Cleanup Data
This commit is contained in:
@@ -6,9 +6,9 @@ import Geometry
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import Control.Lens
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-- isArmouredFrom :: Point2 -> Creature -> Bool
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-- isArmouredFrom p cr
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-- = p /= _crPos cr
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-- && any (\it -> it ^? itIdentity == Just FrontArmour) (_crInv cr)
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-- && angleVV (unitVectorAtAngle $ _crDir cr) (p -.- _crPos cr) < pi/2
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isArmouredFrom :: Point2 -> Creature -> Bool
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isArmouredFrom p cr
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= p /= _crPos cr
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&& any (\it -> it ^? itIdentity == Just FrontArmour) (_crInv cr)
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&& angleVV (unitVectorAtAngle $ _crDir cr) (p -.- _crPos cr) < pi/2
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-- even though angleVV can generate NaN, the comparison seems to deal with it
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+16
-14
@@ -350,20 +350,22 @@ startCr = defaultCreature
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, _crHP = 10000
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, _crMaxHP = 1500
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, _crInv = IM.fromList (zip [0..20]
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([pistol,autoGun,launcher,lasGun,grenade
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,ltAutoGun,flamer,multGun,spreadGun,remoteLauncher
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,longGun
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,hvAutoGun
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,teslaGun
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,latchkey 0
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,miniGun
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,medkit 50
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,bezierGun
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,poisonSprayer
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,blinkGun
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]
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++ repeat NoItem))
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-- startInv
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(
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[pistol,autoGun,launcher,lasGun,grenade
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,ltAutoGun,flamer,multGun,spreadGun,remoteLauncher
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,longGun
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,hvAutoGun
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,teslaGun
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,latchkey 0
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,miniGun
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,medkit 50
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,bezierGun
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,poisonSprayer
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,blinkGun
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,frontArmour
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]
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++ repeat NoItem))
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-- startInv
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, _crCorpse = onLayer CorpseLayer $ color (greyN 0.5) $ pictures [color (greyN 0.8) $ circleSolid 10, circLine 10]
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}
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+377
-373
@@ -1,6 +1,5 @@
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{-# LANGUAGE TemplateHaskell #-}
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{-# LANGUAGE FlexibleInstances #-}
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--{-# LANGUAGE BangPatterns #-}
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{-# LANGUAGE StrictData #-}
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module Dodge.Data
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( module Dodge.Data
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@@ -9,39 +8,27 @@ module Dodge.Data
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, soundTime
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)
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where
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-- imports {{{
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import Picture.Data
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import Geometry.Data
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import Sound.Preload
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import Control.Lens
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import Control.Monad.State
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import System.Random
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import Data.Graph.Inductive
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import qualified Data.Set as S
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import qualified Data.IntMap.Strict as IM
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import qualified Data.Map as M
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import qualified SDL.Mixer as Mix
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import SDL (Scancode, MouseButton)
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import Graphics.Rendering.OpenGL (PrimitiveMode (..),GLfloat,Program,VertexArrayObject,BufferObject)
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import Codec.Picture (Image,PixelRGBA8)
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import qualified Data.DList as DL
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import LoadConfig
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--}}}
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-- datatypes {{{
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data World = World
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{ _keys :: !(S.Set Scancode)
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, _mouseButtons :: !(S.Set MouseButton)
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, _cameraCenter :: !Point2
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, _cameraAimTime :: Int
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, _cameraCenter :: !Point2
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, _cameraRot :: !Float
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, _cameraZoom :: !Float
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, _cameraViewFrom :: !Point2
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@@ -67,8 +54,7 @@ data World = World
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, _sounds :: M.Map SoundOrigin Sound
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, _decorations :: IM.IntMap Picture
