Hlinting
This commit is contained in:
+48
-46
@@ -67,7 +67,7 @@ drawLocations w = displayListTopLeft locs w
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locs = map (\(_,s) -> (s,white)) . IM.elems . _seenLocations $ w
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locPoss = map (cartePosToScreen w . ($ w) . fst) . IM.elems . _seenLocations $ w
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zoom = _carteZoom w
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locTexts = fst . unzip $ locs
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locTexts = map fst locs
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bFunc (x,y) (z,w) = pictures
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[ bezierQuad (withAlpha 0.0 white) (withAlpha 0.2 white) 0.050 0.010 (x,y) (0,y) (z,w)
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, bezierQuad (withAlpha 0.0 white) (withAlpha 0.5 white) 0.045 0.005 (x,y) (0,y) (z,w)
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@@ -104,63 +104,65 @@ mapWall w wl =
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t = normalizeV (y -.- x)
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-- n2 = 2 *.* vNormal t
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n2 = 20 *.* vNormal t
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(x:y:_) = (_wlLine wl)
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(x:y:_) = _wlLine wl
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c = _wlColor wl
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{- Pictures of popup text for items close to your position.-}
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closeObjectTexts :: World -> Picture
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closeObjectTexts w = pictures $ (zipWith renderList [0..] $ map colAndText $ _closeActiveObjects w)
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closeObjectTexts w = pictures $ zipWith renderList [0..] (map colAndText $ _closeActiveObjects w)
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++ maybeToList maybeLine
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where colAndText (Left x) = (_itInvColor $ _flIt x, _itName $ _flIt x)
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colAndText (Right x) = (white, _btText x)
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renderList i (c,t) = scale (2/_windowX w) (2/_windowY w)
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. tran
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. translate (xtran i) (0 - 20 * fromIntegral i)
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. scale 0.1 0.1
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. color c
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$ text t
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tran = translate (pushout - halfWidth w) (halfHeight w - 20* (fromIntegral invPos +1))
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youSel = _crInvSel $ you w
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freeSlot = mayIt >>= \it -> checkInvSlotsYou (_flIt it) w
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invPos = fromMaybe youSel freeSlot
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mayObj = listToMaybe $ _closeActiveObjects w
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mayIt = mayObj >>= maybeLeft
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maybeLeft (Left x) = Just x
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maybeLeft _ = Nothing
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pushout = 140
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xtran 0 = case mayIt of Nothing -> 25
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_ -> -25
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xtran _ = 0
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objPos obj = case obj of Left flit -> _flItPos flit
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Right bt -> _btPos bt
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mayScreenPos = mayObj >>= (\theObj -> Just (worldPosToScreen w $ objPos theObj))
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sc (x, y) = (x*2/_windowX w, y*2/_windowY w)
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maybeLine = do
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itScreenPos <- mayScreenPos
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theText <- fmap (snd . colAndText) mayObj
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let textWidth = 9 * fromIntegral (length theText)
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let col = fromMaybe white $ fmap (_itInvColor . _flIt) mayIt
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let p = (textWidth + xtran 0 + pushout - halfWidth w
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, halfHeight w - 20* (fromIntegral invPos +1) + 2.5
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)
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let p' = ( pushout - halfWidth w + 130
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, halfHeight w - 20* (fromIntegral invPos +1) + 2.5
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)
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return $ lineCol
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[(itScreenPos, withAlpha 0 col)
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,(sc p' , col)
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,(sc p , col)
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]
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where
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colAndText (Left x) = (_itInvColor $ _flIt x, _itName $ _flIt x)
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colAndText (Right x) = (white, _btText x)
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renderList i (c,t) = scale (2/_windowX w) (2/_windowY w)
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. tran
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. translate (xtran i) (0 - 20 * fromIntegral i)
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. scale 0.1 0.1
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. color c
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$ text t
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tran = translate (pushout - halfWidth w) (halfHeight w - 20* (fromIntegral invPos +1))
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youSel = _crInvSel $ you w
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freeSlot = mayIt >>= \it -> checkInvSlotsYou (_flIt it) w
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invPos = fromMaybe youSel freeSlot
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mayObj = listToMaybe $ _closeActiveObjects w
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mayIt = mayObj >>= maybeLeft
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maybeLeft (Left x) = Just x
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maybeLeft _ = Nothing
