Commit before improving item targeting
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@@ -183,7 +183,6 @@ testInventory = IM.fromList $ zip [0..]
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stackedInventory :: IM.IntMap Item
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stackedInventory = IM.fromList $ zip [0..]
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[sonicGun
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,teleGun
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,spreadGun
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, pipe
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,rewindGun
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@@ -41,7 +41,7 @@ lampCrPic h = pictures
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, concatMap (polyToTris . map f) $ boxXYZnobase 5 5 (h-1)
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]
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where
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f pos = Verx (pos -.-.- V3 2.5 2.5 0) blue [] 0 polyNum
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f pos = Verx (pos -.-.- V3 2.5 2.5 0) blue [] (LayNum 0) polyNum
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initialiseLamp :: Float -> Creature -> World -> World
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initialiseLamp = initialiseColorLamp 0.75
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+18
-1
@@ -320,7 +320,7 @@ data FloorItem = FlIt { _flIt :: Item , _flItPos :: Point2 , _flItRot :: Float,
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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 ItemUse
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data ItemUse
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= RightUse
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{ _rUse :: Item -> Creature -> World -> World
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, _useDelay :: UseDelay
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@@ -377,6 +377,13 @@ data Item = Item
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, _itModules :: M.Map ModuleSlot ItemModule
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, _itScope :: Scope
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}
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data Targeting
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= NoTargeting
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| Targeting
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{ _tgPos :: Maybe Point2
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, _tgUpdate :: Item -> Creature -> World -> Maybe Point2
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, _tgDraw :: Item -> Creature -> World -> Picture
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}
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data ModuleSlot
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= ModBullet
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| ModRifleMag
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@@ -620,6 +627,15 @@ data Prop
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, _prDraw :: Prop -> SPic
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, _prToggle :: Bool
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}
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| RemoteShell
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{ _pjPos :: Point2
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, _pjStartPos :: Point2
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, _pjVel :: Point2
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, _prDraw :: Prop -> SPic
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, _pjID :: Int
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, _pjUpdate :: Prop -> World -> World
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, _pjPayload :: Point2 -> World -> World
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}
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| Shell
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{ _pjPos :: Point2
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, _pjStartPos :: Point2
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@@ -933,3 +949,4 @@ makeLenses ''Magnet
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makeLenses ''Gust
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makeLenses ''GunBarrels
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makeLenses ''ItemModule
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makeLenses ''Targeting
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@@ -1,6 +1,5 @@
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module Dodge.Item.Weapon.Bezier
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( bezierGun
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, teleGun
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) where
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import Dodge.Data
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import Dodge.Base
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@@ -47,7 +46,6 @@ bezierGun = defaultGun
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{ _ammoBaseMax = 15
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}
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}
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shootBezier :: Point2 -> Creature -> World -> World
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shootBezier targetp cr w = w & particles .:~ aCurveBulAt
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(Just cid)
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@@ -66,6 +64,3 @@ shootBezier targetp cr w = w & particles .:~ aCurveBulAt
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a <- randInCirc 10
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b <- randInCirc 20
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return (a,b)
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teleGun :: Item
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teleGun = bezierGun
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@@ -291,19 +291,4 @@ remoteBombUnarmedPic :: Picture
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remoteBombUnarmedPic = color (dark $ dark orange) $ circleSolid 5
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retireRemoteBomb :: Int -> Int -> Int -> World -> World
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retireRemoteBomb itid 0 pjid w = w
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& pointToItem (_itemPositions w IM.! itid) %~
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( (itScope . scopePos .~ V2 0 0)
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-- . (itZoom .~ defaultItZoom)
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. (itUse . rUse .~ const throwRemoteBomb)
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)
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& props %~ IM.delete pjid
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retireRemoteBomb itid t pjid w = setScope w
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& props . ix pjid . pjUpdate .~ (\_ -> retireRemoteBomb itid (t-1) pjid)
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where
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setScope w' = case _itemPositions w' IM.! itid of
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InInv cid invid -> w'
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& creatures . ix cid . crInv . ix invid . itScope
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. scopePos .~ (pos -.- _crPos (_creatures w' IM.! cid))
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_ -> w'
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pos = fromMaybe (V2 0 0) $ w ^? props . ix pjid . pjPos
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retireRemoteBomb = retireRemoteProj $ const throwRemoteBomb
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@@ -408,19 +408,7 @@ remoteShellPic t
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col | t > (-99) = green
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| otherwise = red
