Tweak automatic zooming
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@@ -0,0 +1,160 @@
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module Dodge.Update.Camera where
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import Dodge.Data
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import Dodge.Base
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import Geometry
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import Control.Lens
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import Control.Monad
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import Data.Maybe
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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 SDL as SDL
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updateCamera :: World -> World
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updateCamera = rotCam . moveCamera . updateAimTime . updateScopeZoom
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updateAimTime :: World -> World
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updateAimTime w
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| SDL.ButtonRight `S.member` _mouseButtons w
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= w & cameraAimTime %~ \t -> min (t+1) 10
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| otherwise = w & cameraAimTime %~ \t -> max (t-1) 0
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moveCamera :: World -> World
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moveCamera w = w & cameraPos .~ idealPos
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& cameraCenter .~ sightFrom
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where aimRangeFactor | _cameraZoom w == 0 = 0
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| otherwise = (fromMaybe 0 $ yourItem w ^? itAimingRange) / _cameraZoom w
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aimTimeFactor = fromIntegral (w ^. cameraAimTime) / 10
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aimingMult | SDL.ButtonRight `S.member` _mouseButtons w = 1
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| otherwise = 0
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ypos = _crPos $ you w
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idealOffset = rotateV (_cameraRot w) (aimRangeFactor * aimingMult *.* _mousePos w)
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currentOffset = currentPos -.- camCenter
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idealPos = camCenter +.+ rotateV (_cameraRot w)
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-- (aimRangeFactor * aimTimeFactor *.* _mousePos w)
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(aimRangeFactor * aimingMult *.* _mousePos w)
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currentPos = _cameraPos w
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camCenter = ypos +.+ scope
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isCam :: Bool
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isCam = fromMaybe False $ yourItem w ^? itAttachment . _Just . scopeIsCamera
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scope = fromMaybe (0,0) $ yourItem w ^? itAttachment . _Just . scopePos
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sightFrom | isCam = camCenter
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| otherwise = ypos
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updateScopeZoom :: World -> World
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updateScopeZoom w
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| SDL.ButtonRight `S.member` _mouseButtons w = case w ^? scppoint of
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Just x
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| x > 9 -> zoomInLongGun $ zoomInLongGun
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$ w & creatures . ix 0 . crInv . ix (_crInvSel (_creatures w IM.! 0))
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. itAttachment . _Just . scopeZoomChange -~ 2
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| x > 0 -> zoomInLongGun
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$ w & creatures . ix 0 . crInv . ix (_crInvSel (_creatures w IM.! 0))
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. itAttachment . _Just . scopeZoomChange -~ 1
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| x < -9 -> zoomOutLongGun $ zoomOutLongGun
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$ w & creatures . ix 0 . crInv . ix (_crInvSel (_creatures w IM.! 0))
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. itAttachment . _Just . scopeZoomChange +~ 2
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| x < 0 -> zoomOutLongGun $ zoomOutLongGun
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$ w & creatures . ix 0 . crInv . ix (_crInvSel (_creatures w IM.! 0))
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. itAttachment . _Just . scopeZoomChange +~ 1
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| otherwise -> w
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_ -> w
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| otherwise = w & creatures . ix 0 . crInv . ix (_crInvSel (_creatures w IM.! 0))
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. itAttachment . _Just %~ updateScope
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where scppoint = creatures . ix 0 . crInv . ix (_crInvSel (_creatures w IM.! 0))
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. itAttachment . _Just . scopeZoomChange
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updateScope (ItScope _ _ _ bl) = ItScope (0,0) 0 1 bl
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updateScope otherAtt = otherAtt
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zoomSpeed = 39/40
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zoomInLongGun :: World -> World
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zoomInLongGun w | currentZoom < 8 = over (wpPointer . itAttachment . _Just . scopePos)
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(\p -> p +.+ (4-(4*zoomSpeed)) / currentZoom *.* mousep)
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$ over (wpPointer . itAttachment . _Just . scopeZoom) (\z -> z / zoomSpeed)
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w
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| otherwise = w
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where wpPointer = creatures . ix 0 . crInv . ix (_crInvSel (_creatures w IM.! 0))
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wp = _crInv (_creatures w IM.! 0) IM.! (_crInvSel (_creatures w IM.! 0))
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Just currentZoom = wp ^? itAttachment . _Just . scopeZoom
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mousep = rotateV (_cameraRot w) $ _mousePos w
