM.fromList [(0,frontArmour)]
}
& crSkin . skinUpper .~ light4 blue
miniGunCrit :: Creature
miniGunCrit = defaultCreature
{ _crPict = basicCrPict
, _crSkinColor = red
, _crUpdate = defaultImpulsive [sentinelFireType (const shootTillEmpty)]
, _crActionPlan = ActionPlan
{ _crImpulse = []
@@ -84,10 +83,10 @@ miniGunCrit = defaultCreature
, _crHP = 500
, _crMvType = defaultAimMvType
}
& crSkin . skinUpper .~ light4 red
longCrit :: Creature
longCrit = defaultCreature
{ _crPict = basicCrPict
, _crSkinColor = red
-- , _crUpdate = stateUpdate sniperAI
, _crUpdate = defaultImpulsive [sentinelFireType $ const shootTillEmpty]
, _crActionPlan = ActionPlan
@@ -101,10 +100,10 @@ longCrit = defaultCreature
, _crRad = 10
, _crHP = 150
}
& crSkin . skinUpper .~ light4 red
multGunCrit :: Creature
multGunCrit = defaultCreature
{ _crPict = basicCrPict
, _crSkinColor = red
-- , _crUpdate = stateUpdate (twitchMissAI 300 350)
, _crInv = IM.fromList [(0,bangCaneX 4),(1,medkit 100)]
, _crInvSel = 0
@@ -131,6 +130,7 @@ multGunCrit = defaultCreature
, _crGoal = []
}
}
& crSkin . skinUpper .~ light4 red
where
drawwp = DoActionIfElse NoAction (const crIsAiming) (DoActionThen drawWeapon (WaitThen 50 NoAction))
reloadActions =
@@ -152,7 +152,6 @@ startCr = defaultCreature
, _crMvDir = pi/2
, _crID = 0
, _crPict = basicCrPict
, _crSkinColor = black
, _crUpdate = stateUpdate yourControl
, _crRad = 10
, _crMass = 10
@@ -164,6 +163,7 @@ startCr = defaultCreature
, _crFaction = PlayerFaction
, _crMvType = MvWalking yourDefaultSpeed
}
& crSkin . skinUpper .~ light4 black
{- | Items you start with. -}
startInvList :: [Item]
startInvList = [ ]
@@ -202,9 +202,7 @@ inventoryX c = case c of
[ blinkGun
, unsafeBlinkGun
, autoDetector WALLDETECTOR
, effectGun "GIBBER"
(\cr -> addGibsAt (_crSkinColor cr) (_crPos cr)
. addGibsAt (_crSkinColor cr) (_crPos cr))
, effectGun "GIBBER" addCrGibs
]
_ -> []
+1 -2
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@@ -15,7 +15,7 @@ import Dodge.Creature.Picture
import Dodge.Creature.Action
import Dodge.Item.Equipment
import Dodge.Item.Consumable
import Picture
--import Picture
import qualified Data.IntMap.Strict as IM
import Control.Lens
@@ -37,7 +37,6 @@ flockArmourChaseCrit = defaultCreature
, _crName = "armourChaseCrit"
, _crHP = 300
, _crPict = basicCrPict
, _crSkinColor = green
, _crInv = IM.fromList
[(0,frontArmour)
,(1,medkit 200)
+2 -1
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@@ -18,11 +18,11 @@ import Picture
--
--import Data.Maybe
import qualified Data.IntMap.Strict as IM
import Control.Lens
autoCrit :: Creature
autoCrit = defaultCreature
{ _crPict = basicCrPict
, _crSkinColor = red
, _crUpdate = defaultImpulsive [sentinelAI]
, _crActionPlan = ActionPlan
{ _crImpulse = []
@@ -36,3 +36,4 @@ autoCrit = defaultCreature
, _crHP = 300
, _crMvType = defaultAimMvType
}
& crSkin . skinUpper .~ light4 red
-2
View File
@@ -27,7 +27,6 @@ smallChaseCrit = chaseCrit
{ _crHP = 1
, _crRad = 4
, _crPict = basicCrPict
, _crSkinColor = green
, _crInv = IM.fromList [(0,medkit 200)]
, _crCorpse = setDepth 5 $ color (greyN 0.5) $ circleSolid 4
}
@@ -54,7 +53,6 @@ chaseCrit = defaultCreature
, _crName = "chaseCrit"
, _crHP = 150
, _crPict = basicCrPict
, _crSkinColor = green
, _crInv = IM.fromList [(0,medkit 200)]
, _crMeleeCooldown = 0
, _crFaction = ColorFaction green
+1 -1
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@@ -25,7 +25,6 @@ import Control.Lens
launcherCrit :: Creature
launcherCrit = defaultCreature
{ _crPict = basicCrPict
, _crSkinColor = red
, _crUpdate = defaultImpulsive
[ performActions
, watchUpdateStrat
@@ -52,6 +51,7 @@ launcherCrit = defaultCreature
, _crState = defaultState