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, _corpses :: IM.IntMap (IM.IntMap [Corpse])
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, _clickMousePos :: (Float,Float)
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, _lbRotation :: Float
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, _clickMousePos :: (Float,Float)
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, _pathGraph :: ~(Gr Point2 Float)
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, _pathGraph' :: ~[(Point2,Point2)]
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, _pathPoints :: ~(IM.IntMap (IM.IntMap [(Int,Point2)]))
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@@ -91,17 +77,26 @@ data World = World
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}
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data Corpse = Corpse
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{ _cpPos :: Point2
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, _cpPict :: Picture
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, _cpRes :: Creature
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}
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{ _cpPos :: Point2
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, _cpPict :: Picture
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, _cpRes :: Creature
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}
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data Layer = PtLayer | CrLayer | WlLayer | BgLayer | ShadowLayer
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| FlItLayer | LabelLayer | InvLayer | MenuLayer
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| PressPlateLayer | CorpseLayer
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| UPtLayer
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| HPtLayer
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| GloomLayer
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data Layer
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= PtLayer
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| CrLayer
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| WlLayer
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| BgLayer
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| ShadowLayer
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| FlItLayer
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| LabelLayer
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| InvLayer
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| MenuLayer
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| PressPlateLayer
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| CorpseLayer
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| UPtLayer
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| HPtLayer
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| GloomLayer
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data Cloud = Cloud
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{ _clID :: Int
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@@ -113,294 +108,297 @@ data Cloud = Cloud
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, _clEffect :: Cloud -> World -> World
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}
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data LightSource
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= LS
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{ _lsID :: !Int
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, _lsPos :: !Point2
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, _lsDir :: !Float
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, _lsRad :: !Float
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, _lsIntensity :: !Float
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}
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data LightSource = LS
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{ _lsID :: !Int
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, _lsPos :: !Point2
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, _lsDir :: !Float
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, _lsRad :: !Float
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, _lsIntensity :: !Float
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}
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data TempLightSource =
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TLS { _tlsPos :: !Point2
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, _tlsRad :: !Float
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, _tlsIntensity :: !Float
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, _tlsUpdate :: World -> TempLightSource -> (World, Maybe TempLightSource)
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}
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data TempLightSource = TLS
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{ _tlsPos :: !Point2
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, _tlsRad :: !Float
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, _tlsIntensity :: !Float
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, _tlsUpdate :: World -> TempLightSource -> (World, Maybe TempLightSource)
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}
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data Creature = Creature
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{ _crPos :: Point2
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, _crOldPos :: Point2
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, _crDir :: Float
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, _crID :: Int
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, _crPict :: Creature -> Picture
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, _crUpdate :: World -> (World -> World,StdGen) -> Creature
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-> ((World -> World,StdGen), Maybe Creature)
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, _crRad :: Float
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, _crMass :: Float
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, _crHP :: Int
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, _crMaxHP :: Int
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, _crInv :: IM.IntMap Item
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, _crInvSel :: Int
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, _crState :: CreatureState
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, _crCorpse :: Picture
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}
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{ _crPos :: Point2
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, _crOldPos :: Point2
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, _crDir :: Float
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, _crID :: Int
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, _crPict :: Creature -> Picture
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, _crUpdate :: World -> (World -> World,StdGen) -> Creature
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-> ((World -> World,StdGen), Maybe Creature)
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, _crRad :: Float