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zoomOutLongGun :: World -> World
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zoomOutLongGun w | currentZoom > 0.5 = over (wpPointer . itAttachment . _Just . scopePos)
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-- (\p -> p -.- 2/(2 * currentZoom) *.* _mousePos w)
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-- (\p -> p -.- 2*zoomSpeed/currentZoom *.* p)
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(\p -> p)
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$ over (wpPointer . itAttachment . _Just . scopeZoom) (\z -> z * zoomSpeed)
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w
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| otherwise = w
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where wpPointer = creatures . ix 0 . crInv . ix (_crInvSel (_creatures w IM.! 0))
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wp = _crInv (_creatures w IM.! 0) IM.! (_crInvSel (_creatures w IM.! 0))
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Just currentZoom = wp ^? itAttachment . _Just . scopeZoom
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currentCursorDisplacement = fromJust $ _itAttachment wp
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rotCam = rotateCameraL . rotateCameraR . zoomCamIn . zoomCamOut . zoomCam
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rotateCameraL :: World -> World
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rotateCameraL w | SDL.KeycodeQ `S.member` _keys w
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= w & cameraRot +~ 0.015
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& creatures . ix 0 . crInv . ix (_crInvSel (_creatures w IM.! 0))
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. itAttachment . _Just . scopePos %~ rotateV 0.015
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| otherwise = w
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rotateCameraR :: World -> World
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rotateCameraR w | SDL.KeycodeE `S.member` _keys w
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= w & cameraRot -~ 0.015
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& creatures . ix 0 . crInv . ix (_crInvSel (_creatures w IM.! 0))
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. itAttachment . _Just . scopePos %~ rotateV (-0.015)
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| otherwise = w
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zoomCamIn :: World -> World
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zoomCamIn w | SDL.KeycodeJ `S.member` _keys w
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= w {_cameraZoom = _cameraZoom w + 0.01}
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| otherwise = w
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zoomCamOut :: World -> World
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zoomCamOut w | SDL.KeycodeK `S.member` _keys w
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= w {_cameraZoom = max (_cameraZoom w - 0.01) 0.01}
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| otherwise = w
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zoomCam :: World -> World
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zoomCam w = over cameraZoom changeZoom w
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where maxViewDistance = 800
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camPos = _cameraCenter w
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camRot = _cameraRot w
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wallZoom = min (halfWidth w / (horizontalMax+50) )
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(halfHeight w / (verticalMax+50) )
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idealZoom | SDL.ButtonRight `S.member` _mouseButtons w
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= scZoom *
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(
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min (fromMaybe 20 $ yourItem w ^? itZoom . itAimZoomMax)
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$ max (fromMaybe 0.2 $ yourItem w ^? itZoom . itAimZoomMin)
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(wallZoom * fromMaybe 1 (yourItem w ^? itZoom . itAimZoomFac))
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)
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| otherwise
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= min (fromMaybe 20 $ yourItem w ^? itZoom . itZoomMax)
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$ max (fromMaybe 0.2 (yourItem w ^? itZoom . itZoomMin))
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(wallZoom * fromMaybe 1 (yourItem w ^? itZoom . itZoomFac))
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changeZoom curZoom
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| curZoom > idealZoom + 0.01 = ((zoomOutSpeed-1)*curZoom + idealZoom) / zoomOutSpeed
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| curZoom < idealZoom - 0.01 = ((zoomInSpeed-1)*curZoom + idealZoom) / zoomInSpeed
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| otherwise = idealZoom
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-- these speeds are inverted, larger means slower
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zoomInSpeed = 25
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zoomOutSpeed = 15
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zs = take 9 [-maxViewDistance,0 - 0.8*maxViewDistance..]
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rRays = rotF [( maxViewDistance,y) | y <- zs]
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lRays = rotF [(-maxViewDistance,y) | y <- zs]
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tRays = rotF [(y, maxViewDistance) | y <- zs]
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bRays = rotF [(y,-maxViewDistance) | y <- zs]
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rotF = map (h . (+.+) camPos . rotateV (_cameraRot w))
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h p = fromMaybe p $ collidePointIndirect camPos p $ wallsAlongLine camPos p w
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h' x p = dotV (rotateV camRot x) (p -.- camPos)
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horizontalMax = maximum $ map (h' (1,0)) rRays ++ map (h' (-1,0)) lRays
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verticalMax = maximum $ map (h' (0,1)) tRays ++ map (h' (0,-1)) bRays
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scZoom = fromMaybe 1 $ yourItem w ^? itAttachment . _Just . scopeZoom
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dirRays :: Float -> [Point2]
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dirRays dir = take 11 $ iterate (rotateV (0.5 * pi / 10)) $ rotateV (dir-pi*0.25) (600,0)
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