, _crHP = 300
}
& crSkin . skinUpper .~ light4 red
retreatFire :: Action
retreatFire = ImpulsesList ( [ UseItem ] : replicate 20 [ Turn 0.16 ])
+1 -1
View File
@@ -23,7 +23,6 @@ import Control.Lens
ltAutoCrit :: Creature
ltAutoCrit = defaultCreature
{ _crPict = basicCrPict
, _crSkinColor = red
, _crUpdate = defaultImpulsive
[ performActions
, watchUpdateStrat
@@ -55,6 +54,7 @@ ltAutoCrit = defaultCreature
, _crRad = 10
, _crHP = 500
}
& crSkin . skinUpper .~ light4 red
chooseMovement :: Creature -> World -> Action
chooseMovement cr w
+9 -11
View File
@@ -36,7 +36,7 @@ basicCrPict :: Creature
basicCrPict cr cfig w =
drawCrEquipment cr
<>
(basicCrShape col cr
(basicCrShape cr
, pictures $
targetingPic ++
[ creatureDisplayText cfig w cr
@@ -44,7 +44,6 @@ basicCrPict cr cfig w =
]
)
where
col = _crSkinColor cr
targetingPic = IM.elems $ IM.mapMaybeWithKey f $ _crInv cr
f invid it = fmap (\g -> g invid it cr cfig w) (it ^? itTargeting . tgDraw)
@@ -58,24 +57,23 @@ shapeAtCrPos sh cr _ _ =
)
basicCrShape
:: Color -- ^ Creature color
-> Creature
:: Creature
-> Shape
basicCrShape col cr
basicCrShape cr
| _crCamouflage cr == Invisible = mempty
| otherwise = tr . scaleSH (V3 crsize crsize crsize) $ mconcat
[ --rotdir . _spShape $ drawEquipment cr
rotdir . dm . translateSHz 20 $ scalp cr
, rotdir . dm $ upperBody col cr
, dm . rotmdir $ feet cr
rotdir . dm . colorSH (_skinHead cskin) . translateSHz 20 $ scalp cr
, rotdir . dm $ colorSH (_skinUpper cskin) $ upperBody cr
, dm . rotmdir $ colorSH (_skinLower cskin) $ feet cr
]
where
cskin = _crSkin cr
crsize = 0.1 * _crRad cr
dm = damageModSH cr
tr = uncurryV translateSHf (_crPos cr)
rotdir = rotateSH (_crDir cr)
rotmdir = rotateSH (_crMvDir cr)
. colorSH (greyN 0.3)
creatureDisplayText :: Configuration -> World -> Creature -> Picture
creatureDisplayText cfig w cr
@@ -227,10 +225,10 @@ baseShoulder :: Shape
{-# INLINE baseShoulder #-}
baseShoulder = translateSHz (-10) . scaleSH (V3 0.5 1 1) . upperPrismPolyHalf 10 $ polyCirc 3 1
upperBody :: Color -> Creature -> Shape
upperBody :: Creature -> Shape
{-# INLINE upperBody #-}
--upperBody col cr = colorSH (light4 col) $ mconcat
upperBody col cr = colorSH (light4 col) $ mconcat
upperBody cr = mconcat
[ arms cr
, shoulderSH $ torso cr
]
+1 -1
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@@ -27,7 +27,6 @@ import Control.Monad.State
pistolCrit :: Creature
pistolCrit = defaultCreature
{ _crPict = basicCrPict
, _crSkinColor = red
, _crUpdate = defaultImpulsive
[ performActions
, watchUpdateStrat
@@ -54,6 +53,7 @@ pistolCrit = defaultCreature
, _crRad = 10
, _crHP = 500
}
& crSkin . skinUpper .~ light4 red
chooseMovement :: Creature -> World -> Action
chooseMovement cr w = chooseMovement' cr w
`DoActionThen`
+1 -1
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@@ -25,7 +25,6 @@ import Control.Lens
spreadGunCrit :: Creature
spreadGunCrit = defaultCreature
{ _crPict = basicCrPict
, _crSkinColor = red
, _crUpdate = defaultImpulsive
[performActions
,watchUpdateStrat
@@ -57,6 +56,7 @@ spreadGunCrit = defaultCreature
, _crRad = 10
, _crHP = 500
}
& crSkin . skinUpper .~ light4 red
chooseMovement :: Creature -> World -> Action
chooseMovement cr w
+1 -2
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@@ -77,8 +77,7 @@ checkDeath cr w
removecr
| _crID cr == 0 = (creatures . ix (_crID cr) . crUpdate .~ const id)
. (creatures . ix (_crID cr) . crPict .~ const mempty)
. addGibsAt (_crSkinColor cr) (_crPos cr)
. addGibsAt (_crSkinColor cr) (_crPos cr)
. addCrGibs cr
| otherwise = creatures . at (_crID cr) .~ Nothing
addCorpse = IM.insertNewKey
$ uncurryV translate (_crOldPos cr)
+1 -1