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, _crMass :: Float
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, _crHP :: Int
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, _crMaxHP :: Int
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, _crInv :: IM.IntMap Item
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, _crInvSel :: Int
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, _crState :: CreatureState
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, _crCorpse :: Picture
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}
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data CreatureState
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= CrSt { _goals :: [[Goal]]
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, _stance :: Stance
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, _faction :: Faction
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, _crDamage :: [DamageType]
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, _crPastDamage :: Int
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, _crSpState :: CrSpState
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, _crApplyDamage :: [DamageType] -> Creature -> (World -> World,Creature)
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}
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-- deriving (Eq,Show)
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data CrSpState = Barrel { _piercedPoints :: [Point2]}
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| GenCr
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deriving (Eq,Show,Ord)
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data Goal = MoveTo Point2
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| MoveToFor Point2 Int
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| MoveFire Point2 Point2
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| PathTo Point2
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| PathAlong [Point2]
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| SubPathTo Point2 Int Point2
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| Wait
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| WaitFor Int
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| WaitForID Int Int
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| FireAt Point2
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| FireAtID Int Point2
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| Fire
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| Reload
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| IncreaseAlert Int
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| Guard Point2 Point2
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| Search Int
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| SearchNear Point2
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| AimAt Point2 Int
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| InitGuard
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| Init
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| MeleeAttack Int
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| InitTrackYou
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| TrackYou
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| Track Int
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| TrackFor Int Int
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| TurnByFor Float Int
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| TurnTo Point2
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| TurnToward Point2
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| TurnTowardAngle Float
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| StrafeLeftAround Int Point2
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| StrafeRightAround Int Point2
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| StrafeLeftFor Int
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| StrafeRightFor Int
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| StrafeLeftForSpeed Int Float
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| StrafeRightForSpeed Int Float
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| StrafeLeftFire
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| StrafeRightFire
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| MoveForwardFor Int
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| MoveForwardFire
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| MoveBackwardFor Int
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| MoveByFor Point2 Int
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| MoveBackwardFire
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| GoalID Int Goal
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| AtRange Float
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| AtRanges Float Float
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| RepeatAction Int Goal
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| MakeJudgement
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| SetPosture Posture
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deriving (Eq,Show)
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data Stance = Stance {_carriage :: Carriage
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,_posture :: Posture
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}
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deriving (Eq,Show)
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data Carriage = Walking {_stepCycle :: Int
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,_stepToAdd :: Int
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}
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| Floating
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| Boosting Point2
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deriving (Eq,Show)
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data Posture = Aiming
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| AtEase
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deriving (Eq,Show)
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data Mind = ZombieMind
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| HumanMind
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deriving (Eq,Show)
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data Faction = GenericFaction Int
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| ZombieFaction
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| EncircleFlock
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| ChaseCritters
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| SpawnedBy Int
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| NoFaction
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data CreatureState = CrSt
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{ _goals :: [[Goal]]
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, _stance :: Stance
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, _faction :: Faction
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, _crDamage :: [DamageType]
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, _crPastDamage :: Int
