Use ammo positions to draw magazines and bullets
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@@ -7,6 +7,6 @@ import Geometry.Data
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data AmmoPosition
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= Magazine {_amposPos :: Point3, _amposDir :: Quaternion Float}
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| Bullets {_amPosDirs :: [(Point3,Point3)]}
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| Bullets {_amPosDirs :: [(Point3,Quaternion Float)]}
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| NoAmmoPosition
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makeLenses ''AmmoPosition
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+93
-50
@@ -58,15 +58,16 @@ leftItemSPic lt _ = case lt of
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BLINKER -> defSPic
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_ -> defSPic
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ammoPosition :: HeldItemType -> AmmoPosition
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ammoPosition hit = case hit of
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ammoPosition :: Item -> HeldItemType -> AmmoPosition
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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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BANGSTICK _ -> 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 -> NoAmmoPosition
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REVOLVERX _ -> NoAmmoPosition
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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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@@ -74,8 +75,8 @@ ammoPosition hit = case hit of
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BLUNDERBUSS -> NoAmmoPosition
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GRAPECANNON _ -> NoAmmoPosition
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MINIGUNX _ -> NoAmmoPosition
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VOLLEYGUN _ -> NoAmmoPosition
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RIFLE -> 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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@@ -83,7 +84,7 @@ ammoPosition hit = case hit of
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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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SNIPERRIFLE -> NoAmmoPosition
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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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FLAMESPITTER -> NoAmmoPosition
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FLAMETHROWER -> NoAmmoPosition
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@@ -108,21 +109,45 @@ ammoPosition hit = case hit of
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KEYCARD _ -> NoAmmoPosition
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BINOCULARS -> NoAmmoPosition
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where
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lhs = Q.axisAngle (V3 0 0 1) pi
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rhs = Q.axisAngle (V3 0 1 0) pi
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lhs = Q.axisAngle (V3 1 0 0) pi
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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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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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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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where
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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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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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heldItemSPic :: HeldItemType -> Item -> SPic
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heldItemSPic ht it = case ht of
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FLATSHIELD -> flatShieldEquipSPic
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FORCEFIELDGUN -> defSPic
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TORCH -> noPic torchShape
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BANGSTICK i -> noPic $ baseStickShapeX it i <> stickClip it
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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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MACHINEPISTOL -> noPic $ baseStickShape <> makeTinClipAt pi (V3 5 2 0) it
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AUTOPISTOL -> noPic $ baseStickShape <> makeTinClipAt pi (V3 5 2 0) 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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@@ -141,17 +166,17 @@ heldItemSPic ht it = case ht of
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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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MINIGUNX i -> miniGunXPictItem i it
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VOLLEYGUN i -> volleyGunSPic i it
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RIFLE -> noPic $ baseRifleShape <> makeSingleClipAt (V3 5 0 3) it
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REPEATER -> noPic $ baseRifleShape <> makeTinClipAt 0 (V3 10 (-2) 0) it
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AUTORIFLE -> noPic $ baseRifleShape <> makeTinClipAt 0 (V3 10 (-2) 0) it
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BURSTRIFLE -> noPic $ baseRifleShape <> makeTinClipAt 0 (V3 10 (-2) 0) 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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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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AMR -> noPic $ baseAMRShape <> makeTinClipAt 0 (V3 10 (-2) 0) it
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AUTOAMR -> noPic $ baseAMRShape <> makeTinClipAt 0 (V3 10 (-2) 0) 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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MACHINEGUN -> noPic $ baseAMRShape <> makeTinClipAt 0 (V3 10 (-2) 0) 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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FLAMETORRENT -> flamerPic it
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@@ -242,12 +267,52 @@ 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 $ upperPrismPoly 1 $ square 1.5
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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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hit <- itm ^? itType . iyBase . ibtHeld
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ps <- fmap (take x) $ (ammoPosition itm hit) ^? amPosDirs
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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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where
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midcol = maybe black 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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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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addTinClip :: Item -> Shape
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addTinClip itm = fromMaybe mempty $ do
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hit <- itm ^? itType . iyBase . ibtHeld
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let ap = ammoPosition hit
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let ap = ammoPosition itm hit
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p <- ap ^? amposPos
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d <- ap ^? amposDir
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return $ translateSH p $ overPosSH (Q.rotate d) $ makeTinClip itm
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@@ -256,7 +321,7 @@ 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) (-2) 2)) <> translateSHz (-0.05) (tips <> tails)
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rectNSWE 0 (- y) (-1) 1)) <> tips <> 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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@@ -266,34 +331,12 @@ makeTinClip it =
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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) (-2) (-1)
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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) 1 2
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makeTinClipAt :: Float -> Point3 -> Item -> Shape
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makeTinClipAt r p it =
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translateSH p . overPosSH (rotate3z r) $
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colorSH midcol (upperPrismPoly 1 (
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reverse $
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rectNSWE 0 (- y) (-2) 2)) <> tips <> 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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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) (-2) (-1)
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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) 1 2
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bulletEffectColor :: BulletEffect -> Color
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bulletEffectColor x = case x of
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@@ -334,7 +377,7 @@ volleyGunSPic i it =
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)
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[0 .. i -1]
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)
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<> caneClipX i it
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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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