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pushout = 140
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xtran 0 = case mayIt of Nothing -> 25
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_ -> -25
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xtran _ = 0
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objPos obj = case obj of Left flit -> _flItPos flit
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Right bt -> _btPos bt
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mayScreenPos = mayObj >>= (\theObj -> Just (worldPosToScreen w $ objPos theObj))
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sc (x, y) = (x*2/_windowX w, y*2/_windowY w)
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maybeLine = do
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itScreenPos <- mayScreenPos
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theText <- fmap (snd . colAndText) mayObj
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let textWidth = 9 * fromIntegral (length theText)
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let col = maybe white (_itInvColor . _flIt) mayIt
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let p = (textWidth + xtran 0 + pushout - halfWidth w
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, halfHeight w - 20* (fromIntegral invPos +1) + 2.5
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)
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let p' = ( pushout - halfWidth w + 130
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, halfHeight w - 20* (fromIntegral invPos +1) + 2.5
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)
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return $ lineCol
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[(itScreenPos, withAlpha 0 col)
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,(sc p' , col)
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,(sc p , col)
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]
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{- Add coloured drop shadow. -}
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dShadCol :: Color -> Picture -> Picture
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dShadCol c p = pictures $
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dShadCol c p = pictures
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[ color black $ uncurry translate (1.2,-1.2) p
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, color c p
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]
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drawListCursor :: Color -> Int -> World -> Picture
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drawListCursor c iPos w = scale (2 / _windowX w) (2 / _windowY w)
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. translate (105-halfWidth w) (halfHeight w - (20* (fromIntegral iPos)) - 20)
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. translate (105-halfWidth w) (halfHeight w - (20* fromIntegral iPos) - 20)
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$ lineCol [(( 100,12.5) ,withAlpha 0 c)
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,((-100,12.5) ,c)
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,((-100,-7.5) ,c)
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+67
-59
@@ -22,7 +22,7 @@ worldPictures w = pictures $ concat
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, map clDraw . IM.elems $ _clouds w
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, map ppDraw . IM.elems $ _pressPlates w
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, map btDraw (IM.elems (_buttons w))
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, map (\pt -> _ptDraw pt pt) $ _particles' w
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, map (\pt -> _ptDraw pt pt) $ _particles w
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, map drawWallFloor (wallFloorsToDraw w)
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, testPic w
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]
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@@ -54,14 +54,16 @@ btDraw :: Button -> Picture
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btDraw c = uncurry translate (_btPos c) $ rotate (_btRot c) (_btPict c)
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clDraw :: Cloud -> Picture
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clDraw c = uncurry translate (_clPos c) $ (_clPict c c)
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clDraw c = uncurry translate (_clPos c) (_clPict c c)
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wallFloorsToDraw :: World -> [Wall]
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wallFloorsToDraw w = filter isVisible $ IM.elems $ wallsOnScreen w
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where onScreen wall = lineOnScreen w (_wlLine wall)
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isVisible wl | wl ^? blVisible == Just False = False
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| otherwise = onScreen wl
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where
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onScreen wall = lineOnScreen w (_wlLine wall)
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isVisible wl
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| wl ^? blVisible == Just False = False
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| otherwise = onScreen wl
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wallsOnScreen :: World -> IM.IntMap Wall
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wallsOnScreen w = wallsNearZones (zoneOfScreen w) w
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@@ -76,26 +78,28 @@ drawWallFloor wl = if _wlIsSeeThrough wl
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n2 = 15 *.* (vNormal . errorNormalizeVDR $ y -.- x)
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errorNormalizeVDR :: Point2 -> Point2
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errorNormalizeVDR (0,0) = error $ "problem with function: errorNormalizeVDR in DodgeRendering"
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errorNormalizeVDR (0,0) = error "problem with function: errorNormalizeVDR in DodgeRendering"
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errorNormalizeVDR p = normalizeV p
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printPoint :: Point2 -> Picture
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printPoint p = color white $ uncurry translate p $ pictures [circle 3 ,scale 0.05 0.05 $ text (show p)]
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printRotPoint :: Float -> Point2 -> Picture
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printRotPoint r p = color white $ uncurry translate p $ pictures [circle 3
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, rotate (0 - r) $ scale 0.1 0.1 $ text (show p)]