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retireRemoteRocket :: Int -> Int -> Int -> World -> World
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retireRemoteRocket itid 0 pjid w =
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set (pointToItem (_itemPositions w IM.! itid) . itScope . scopePos) (V2 0 0)
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$ set (pointToItem (_itemPositions w IM.! itid) . itUse . rUse) (const fireRemoteLauncher)
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(w & props %~ IM.delete pjid)
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retireRemoteRocket itid t pjid w = setScope w
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& props . ix pjid . pjUpdate .~ (\_ -> retireRemoteRocket itid (t-1) pjid)
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where
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setScope w' = case _itemPositions w' IM.! itid of
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InInv cid invid -> w'
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& creatures . ix cid . crInv . ix invid . itScope
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. scopePos .~ (pos -.- _crPos (_creatures w' IM.! cid))
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_ -> w'
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pos = fromMaybe (V2 0 0) $ w ^? props . ix pjid . pjPos
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retireRemoteRocket = retireRemoteProj $ const fireRemoteLauncher
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setRemoteScope :: Int -> Prop -> World -> World
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setRemoteScope itid pj w' = case w' ^? itemPositions . ix itid of
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@@ -1,11 +1,33 @@
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module Dodge.Item.Weapon.Remote
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( pointToItem
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, retireRemoteProj
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) where
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import Dodge.Data
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import Geometry
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import qualified Data.IntMap.Strict as IM
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import Control.Lens
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import Data.Maybe
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pointToItem :: Applicative f =>
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ItemPos -> (Item -> f Item) -> World -> f World
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pointToItem (InInv cid invid) = creatures . ix cid . crInv . ix invid
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pointToItem (OnFloor flid) = floorItems . ix flid . flIt
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retireRemoteProj :: (Item -> Creature -> World -> World)
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-> Int -> Int -> Int -> World -> World
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retireRemoteProj resetFire itid 0 pjid w = w
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& pointToItem (_itemPositions w IM.! itid) %~
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( (itScope . scopePos .~ V2 0 0)
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. (itUse . rUse .~ resetFire)
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)
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& props %~ IM.delete pjid
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retireRemoteProj resetFire itid t pjid w = setScope w
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& props . ix pjid . pjUpdate .~ (\_ -> retireRemoteProj resetFire itid (t-1) pjid)
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where
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setScope w' = case _itemPositions w' IM.! itid of
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InInv cid invid -> w'
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& creatures . ix cid . crInv . ix invid . itScope
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. scopePos .~ (pos -.- _crPos (_creatures w' IM.! cid))
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_ -> w'
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pos = fromMaybe (V2 0 0) $ w ^? props . ix pjid . pjPos
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@@ -2,14 +2,15 @@ module Dodge.Particle.Bullet.Spawn
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( aGenBulAt
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, aDelayedBulAt
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, aCurveBulAt
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, accelBulAt
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) where
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import Dodge.Data
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import Dodge.Particle.Bullet.Draw
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import Dodge.Particle.Bullet.Update
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import Geometry
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import Picture
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import LensHelp
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import Control.Lens
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import Data.Bifunctor
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aGenBulAt
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@@ -80,3 +81,27 @@ aCurveBulAt maycid col pos control targ hiteff width = BulletPt
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where
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setVel pt = pt & ptVel .~ bf (fromIntegral $ _ptTimer pt - 1) -.- bf (fromIntegral $ _ptTimer pt)
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bf t = bQuadToF (pos,control,targ) $ (100 - t) * 0.05
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accelBulAt
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:: Maybe Int -- ^ Pass-through creature id
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-> Color
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-> Point2 -- ^ Start position
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-> Point2 -- ^ Velocity
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-> Point2 -- ^ Acceleration
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-> HitEffect
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-> Float -- ^ Bullet width
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-> Particle
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accelBulAt maycid col pos vel acc hiteff width = BulletPt
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{ _ptDraw = drawBul
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, _ptUpdate = \w -> mvBullet w . setVel
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, _ptVel = vel
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, _btDrag = 1
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, _ptColor = col
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, _ptTrail = [pos]
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, _ptCrIgnore = maycid
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, _ptWidth = width
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, _ptTimer = 100
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, _ptHitEff = hiteff
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}
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where
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setVel pt = pt & ptVel .+.+~ acc
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+9
-9
@@ -56,19 +56,19 @@ polygon :: [Point2] -> Picture
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{-# INLINE polygon #-}
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polygon = map f . polyToTris
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where
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f (V2 x y) = Verx (V3 x y 0) black [] 0 polyNum