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@@ -31,11 +31,11 @@ swarmCrit = defaultCreature
, _crRad = 2
, _crMass = 2
, _crPict = basicCrPict
, _crSkinColor = yellow
, _crCorpse = setDepth 5 $ color (greyN 0.5) $ circleSolid 2
, _crFaction = ColorFaction yellow
, _crMeleeCooldown = 0
}
& crSkin . skinUpper .~ light4 yellow
--swarmCritMoveFunc :: Creature -> Point2 -> Creature -> Point2
--swarmCritMoveFunc tcr cenp cr
+7 -1
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@@ -323,7 +323,7 @@ data Creature = Creature
, _crTwist :: Float
, _crID :: Int
, _crPict :: Creature -> Configuration -> World -> SPic
, _crSkinColor :: Color
, _crSkin :: CreatureSkin
, _crUpdate :: Creature -> World -> World
, _crRad :: Float
, _crMass :: Float
@@ -355,6 +355,11 @@ data Creature = Creature
, _crStatistics :: CreatureStatistics
, _crCamouflage :: CamouflageStatus
}
data CreatureSkin = CreatureSkin
{ _skinHead :: Color
, _skinUpper :: Color
, _skinLower :: Color
}
data CamouflageStatus
= FullyVisible
| Invisible
@@ -1590,6 +1595,7 @@ makeLenses ''ActivateEquipment
makeLenses ''EquipParams
makeLenses ''TerminalCommand
makeLenses ''GenParams
makeLenses ''CreatureSkin
----- ROOM LENSES
makeLenses ''Room
+4 -1
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@@ -31,7 +31,7 @@ defaultCreature = Creature
, _crTwist = 0
, _crID = 1
, _crPict = \_ _ _ -> mempty
, _crSkinColor = white
, _crSkin = defaultCreatureSkin
, _crUpdate = const id
, _crRad = 10
, _crMass = 10
@@ -67,6 +67,9 @@ defaultCreature = Creature
, _crStatistics = CreatureStatistics 10 10 10
, _crCamouflage = FullyVisible
}
defaultCreatureSkin :: CreatureSkin
defaultCreatureSkin = CreatureSkin (greyN 0.9) (light4 green) (greyN 0.3)
defaultInanimate :: Creature
defaultInanimate = defaultCreature & crActionPlan .~ Inanimate
+33 -4
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@@ -40,7 +40,7 @@ drawGib x pr = noPic
flesh = colorSH (dark $ dark red)
. translateSHz (negate x)
$ upperPrismPoly (2*x) $ square x
skin = colorSH (light4 $ _pjColor pr)
skin = colorSH (_pjColor pr)
. translateSH (V3 1 1 (1 - x))
$ upperPrismPoly (2*x) $ square x
@@ -72,12 +72,21 @@ updateGib' w pr
Nothing -> pjPos +~ v
Just (p,v') -> (pjPos .~ p) . (pjVel .~ v')
addGibsAt :: Color -> Point2 -> World -> World
addGibsAt col p w = foldr addg w (zip4 vels zspeeds quats hs)
addCrGibs :: Creature -> World -> World
addCrGibs cr w = w
& addGibAt 25 (_skinHead skin) cpos
& addGibsAt 3 7 (_skinLower skin) cpos
& addGibsAt 13 20 (_skinUpper skin) cpos
where
skin = _crSkin cr
cpos = _crPos cr
addGibsAt :: Float -> Float -> Color -> Point2 -> World -> World
addGibsAt minh maxh col p w = foldr addg w (zip4 vels zspeeds quats hs)
& randGen .~ newg
where
(speeds,newg) = replicateM 4 (state (randomR (1,4))) & runState $ _randGen w
hs = replicateM 4 (state (randomR (5,15))) & evalState $ _randGen w
hs = replicateM 4 (state (randomR (minh,maxh))) & evalState $ _randGen w
dirs = unitVectorAtAngle <$> (randsOnCirc 4 & evalState $ _randGen w)
vels = zipWith (*.*) speeds dirs
zspeeds = replicateM 4 (state (randomR (-8,8))) & evalState $ _randGen w
@@ -92,3 +101,23 @@ addGibsAt col p w = foldr addg w (zip4 vels zspeeds quats hs)
& pjPosZ .~ h
)
addGibAt :: Float -> Color -> Point2 -> World -> World
addGibAt h col p w = w
& plNew props pjID gib
& randGen .~ newg
where
(gib,newg) = runState f $ _randGen w
f = do
s <- state $ randomR (1,4)
dir <- unitVectorAtAngle <$> state (randomR (0,2*pi))
zs <- state $ randomR (-8,8)
q <- Q.vToQuat (V3 0 0 1) <$> randOnUnitSphere
let v = s *.* dir
return $ aGib
& pjPos .~ p
& pjColor .~ col
& pjVel .~ v
& pjQuatSpin .~ Q.axisAngle (vNormal v `v2z` 0) (-0.1)
& pjQuat .~ q
& pjVelZ .~ zs
& pjPosZ .~ h