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printRotPoint r p = color white
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. uncurry translate p
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$ pictures [circle 3 , rotate (negate r) $ scale 0.1 0.1 $ text (show p)]
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outsideScreenPolygon :: World -> [Point2]
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outsideScreenPolygon w = [tr,tl,bl,br]
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where scRot = rotateV (_cameraRot w)
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scZoom p | _cameraZoom w /= 0 = (1/_cameraZoom w) *.* p
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scTran p = p +.+ _cameraCenter w
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tr = scTran $ scRot $ scZoom ( 3*halfWidth w , 3* halfHeight w)
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tl = scTran $ scRot $ scZoom (- (3*halfWidth w), 3* halfHeight w)
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br = scTran $ scRot $ scZoom ( 3*halfWidth w ,- (3* halfHeight w))
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bl = scTran $ scRot $ scZoom (- (3*halfWidth w),- (3* halfHeight w))
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x = halfWidth w + halfHeight w
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where
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scRot = rotateV (_cameraRot w)
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scZoom p | _cameraZoom w /= 0 = (1/_cameraZoom w) *.* p
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scTran p = p +.+ _cameraCenter w
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tr = scTran $ scRot $ scZoom ( 3*halfWidth w , 3* halfHeight w)
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tl = scTran $ scRot $ scZoom (- (3*halfWidth w), 3* halfHeight w)
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br = scTran $ scRot $ scZoom ( 3*halfWidth w ,- (3* halfHeight w))
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bl = scTran $ scRot $ scZoom (- (3*halfWidth w),- (3* halfHeight w))
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x = halfWidth w + halfHeight w
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wallShadowsToDraw :: World -> [Wall]
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wallShadowsToDraw w = filter (fromMaybe True . (^? blVisible))
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@@ -107,43 +111,46 @@ wallShadowsToDraw w = filter (fromMaybe True . (^? blVisible))
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lineOnScreenCone :: World -> [Point2] -> Bool
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lineOnScreenCone w (p1:p2:_) = errorPointInPolygon 8 p1 sp || errorPointInPolygon 9 p2 sp
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|| any (isJust . uncurry (intersectSegSeg' p1 p2)) sps
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where sp' = screenPolygon w
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vp = _cameraViewFrom w
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sp | pointInPolygon vp sp' = sp'
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| otherwise = orderPolygon $ (_cameraViewFrom w : sp')
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sps = zip sp (tail sp ++ [head sp])
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where
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sp' = screenPolygon w
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vp = _cameraViewFrom w
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sp | pointInPolygon vp sp' = sp'
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| otherwise = orderPolygon (_cameraViewFrom w : sp')
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sps = zip sp (tail sp ++ [head sp])
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lineOnScreen :: World -> [Point2] -> Bool
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lineOnScreen w (p1:p2:_) = errorPointInPolygon 8 p1 sp || errorPointInPolygon 9 p2 sp
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|| any (isJust . uncurry (intersectSegSeg' p1 p2)) sps
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where sp = screenPolygon w
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sps = zip sp (tail sp ++ [head sp])
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where
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sp = screenPolygon w
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sps = zip sp (tail sp ++ [head sp])
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drawWallFace :: World -> Wall -> Picture
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drawWallFace w wall
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| isRHS sightFrom x y || _wlIsSeeThrough wall = blank
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| otherwise = setDepth (-1) . color (withAlpha 0 black) . polygon $ points
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where
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(x:y:_) = _wlLine wall
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points = extendConeToScreenEdge w sightFrom (x,y)
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sightFrom = _cameraViewFrom w
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where
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(x:y:_) = _wlLine wall
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points = extendConeToScreenEdge w sightFrom (x,y)
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sightFrom = _cameraViewFrom w
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-- the following assumes that the point a is inside the screen
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-- it still works otherwise, but it might intersect two points:
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-- it is not obvious which will be returned
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intersectLinefromScreen :: World -> Point2 -> Point2 -> Maybe Point2
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intersectLinefromScreen w a b = listToMaybe
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. mapMaybe (\(x,y) -> intersectSegLineFrom' x y b (b +.+ b -.- a))
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. makeLoopPairs
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$ screenPolygon w
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. mapMaybe (\(x,y) -> intersectSegLineFrom' x y b (b +.+ b -.- a))
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. makeLoopPairs
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$ screenPolygon w
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extendConeToScreenEdge :: World -> Point2 -> (Point2,Point2) -> [Point2]
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extendConeToScreenEdge w c (x,y) = orderPolygon $ wallScreenIntersect ++ [x,y] ++ borderPs ++ cornerPs