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, _crSpState :: CrSpState
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, _crApplyDamage :: [DamageType] -> Creature -> (World -> World,Creature)
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}
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data CrSpState
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= Barrel { _piercedPoints :: [Point2]}
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| GenCr
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deriving (Eq,Show,Ord)
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data Goal
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= MoveTo Point2
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| MoveToFor Point2 Int
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| MoveFire Point2 Point2
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| PathTo Point2
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| PathAlong [Point2]
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| SubPathTo Point2 Int Point2
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| Wait
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| WaitFor Int
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| WaitForID Int Int
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| FireAt Point2
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| FireAtID Int Point2
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| Fire
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| Reload
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| IncreaseAlert Int
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| Guard Point2 Point2
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| Search Int
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| SearchNear Point2
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| AimAt Point2 Int
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| InitGuard
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| Init
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| MeleeAttack Int
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| InitTrackYou
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| TrackYou
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| Track Int
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| TrackFor Int Int
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| TurnByFor Float Int
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| TurnTo Point2
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| TurnToward Point2
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| TurnTowardAngle Float
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| StrafeLeftAround Int Point2
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| StrafeRightAround Int Point2
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| StrafeLeftFor Int
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| StrafeRightFor Int
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| StrafeLeftForSpeed Int Float
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| StrafeRightForSpeed Int Float
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| StrafeLeftFire
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| StrafeRightFire
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| MoveForwardFor Int
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| MoveForwardFire
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| MoveBackwardFor Int
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| MoveByFor Point2 Int
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| MoveBackwardFire
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| GoalID Int Goal
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| AtRange Float
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| AtRanges Float Float
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| RepeatAction Int Goal
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| MakeJudgement
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| SetPosture Posture
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deriving (Eq,Show)
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data Stance = Stance
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{_carriage :: Carriage
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,_posture :: Posture
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}
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deriving (Eq,Show)
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data Carriage
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= Walking { _stepCycle :: Int, _stepToAdd :: Int }
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| Floating
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| Boosting Point2
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deriving (Eq,Show)
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data Posture = Aiming | AtEase
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deriving (Eq,Show)
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data Mind = ZombieMind | HumanMind
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deriving (Eq,Show)
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data Faction
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= GenericFaction Int
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| ZombieFaction
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| EncircleFlock
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| ChaseCritters
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| SpawnedBy Int
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| NoFaction
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deriving (Eq,Show)
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-- NOTE: walls must be drawn counterclockwise
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data WorldState = DoorNumOpen Int
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| CrNumAlive Int
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deriving (Eq,Ord)
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data WorldState = DoorNumOpen Int | CrNumAlive Int
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deriving (Eq,Ord)
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data MenuState
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= LevelMenu Int
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| PauseMenu
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| GameOverMenu
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| InGame
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deriving (Eq,Ord)
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deriving (Eq,Ord)
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data Button = Button
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{ _btPict :: Picture
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, _btPos :: Point2
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, _btRot :: Float
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, _btEvent :: Button -> World -> World
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, _btID :: Int
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, _btText :: String