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f (V2 x y) = Verx (V3 x y 0) black [] (LayNum 0) polyNum
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polygonZ :: [Point2] -> Float -> Picture
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{-# INLINE polygonZ #-}
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polygonZ ps z = map (f . zeroZ) $ polyToTris ps
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where
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f pos = Verx pos black [z] 0 polyzNum
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f pos = Verx pos black [z] (LayNum 0) polyzNum
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polygonCol :: [(Point2,RGBA)] -> Picture
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{-# INLINE polygonCol #-}
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polygonCol = polyToTris . map f
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where
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f (V2 x y,col) = Verx (V3 x y 0) col [] 0 polyNum
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f (V2 x y,col) = Verx (V3 x y 0) col [] (LayNum 0) polyNum
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poly3 :: [Point3] -> Picture
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{-# INLINE poly3 #-}
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@@ -78,7 +78,7 @@ poly3Col :: [(Point3,RGBA)] -> Picture
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{-# INLINE poly3Col #-}
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poly3Col = map f . polyToTris
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where
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f (pos,col) = Verx pos col [] 0 polyNum
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f (pos,col) = Verx pos col [] (LayNum 0) polyNum
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-- note that much of work computing the width of the bezier curve is done here
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bezierQuad :: Color -> Color -> Float -> Float -> Point2 -> Point2 -> Point2 -> Picture
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@@ -117,7 +117,7 @@ bezierQuad cola colc ra rc a b c
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bzhelp :: [(Point2, Point4, Point2, Point2)] -> Picture
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bzhelp = map f
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where
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f (V2 x y,col,V2 a b,V2 c d) = Verx (V3 x y 0) col [a,b,c,d] 0 bezNum
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f (V2 x y,col,V2 a b,V2 c d) = Verx (V3 x y 0) col [a,b,c,d] (LayNum 0) bezNum
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-- given a one and two zeros of a linear function over x and y,
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-- determine the function
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@@ -169,7 +169,7 @@ setLayer :: Int -> Picture -> Picture
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{-# INLINE setLayer #-}
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setLayer i = map f
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where
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f v = v {_vxLayer = i}
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f v = v {_vxLayer = LayNum i}
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scale3 :: Float -> Float -> Point3 -> Point3
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{-# INLINE scale3 #-}
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@@ -214,7 +214,7 @@ circleSolidCol colC colE r = map f
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,(V3 r (-r) 0, black)
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]
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where
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f (pos,col) = Verx pos col [] 0 ellNum
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f (pos,col) = Verx pos col [] (LayNum 0) ellNum
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circle :: Float -> Picture
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{-# INLINE circle #-}
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@@ -228,7 +228,7 @@ text :: String -> Picture
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{-# INLINE text #-}
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text = map f . stringToList
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where
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f (pos,col,V2 a b) = Verx pos col [a,b] 0 textNum
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f (pos,col,V2 a b) = Verx pos col [a,b] (LayNum 0) textNum
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line :: [Point2] -> Picture
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{-# INLINE line #-}
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@@ -321,7 +321,7 @@ thickArcHelp startA endA rad wdth = map f
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(V2 xb yb) = rotateV (0.5 * (startA + endA)) (V2 (rad * sqrt 2) 0)
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--(V2 xb yb) = rotateV (0.5 * (startA + endA)) (V2 (rad * 2) 0)
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(V2 xc yc) = rotateV endA (V2 rad 0)
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f (pos,col,V3 a b c) = Verx pos col [a,b,c] 0 arcNum
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f (pos,col,V3 a b c) = Verx pos col [a,b,c] (LayNum 0) arcNum
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-- Currently the lens version is much slower
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+3
-1
@@ -10,9 +10,11 @@ data Verx = Verx
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{ _vxPos :: !Point3
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, _vxCol :: !Point4
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, _vxExt :: [Float]
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, _vxLayer :: !Int
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, _vxLayer :: !LayNum
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, _vxShadNum :: !ShadNum
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}
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newtype LayNum = LayNum { _unLayNum :: Int }
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--TODO use synonyms for layer numbers
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newtype ShadNum = ShadNum { _unShadNum :: Int }
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polyNum, polyzNum, bezNum, textNum, arcNum, ellNum :: ShadNum
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{-# INLINE polyNum #-}
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+1
-1
@@ -121,7 +121,7 @@ polyToPics = map helpPoly3D . _pyFaces
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helpPoly3D :: [(Point3, Point4)] -> Picture
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helpPoly3D = map f . polyToTris
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where
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f (pos,col) = Verx pos col [] 0 polyNum
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f (pos,col) = Verx pos col [] (LayNum 0) polyNum
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polysToPic :: [Polyhedra] -> Picture
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polysToPic = pictures . concatMap polyToPics
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+1
-1
@@ -197,7 +197,7 @@ pokeLayVerx vbos counts vx = do
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where
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sn = _unShadNum (_vxShadNum vx)
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vecPos = theLayer * 6 + sn
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theLayer = _vxLayer vx
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theLayer = _unLayNum $ _vxLayer vx
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thePos = _vxPos vx
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theCol = _vxCol vx
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layOff = theLayer * numSubElements
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