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where borderPs = mapMaybe (intersectLinefromScreen w c) [x,y]
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cornerPs = filter (pointIsInCone c (x,y)) $ screenPolygon w
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wallScreenIntersect = mapMaybe (uncurry $ intersectSegSeg' y ((2*.*y) -.- x))
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. makeLoopPairs $ screenPolygon w
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where
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borderPs = mapMaybe (intersectLinefromScreen w c) [x,y]
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cornerPs = filter (pointIsInCone c (x,y)) $ screenPolygon w
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wallScreenIntersect = mapMaybe (uncurry $ intersectSegSeg' y ((2*.*y) -.- x))
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. makeLoopPairs $ screenPolygon w
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rectangleSolid x y = polygon [(x,y),(x,-y),(-x,-y),(-x,y)]
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@@ -154,47 +161,48 @@ drawItem flIt = uncurry translate (_flItPos flIt)
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ffToDraw :: World -> [ForceField]
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ffToDraw w = filter (lineOnScreen w . _ffLine) $
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IM.elems $ fmap (over ffLine (map (\p->p -.- _cameraCenter w))) $
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IM.elems $ over ffLine (map ( -.- _cameraCenter w)) <$>
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_forceFields w
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drawFF :: ForceField -> Picture
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drawFF (FF {_ffLine = l, _ffColor = col}) = pictures [color white $ line l, color col
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$ lineOfThickness 6 l ]
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drawFFShadow :: World -> ForceField -> [Picture]
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drawFFShadow w ff
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| youOnFF = []
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| otherwise = map (rotate ( _cameraRot w) . pane)
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[0,0.05..0.25]
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where p = rotateV (-_cameraRot w) $ ypShift
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x = rotateV (-_cameraRot w) x'
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y = rotateV (-_cameraRot w) y'
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yp = _crPos $ you w
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(x1:y1:_) = _ffLine ff
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(x':y':_) | isRHS x1 y1 yp = (y1:x1:[])
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| otherwise = (x1:y1:[])
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fCol = color (_ffColor ff)
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col = _ffColor ff
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ypShift = yp -.- _cameraCenter w
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youOnFF = circOnSeg x' y' ypShift (_crRad $ you w)
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pane j = color (withAlpha 0.1 col)
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$ polygon
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$ [ x
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, x +.+ ((0.1 + j) *.* (x -.- ypShift))
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, y +.+ ((0.1 + j) *.* (y -.- ypShift))
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, y]
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| otherwise = map (rotate ( _cameraRot w) . pane) [0,0.05..0.25]
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where
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p = rotateV (-_cameraRot w) ypShift
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x = rotateV (-_cameraRot w) x'
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y = rotateV (-_cameraRot w) y'
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yp = _crPos $ you w
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(x1:y1:_) = _ffLine ff
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(x':y':_) | isRHS x1 y1 yp = [y1,x1]
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| otherwise = [x1,y1]
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fCol = color (_ffColor ff)
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col = _ffColor ff
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ypShift = yp -.- _cameraCenter w
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youOnFF = circOnSeg x' y' ypShift (_crRad $ you w)
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pane j = color (withAlpha 0.1 col)
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$ polygon
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[ x
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, x +.+ ((0.1 + j) *.* (x -.- ypShift))
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, y +.+ ((0.1 + j) *.* (y -.- ypShift))
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, y]
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wallsPointsAndCols :: World -> [((Point2,Point2),Point4)]
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wallsPointsAndCols w = map f . filter (not . _wlIsSeeThrough) . IM.elems $ wallsNearZones (zoneOfDoubleScreen w) w
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where linePairs (x:y:_) = (x,y)
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f wl = (linePairs $ _wlLine wl, _wlColor wl)
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where
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linePairs (x:y:_) = (x,y)
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f wl = (linePairs $ _wlLine wl, _wlColor wl)
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wallsWindows :: World -> [((Point2,Point2),Point4)]
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wallsWindows w = map f . filter (fromMaybe True . (^? blVisible)) .
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filter _wlIsSeeThrough . IM.elems $ wallsNearZones (zoneOfDoubleScreen w) w
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where linePairs (x:y:_) = (x,y)
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f wl = (linePairs $ _wlLine wl, _wlColor wl)
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where
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linePairs (x:y:_) = (x,y)
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f wl = (linePairs $ _wlLine wl, _wlColor wl)
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wallsForShadows :: World -> [(Point2,Point2)]
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wallsForShadows w = map (linePairs . _wlLine)
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