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, _btState :: ButtonState
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}
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{ _btPict :: Picture
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, _btPos :: Point2
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, _btRot :: Float
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, _btEvent :: Button -> World -> World
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, _btID :: Int
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, _btText :: String
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, _btState :: ButtonState
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}
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data ButtonState = BtOn | BtOff | BtNoLabel
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deriving (Eq, Show)
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deriving (Eq, Show)
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data PressPlate = PressPlate { _ppPict :: Picture
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, _ppPos :: Point2
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, _ppRot :: Float
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, _ppEvent :: PressPlate -> World -> World
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, _ppID :: Int
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, _ppText :: String
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}
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data PressPlate = PressPlate
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{ _ppPict :: Picture
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, _ppPos :: Point2
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, _ppRot :: Float
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, _ppEvent :: PressPlate -> World -> World
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, _ppID :: Int
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, _ppText :: String
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}
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data FloorItem = FlIt { _flIt :: Item , _flItPos :: Point2 , _flItRot :: Float, _flItID :: Int}
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data ItemPos = InInv { _itCrId :: Int
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, _itInvId :: Int
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}
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| OnFloor { _itFlID :: Int
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}
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data ItemPos
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= InInv { _itCrId :: Int , _itInvId :: Int }
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| OnFloor { _itFlID :: Int }
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data Item = Weapon
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{ _itName :: String
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, _wpMaxAmmo :: Int
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, _wpLoadedAmmo :: Int
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, _wpReloadTime :: Int
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, _wpReloadState :: Int
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, _wpFireRate :: Int
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, _wpFireState :: Int
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, _wpFire :: Int -> World -> World
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, _wpSpread :: Float
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, _wpRange :: Float
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, _itHammer :: HammerPosition
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, _itFloorPict :: Picture
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, _itMaxStack :: Int
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, _itAmount :: Int
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, _itAimingSpeed :: Float
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, _itAimingRange :: Float
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, _itZoom :: ItZoom
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, _itEquipPict :: Creature -> Int -> Picture
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, _itScrollUp :: Int -> World -> World
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, _itScrollDown :: Int -> World -> World
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, _itIdentity :: ItemIdentity
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, _itAttachment :: Maybe ItAttachment
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, _itID :: Maybe Int
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, _itEffect :: ItEffect
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, _itInvDisplay :: Item -> String
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, _itInvColor :: Color
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}
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| Consumable
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{ _itName :: String
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, _itMaxStack :: Int
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, _itAmount :: Int
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, _cnEffect :: Int -> World -> Maybe World
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, _itFloorPict :: Picture
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, _itEquipPict :: Creature -> Int -> Picture
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, _itIdentity :: ItemIdentity
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, _itID :: Maybe Int
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, _itInvDisplay :: Item -> String
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, _itInvColor :: Color
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, _itEffect :: ItEffect
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, _itHammer :: HammerPosition
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}
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| Craftable
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{ _itName :: String
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, _itMaxStack :: Int
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, _itAmount :: Int
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, _itFloorPict :: Picture
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, _itEquipPict :: Creature -> Int -> Picture
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, _itIdentity :: ItemIdentity
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, _itID :: Maybe Int
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, _itInvDisplay :: Item -> String
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, _itInvColor :: Color
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}
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| Equipment
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{ _itName :: String
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, _itMaxStack :: Int
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, _itAmount :: Int
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, _itFloorPict :: Picture
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, _itEquipPict :: Creature -> Int -> Picture
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, _itIdentity :: ItemIdentity
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, _itEffect :: ItEffect
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, _itID :: Maybe Int
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, _itAimingSpeed :: Float
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, _itAimingRange :: Float
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, _itZoom :: ItZoom
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, _itInvDisplay :: Item -> String
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, _itInvColor :: Color
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, _itHammer :: HammerPosition
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}
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| Throwable
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{ _itName :: String
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, _itMaxStack :: Int
|
||||
, _itAmount :: Int
|
||||
, _itFloorPict :: Picture
|
||||
, _twMaxRange :: Float
|
||||
, _twAccuracy :: Float
|
||||
, _twFire :: Int -> World -> World
|
||||
, _itAimingSpeed :: Float
|
||||
, _itAimingRange :: Float
|
||||
, _itZoom :: ItZoom
|
||||
, _itEquipPict :: Creature -> Int -> Picture
|
||||
, _itIdentity :: ItemIdentity
|
||||
, _itID :: Maybe Int
|
||||
, _itAttachment :: Maybe ItAttachment
|
||||
, _itInvDisplay :: Item -> String
|
||||
, _itInvColor :: Color
|
||||
, _itEffect :: ItEffect
|
||||
, _itHammer :: HammerPosition
|
||||
, _itScrollUp :: Int -> World -> World
|
||||
, _itScrollDown :: Int -> World -> World
|
||||
}
|
||||
| NoItem
|
||||
data Item
|
||||
= Weapon
|
||||
{ _itName :: String
|
||||
, _wpMaxAmmo :: Int
|
||||
, _wpLoadedAmmo :: Int
|
||||
, _wpReloadTime :: Int
|
||||
, _wpReloadState :: Int
|
||||
, _wpFireRate :: Int
|
||||
, _wpFireState :: Int
|
||||
, _wpFire :: Int -> World -> World
|
||||
, _wpSpread :: Float
|
||||
, _wpRange :: Float
|
||||
, _itHammer :: HammerPosition
|
||||
, _itFloorPict :: Picture
|
||||
, _itMaxStack :: Int
|
||||
, _itAmount :: Int
|
||||
, _itAimingSpeed :: Float
|
||||
, _itAimingRange :: Float
|
||||
, _itZoom :: ItZoom
|
||||
, _itEquipPict :: Creature -> Int -> Picture
|
||||
, _itScrollUp :: Int -> World -> World
|
||||
, _itScrollDown :: Int -> World -> World
|
||||
, _itIdentity :: ItemIdentity
|
||||
, _itAttachment :: Maybe ItAttachment
|
||||
, _itID :: Maybe Int
|
||||
, _itEffect :: ItEffect
|
||||
, _itInvDisplay :: Item -> String
|
||||
, _itInvColor :: Color
|
||||
}
|
||||
| Consumable
|
||||
{ _itName :: String
|
||||
, _itMaxStack :: Int
|
||||
, _itAmount :: Int
|
||||
, _cnEffect :: Int -> World -> Maybe World
|
||||
, _itFloorPict :: Picture
|
||||
, _itEquipPict :: Creature -> Int -> Picture
|
||||
, _itIdentity :: ItemIdentity
|
||||
, _itID :: Maybe Int
|
||||
, _itInvDisplay :: Item -> String
|
||||
, _itInvColor :: Color
|
||||
, _itEffect :: ItEffect
|
||||
, _itHammer :: HammerPosition
|
||||
}
|
||||
| Craftable
|
||||
{ _itName :: String
|
||||
, _itMaxStack :: Int
|
||||
, _itAmount :: Int
|
||||
, _itFloorPict :: Picture
|
||||
, _itEquipPict :: Creature -> Int -> Picture
|
||||
, _itIdentity :: ItemIdentity
|
||||
, _itID :: Maybe Int
|
||||
, _itInvDisplay :: Item -> String
|
||||
, _itInvColor :: Color
|
||||
}
|
||||
| Equipment
|
||||
{ _itName :: String
|
||||
, _itMaxStack :: Int
|
||||
, _itAmount :: Int
|
||||
, _itFloorPict :: Picture
|
||||
, _itEquipPict :: Creature -> Int -> Picture
|
||||
, _itIdentity :: ItemIdentity
|
||||
, _itEffect :: ItEffect
|
||||
, _itID :: Maybe Int
|
||||
, _itAimingSpeed :: Float
|
||||
, _itAimingRange :: Float
|
||||
, _itZoom :: ItZoom
|
||||
, _itInvDisplay :: Item -> String
|
||||
, _itInvColor :: Color
|
||||
, _itHammer :: HammerPosition
|
||||
}
|
||||
| Throwable
|
||||
{ _itName :: String
|
||||
, _itMaxStack :: Int
|
||||
, _itAmount :: Int
|
||||
, _itFloorPict :: Picture
|
||||
, _twMaxRange :: Float
|
||||
, _twAccuracy :: Float
|
||||
, _twFire :: Int -> World -> World
|
||||
, _itAimingSpeed :: Float
|
||||
, _itAimingRange :: Float
|
||||
, _itZoom :: ItZoom
|
||||
, _itEquipPict :: Creature -> Int -> Picture
|
||||
, _itIdentity :: ItemIdentity
|
||||
, _itID :: Maybe Int
|
||||
, _itAttachment :: Maybe ItAttachment
|
||||
, _itInvDisplay :: Item -> String
|
||||
, _itInvColor :: Color
|
||||
, _itEffect :: ItEffect
|
||||
, _itHammer :: HammerPosition
|
||||
, _itScrollUp :: Int -> World -> World
|
||||
, _itScrollDown :: Int -> World -> World
|
||||
}
|
||||
| NoItem
|
||||
|
||||
data ItAttachment
|
||||
= ItScope {_scopePos :: Point2
|
||||
,_scopeZoomChange :: Int
|
||||
,_scopeZoom :: Float
|
||||
,_scopeIsCamera :: Bool
|
||||
}
|
||||
= ItScope
|
||||
{_scopePos :: Point2
|
||||
,_scopeZoomChange :: Int
|
||||
,_scopeZoom :: Float
|
||||
,_scopeIsCamera :: Bool
|
||||
}
|
||||
| ItFuse {_itFuseTime :: Int}
|
||||
| ItPhaseV {_itPhaseV :: Float}
|
||||
| ItMode {_itMode :: Int}
|
||||
| ItTargetPos { _itTargetPos :: Point2 }
|
||||
|
||||
data ItEffect = NoItEffect
|
||||
| ItInvEffect {_itInvEffect :: Creature -> Int -> World -> World
|
||||
,_itEffectCounter :: Int
|
||||
}
|
||||
| ItEffect {_itInvEffect :: Creature -> Int -> World -> World
|
||||
,_itFloorEffect :: Int -> World -> World
|
||||
,_itEffectCounter :: Int
|
||||
}
|
||||
data ItZoom = ItZoom {_itAimZoomMax :: Float
|
||||
,_itAimZoomMin :: Float
|
||||
,_itAimZoomFac :: Float
|
||||
,_itZoomMax :: Float
|
||||
,_itZoomMin :: Float
|
||||
,_itZoomFac :: Float
|
||||
}
|
||||
| ItInvEffect
|
||||
{_itInvEffect :: Creature -> Int -> World -> World
|
||||
,_itEffectCounter :: Int
|
||||
}
|
||||
| ItEffect
|
||||
{_itInvEffect :: Creature -> Int -> World -> World
|
||||
,_itFloorEffect :: Int -> World -> World
|
||||
,_itEffectCounter :: Int
|
||||
}
|
||||
data ItZoom = ItZoom
|
||||
{_itAimZoomMax :: Float
|
||||
,_itAimZoomMin :: Float
|
||||
,_itAimZoomFac :: Float
|
||||
,_itZoomMax :: Float
|
||||
,_itZoomMin :: Float
|
||||
,_itZoomFac :: Float
|
||||
}
|
||||
|
||||
data IntID a = IntID Int a
|
||||
|
||||
data HammerPosition = HammerDown
|
||||
| HammerReleased
|
||||
| HammerUp
|
||||
| NoHammer
|
||||
data HammerPosition
|
||||
= HammerDown
|
||||
| HammerReleased
|
||||
| HammerUp
|
||||
| NoHammer
|
||||
|
||||
data ItemIdentity
|
||||
= Pistol
|
||||
@@ -439,62 +437,70 @@ data Particle'
|
||||
{ _ptDraw :: Particle' -> Picture
|
||||
, _ptUpdate' :: World -> Particle' -> (World, Maybe Particle')
|
||||
}
|
||||
| Bul' { _ptDraw :: Particle' -> Picture
|
||||
, _ptUpdate' :: World -> Particle' -> (World, Maybe Particle')
|
||||
, _btVel' :: Point2
|
||||
, _btColor' :: Color
|
||||
, _btTrail' :: [Point2]
|
||||
, _btPassThrough' :: Maybe Int
|
||||
, _btWidth' :: Float
|
||||
, _btTimer' :: Int
|
||||
, _btHitEffect' :: HitEffect
|
||||
}
|
||||
| Pt' { _ptDraw :: Particle' -> Picture
|
||||
, _ptUpdate' :: World -> Particle' -> (World, Maybe Particle')
|
||||
, _btVel' :: Point2
|
||||
, _btColor' :: Color
|
||||
, _btPos' :: Point2
|
||||
, _btPassThrough' :: Maybe Int
|
||||
, _btWidth' :: Float
|
||||
, _btTimer' :: Int
|
||||
, _btHitEffect' :: HitEffect
|
||||
}
|
||||
| Bul'
|
||||
{ _ptDraw :: Particle' -> Picture
|
||||
, _ptUpdate' :: World -> Particle' -> (World, Maybe Particle')
|
||||
, _btVel' :: Point2
|
||||
, _btColor' :: Color
|
||||
, _btTrail' :: [Point2]
|
||||
, _btPassThrough' :: Maybe Int
|
||||
, _btWidth' :: Float
|
||||
, _btTimer' :: Int
|
||||
, _btHitEffect' :: HitEffect
|
||||
}
|
||||
| Pt'
|
||||
{ _ptDraw :: Particle' -> Picture
|
||||
, _ptUpdate' :: World -> Particle' -> (World, Maybe Particle')
|
||||
, _btVel' :: Point2
|
||||
, _btColor' :: Color
|
||||
, _btPos' :: Point2
|
||||
, _btPassThrough' :: Maybe Int
|
||||
, _btWidth' :: Float
|
||||
, _btTimer' :: Int
|
||||
, _btHitEffect' :: HitEffect
|
||||
}
|
||||
| Shockwave'
|
||||
{ _ptDraw :: Particle' -> Picture
|
||||
, _ptUpdate' :: World -> Particle' -> (World, Maybe Particle')
|
||||
, _btColor' :: Color
|
||||
, _btPos' :: Point2
|
||||
, _btRad' :: Float
|
||||
, _btDam' :: Int
|
||||
, _btPush' :: Float
|
||||
, _btMaxTime' :: Int
|
||||
, _btTimer' :: Int
|
||||
}
|
||||
{ _ptDraw :: Particle' -> Picture
|
||||
, _ptUpdate' :: World -> Particle' -> (World, Maybe Particle')
|
||||
, _btColor' :: Color
|
||||
, _btPos' :: Point2
|
||||
, _btRad' :: Float
|
||||
, _btDam' :: Int
|
||||
, _btPush' :: Float
|
||||
, _btMaxTime' :: Int
|
||||
, _btTimer' :: Int
|
||||
}
|
||||
|
||||
type HitEffect = Particle' -> [(Point2, (Either3 Creature Wall ForceField))] -> World
|
||||
-> (World,Maybe Particle')
|
||||
|
||||
|
||||
data Projectile = Projectile { _ptPos :: Point2
|
||||
, _ptStartPos :: Point2
|
||||
, _ptVel :: Point2
|
||||
, _ptPict :: Picture
|
||||
, _ptID :: Int
|
||||
, _ptUpdate :: World -> World
|
||||
}
|
||||
data Projectile = Projectile
|
||||
{ _ptPos :: Point2
|
||||
, _ptStartPos :: Point2
|
||||
, _ptVel :: Point2
|
||||
, _ptPict :: Picture
|
||||
, _ptID :: Int
|
||||
, _ptUpdate :: World -> World
|
||||
}
|
||||
|
||||
data DamageType = Piercing {_dmAmount :: Int , _dmFrom :: Point2 , _dmAt :: Point2 , _dmTo :: Point2 }
|
||||
| Blunt {_dmAmount :: Int , _dmFrom :: Point2 , _dmAt :: Point2 , _dmTo :: Point2 }
|
||||
| SparkDam {_dmAmount :: Int , _dmFrom :: Point2 , _dmAt :: Point2 , _dmTo :: Point2 }
|
||||
| Flaming {_dmAmount :: Int , _dmFrom :: Point2 , _dmAt :: Point2 , _dmTo :: Point2 }
|
||||
| Lasering {_dmAmount :: Int , _dmFrom :: Point2 , _dmAt :: Point2 , _dmTo :: Point2 }
|
||||
| Concussive {_dmAmount :: Int , _dmFrom :: Point2 , _dmPush :: Float
|
||||
, _dmPushExp :: Float
|
||||
, _dmPushRadius :: Float}
|
||||
| TorqueDam {_dmAmount :: Int , _dmTorque :: Float }
|
||||
| PushDam {_dmAmount :: Int , _dmPushBack :: Point2 }
|
||||
| PoisonDam {_dmAmount :: Int}
|
||||
deriving (Eq,Ord,Show)
|
||||
data DamageType
|
||||
= Piercing {_dmAmount :: Int , _dmFrom :: Point2 , _dmAt :: Point2 , _dmTo :: Point2 }
|
||||
| Blunt {_dmAmount :: Int , _dmFrom :: Point2 , _dmAt :: Point2 , _dmTo :: Point2 }
|
||||
| SparkDam {_dmAmount :: Int , _dmFrom :: Point2 , _dmAt :: Point2 , _dmTo :: Point2 }
|
||||
| Flaming {_dmAmount :: Int , _dmFrom :: Point2 , _dmAt :: Point2 , _dmTo :: Point2 }
|
||||
| Lasering {_dmAmount :: Int , _dmFrom :: Point2 , _dmAt :: Point2 , _dmTo :: Point2 }
|
||||
| Concussive
|
||||
{ _dmAmount :: Int
|
||||
, _dmFrom :: Point2
|
||||
, _dmPush :: Float
|
||||
, _dmPushExp :: Float
|
||||
, _dmPushRadius :: Float
|
||||
}
|
||||
| TorqueDam {_dmAmount :: Int , _dmTorque :: Float }
|
||||
| PushDam {_dmAmount :: Int , _dmPushBack :: Point2 }
|
||||
| PoisonDam {_dmAmount :: Int}
|
||||
deriving (Eq,Ord,Show)
|
||||
|
||||
data Either3 a b c = E3x1 a | E3x2 b | E3x3 c
|
||||
|
||||
@@ -542,54 +548,54 @@ data Wall
|
||||
, _blShadows :: [Int]
|
||||
}
|
||||
|
||||
data ForceField = FF { _ffLine :: [Point2] , _ffID :: Int
|
||||
, _ffColor :: Color
|
||||
, _ffDeflect :: Maybe (StdGen -> Point2 -> ForceField -> (Point2,StdGen))
|
||||
, _ffState :: FFState
|
||||
}
|
||||
data ForceField = FF
|
||||
{ _ffLine :: [Point2] , _ffID :: Int
|
||||
, _ffColor :: Color
|
||||
, _ffDeflect :: Maybe (StdGen -> Point2 -> ForceField -> (Point2,StdGen))
|
||||
, _ffState :: FFState
|
||||
}
|
||||
data FFState = FFDestroyable { _ffsHP :: Int }
|
||||
|
||||
data SoundOrigin = InventorySound
|
||||
| BackgroundSound
|
||||
| OnceSound
|
||||
| CrSound Int
|
||||
| CrWeaponSound Int
|
||||
| WallSound Int
|
||||
| CrReloadSound Int
|
||||
| Flamer
|
||||
| ShellSound Int
|
||||
| Flame
|
||||
| LasSound
|
||||
| FootstepSound Int
|
||||
| BlockDegradeSound Int
|
||||
| CrHitSound Int
|
||||
| BarrelHiss Int
|
||||
deriving (Eq,Ord,Show)
|
||||
| BackgroundSound
|
||||
| OnceSound
|
||||
| CrSound Int
|
||||
| CrWeaponSound Int
|
||||
| WallSound Int
|
||||
| CrReloadSound Int
|
||||
| Flamer
|
||||
| ShellSound Int
|
||||
| Flame
|
||||
| LasSound
|
||||
| FootstepSound Int
|
||||
| BlockDegradeSound Int
|
||||
| CrHitSound Int
|
||||
| BarrelHiss Int
|
||||
deriving (Eq,Ord,Show)
|
||||
|
||||
type Poly = [Point2]
|
||||
data PSType = PutCrit Creature
|
||||
| PutLS LightSource Picture
|
||||
| PutButton Button
|
||||
| PutFlIt FloorItem
|
||||
| PutPressPlate PressPlate
|
||||
| PutAutoDoor Point2 Point2
|
||||
| PutBlock [Int] Color [Point2]
|
||||
| PutBlockWall [Int] Color [Point2]
|
||||
| PutWindowBlock Point2 Point2
|
||||
| PutTriggerDoor Color (World -> Bool) Point2 Point2
|
||||
| PutBtDoor Color Point2 Float Point2 Point2
|
||||
| PutSwitchDoor Color Point2 Float Point2 Point2
|
||||
| RandPS (State StdGen PSType)
|
||||
| PutNothing
|
||||
| CollectivePS
|
||||
{ _collectiveID :: Int
|
||||
, _collectiveNum :: Int
|
||||
, _collectiveFunction :: [Int] -> State StdGen [PSType]
|
||||
| PutLS LightSource Picture
|
||||
| PutButton Button
|
||||
| PutFlIt FloorItem
|
||||
| PutPressPlate PressPlate
|
||||
| PutAutoDoor Point2 Point2
|
||||
| PutBlock [Int] Color [Point2]
|
||||
| PutBlockWall [Int] Color [Point2]
|
||||
| PutWindowBlock Point2 Point2
|
||||
| PutTriggerDoor Color (World -> Bool) Point2 Point2
|
||||
| PutBtDoor Color Point2 Float Point2 Point2
|
||||
| PutSwitchDoor Color Point2 Float Point2 Point2
|
||||
| RandPS (State StdGen PSType)
|
||||
| PutNothing
|
||||
| CollectivePS
|
||||
{ _collectiveID :: Int
|
||||
, _collectiveNum :: Int
|
||||
, _collectiveFunction :: [Int] -> State StdGen [PSType]
|
||||
}
|
||||
| LabelPS { _psLabel :: Int, _ps :: PSType}
|
||||
| PutWindow { _pwPoly :: [Point2] , _pwColor :: Color
|
||||
}
|
||||
| LabelPS { _psLabel :: Int, _ps :: PSType}
|
||||
| PutWindow { _pwPoly :: [Point2]
|
||||
, _pwColor :: Color
|
||||
}
|
||||
data PlacementSpot = PS
|
||||
{ _psPos :: Point2
|
||||
, _psRot :: Float
|
||||
@@ -635,8 +641,6 @@ makeLenses ''Button
|
||||
makeLenses ''PSType
|
||||
makeLenses ''PlacementSpot
|
||||
makeLenses ''Room
|
||||
--
|
||||
-- }}}
|
||||
|
||||
numColor :: Int -> Color
|
||||
numColor 0 = (1,0,0,1)
|
||||
|
||||
@@ -182,7 +182,6 @@ defaultWorld = World
|
||||
{ _keys = S.empty
|
||||
, _mouseButtons = S.empty
|
||||
, _cameraCenter = (0,0)
|
||||
, _cameraAimTime = 0
|
||||
, _cameraRot = 0
|
||||
, _cameraZoom = 1
|
||||
, _cameraViewFrom = (0,0)
|
||||
@@ -212,7 +211,6 @@ defaultWorld = World
|
||||
, _menuState = LevelMenu 1
|
||||
, _worldState = M.empty
|
||||
, _clickMousePos = (0,0)
|
||||
, _lbRotation = 0
|
||||
, _pathGraph = Data.Graph.Inductive.Graph.empty
|
||||
, _pathGraph' = []
|
||||
, _pathPoints = IM.empty
|
||||
|
||||
@@ -469,7 +469,8 @@ miniGun = defaultAutoGun
|
||||
. withRandomDir 0.1
|
||||
. withRandomOffset 9
|
||||
. withMuzFlare
|
||||
$ withVelWthHiteff (30,0) 2 bulletEffect'
|
||||
. withVelWthHiteff (30,0) 2
|
||||
$ destroyOnImpact bulBounceArmCr' bulHitWall' bulHitFF'
|
||||
, _wpSpread = autogunSpread
|
||||
, _wpRange = 20
|
||||
, _itFloorPict = onLayer FlItLayer $ color red $ polygon $ rectNESW 9 5 (-9) (-5)
|
||||
|
||||
@@ -6,6 +6,8 @@ import Dodge.WorldEvent
|
||||
import Dodge.SoundLogic
|
||||
import Dodge.RandomHelp
|
||||
|
||||
import Dodge.Creature.LookupStatus
|
||||
|
||||
import Geometry
|
||||
|
||||
import System.Random
|
||||
@@ -19,42 +21,49 @@ import Picture
|
||||
|
||||
-- bullet effects
|
||||
bulHitCr' :: Particle' -> Point2 -> Creature -> World -> World
|
||||
bulHitCr' bt p cr w =
|
||||
let sp = head $ _btTrail' bt
|
||||
ep = sp +.+ _btVel' bt
|
||||
mvDams = [ PushDam 1 $ 2 *.* bulVel ]
|
||||
addDamage = over (creatures . ix cid . crState . crDamage)
|
||||
(\dams -> (Piercing 100 sp p ep : mvDams) ++ dams)
|
||||
addDamageArmoured = over (creatures . ix cid . crState . crDamage)
|
||||
(\dams -> mvDams ++ dams)
|
||||
hitSound = soundMultiFrom [CrHitSound 0] 15 10 0
|
||||
flashEff = over worldEvents ((.) $ bloodFlashAt p)
|
||||
bulVel = _btVel' bt
|
||||
ck cid = (+.+) (crKnockBack cid *.* bulVel)
|
||||
crKnockBack cid = (/) 1 $ (+) 2 $ _crMass $ _creatures w IM.! cid
|
||||
hasArmour cr = any (\it -> it ^? itIdentity == Just FrontArmour) $ _crInv cr
|
||||
cid = _crID cr
|
||||
(d1,g) = randomR (-0.7,0.7) $ _randGen w
|
||||
(colID,_) = randomR (0,11) $ _randGen w
|
||||
hitEffect = addDamage
|
||||
. hitSound
|
||||
. flashEff
|
||||
$ w
|
||||
in case hasArmour cr of --shit this is ugly, to refactor
|
||||
True -> if hitBack
|
||||
then hitEffect
|
||||
else createSpark 8 colID p1
|
||||
(argV (p -.- _crPos (_creatures w IM.! cid)) + d1)
|
||||
Nothing
|
||||
. addDamageArmoured
|
||||
$ w
|
||||
where cpos = _crPos $ _creatures w IM.! cid
|
||||
relHitPos = p -.- cpos
|
||||
hitBack = errorAngleVV 19 (unitVectorAtAngle (_crDir $ _creatures w IM.! cid))
|
||||
relHitPos
|
||||
> pi/2
|
||||
p1 = p +.+ 2 *.* safeNormalizeV relHitPos
|
||||
_ -> hitEffect
|
||||
bulHitCr' bt p cr w
|
||||
| isArmouredFrom p cr
|
||||
= createSpark 8 colID p1 (argV (p1 -.- p) + d1) Nothing
|
||||
. addDamageArmoured $ w
|
||||
| otherwise
|
||||
= addDamage . hitSound . flashEff $ w
|
||||
where
|
||||
sp = head $ _btTrail' bt
|
||||
bulVel = _btVel' bt
|
||||
ep = sp +.+ bulVel
|
||||
mvDams = [ PushDam 1 $ 2 *.* bulVel ]
|
||||
addDamage = creatures . ix cid . crState . crDamage %~ ((Piercing 100 sp p ep : mvDams) ++ )
|
||||
addDamageArmoured = creatures . ix cid . crState . crDamage %~ (mvDams ++)
|
||||
hitSound = soundMultiFrom [CrHitSound 0] 15 10 0
|
||||
flashEff = over worldEvents ((.) $ bloodFlashAt p)
|
||||
cid = _crID cr
|
||||
(d1,g) = randomR (-0.7,0.7) $ _randGen w
|
||||
(colID,_) = randomR (0,11) $ _randGen w
|
||||
p1 = p +.+ 2 *.* safeNormalizeV (p -.- _crPos cr)
|
||||
|
||||
bulBounceArmCr' :: Particle' -> Point2 -> Creature -> World -> World
|
||||
bulBounceArmCr' bt p cr w
|
||||
| isArmouredFrom p cr
|
||||
= addBouncer . addDamageArmoured $ w
|
||||
| otherwise
|
||||
= addDamage . hitSound . flashEff $ w
|
||||
where
|
||||
sp = head $ _btTrail' bt
|
||||
bulVel = _btVel' bt
|
||||
ep = sp +.+ bulVel
|
||||
mvDams = [ PushDam 1 $ 2 *.* bulVel ]
|
||||
addDamage = creatures . ix cid . crState . crDamage %~ ((Piercing 100 sp p ep : mvDams) ++ )
|
||||
addDamageArmoured = creatures . ix cid . crState . crDamage %~ (mvDams ++)
|
||||
hitSound = soundMultiFrom [CrHitSound 0] 15 10 0
|
||||
flashEff = over worldEvents ((.) $ bloodFlashAt p)
|
||||
cid = _crID cr
|
||||
newDir = safeNormalizeV (p -.- _crPos cr)
|
||||
pOut = p +.+ 2 *.* newDir
|
||||
reflectVel = magV bulVel *.* newDir
|
||||
addBouncer = worldEvents %~ ((over particles' (bouncer :) ) . )
|
||||
bouncer = (aGenBulAt' Nothing (_btColor' bt) pOut reflectVel
|
||||
(_btHitEffect' bt) (_btWidth' bt)
|
||||
) {_btTimer' = _btTimer' bt - 1}
|
||||
|
||||
bulPenCr' :: Particle' -> Point2 -> Creature -> World -> World
|
||||
bulPenCr' bt p cr w
|
||||
@@ -142,22 +151,20 @@ bulHitWall' bt p x w = damageBlocks x
|
||||
_ -> w
|
||||
|
||||
bulBounceWall' :: Particle' -> Point2 -> Wall -> World -> World
|
||||
bulBounceWall' bt p wl w = damageBlocks wl
|
||||
$ over worldEvents addBouncer
|
||||
-- yay for hack -- should have used this before? or never?
|
||||
w
|
||||
where sp = head $ _btTrail' bt
|
||||
pOut = p +.+ safeNormalizeV (sp -.- p)
|
||||
damageBlocks wall w
|
||||
= case wall ^? blHP of
|
||||
Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 5)) w (_blIDs wall)
|
||||
_ -> w
|
||||
bouncer = (aGenBulAt' Nothing (_btColor' bt) pOut reflectVel
|
||||
(_btHitEffect' bt) (_btWidth' bt)
|
||||
) {_btTimer' = _btTimer' bt - 1}
|
||||
wallV = (_wlLine wl !! 1 -.- _wlLine wl !! 0)
|
||||
reflectVel = (reflectIn wallV (_btVel' bt))
|
||||
addBouncer = (.) (over particles' ((:) bouncer))
|
||||
bulBounceWall' bt p wl w = damageBlocks wl $ over worldEvents addBouncer w
|
||||
where
|
||||
sp = head $ _btTrail' bt
|
||||
pOut = p +.+ safeNormalizeV (sp -.- p)
|
||||
damageBlocks wall w
|
||||
= case wall ^? blHP of
|
||||
Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 5)) w (_blIDs wall)
|
||||
_ -> w
|
||||
bouncer = (aGenBulAt' Nothing (_btColor' bt) pOut reflectVel
|
||||
(_btHitEffect' bt) (_btWidth' bt)
|
||||
) {_btTimer' = _btTimer' bt - 1}
|
||||
wallV = (_wlLine wl !! 1 -.- _wlLine wl !! 0)
|
||||
reflectVel = (reflectIn wallV (_btVel' bt))
|
||||
addBouncer = (.) (over particles' ((:) bouncer))
|
||||
-- the hack is to get around the fact that the particles' list gets reset after
|
||||
-- all projectiles in it are checked, so we cannot add to it as we accumulate over
|
||||
-- this list
|
||||
|
||||
@@ -17,20 +17,13 @@ import qualified SDL as SDL
|
||||
import LoadConfig
|
||||
|
||||
updateCamera :: World -> World
|
||||
updateCamera = rotCam . moveCamera . updateAimTime . updateScopeZoom
|
||||
|
||||
updateAimTime :: World -> World
|
||||
updateAimTime w
|
||||
| SDL.ButtonRight `S.member` _mouseButtons w
|
||||
= w & cameraAimTime %~ \t -> min (t+1) 10
|
||||
| otherwise = w & cameraAimTime %~ \t -> max (t-1) 0
|
||||
updateCamera = rotCam . moveCamera . updateScopeZoom
|
||||
|
||||
moveCamera :: World -> World
|
||||
moveCamera w = w & cameraCenter .~ idealPos
|
||||
& cameraViewFrom .~ sightFrom
|
||||
where aimRangeFactor | _cameraZoom w == 0 = 0
|
||||
| otherwise = (fromMaybe 0 $ yourItem w ^? itAimingRange) / _cameraZoom w
|
||||
aimTimeFactor = fromIntegral (w ^. cameraAimTime) / 10
|
||||
aimingMult | SDL.ButtonRight `S.member` _mouseButtons w = 1
|
||||
| otherwise = 0
|
||||
ypos = _crPos $ you w
|
||||
|
||||
Reference in New Issue
Block a user