Fix explosion damage
This commit is contained in:
@@ -138,7 +138,7 @@ overlapCircWalls :: Point2 -> Float -> StreamOf Wall
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overlapCircWalls p r = S.mapMaybe dointersect
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where
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dointersect wl = f (_wlLine wl) <&> (,wl)
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f (a,b) = intersectSegSeg p (p -.- r *.* vNormal (normalizeV (a -.- b))) a b
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f (a,b) = intersectSegSeg p (p +.+ r *.* normalizeV ((0.5 *.* (a +.+ b)) -.- p)) a b
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-- | note that this does not push the circle away from the wall at all
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collideCircWallsStream :: Point2 -> Point2 -> Float -> StreamOf Wall
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@@ -158,6 +158,13 @@ translateToChest cr
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| twists cr = rotateSP (-1)
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| otherwise = id
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translateToBack :: Creature -> SPic -> SPic
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translateToBack cr
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| oneH cr = rotateSP 0.5
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-- | twists cr = translateSPf 0 5 . rotateSP (-1)
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| twists cr = rotateSP (-1)
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| otherwise = id
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shoulderSP :: SPic -> SPic
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shoulderSP = translateSPz 20
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waistSP :: SPic -> SPic
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+6
-1
@@ -150,7 +150,7 @@ data World = World
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, _toPlaySounds :: M.Map SoundOrigin Sound
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, _playingSounds :: M.Map SoundOrigin Sound
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, _decorations :: IM.IntMap Picture
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, _shapes :: IM.IntMap ForegroundShape
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, _foregroundShapes :: IM.IntMap ForegroundShape
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, _corpses :: IM.IntMap Corpse
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, _clickMousePos :: Point2
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, _pathGraph :: Gr Point2 PathEdge
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@@ -1064,6 +1064,10 @@ data MachineType
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, _tuFireTime :: Int
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, _tuMCrID :: Maybe Int
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}
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data BlockShifter = BlockShifter
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{ _bsID :: Int
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, _bsBlocks :: IS.IntSet
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}
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data Door = Door
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{ _drID :: Int
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, _drWallIDs :: IS.IntSet
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@@ -1454,6 +1458,7 @@ data PSType = PutCrit {_unPutCrit :: Creature}
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| PutDoor Color EdgeObstacle (World -> Bool) [(Point2,Point2)]
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| RandPS (State StdGen PSType)
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| PutForeground ForegroundShape
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| PutDecoration Picture
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| PutWorldUpdate (PlacementSpot -> World -> World)
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| PutNothing
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| PutUsingGenParams (World -> (World,PSType))
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@@ -96,7 +96,7 @@ defaultWorld = World
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--, _keyConfig = defaultKeyConfigSDL
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-- , _config = defaultConfig
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, _sideEffects = return
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, _shapes = mempty
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, _foregroundShapes = mempty
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, _distortions = []
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, _gameRooms = []
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, _roomClipping = []
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@@ -11,6 +11,7 @@ pictureOnEquip sp cr itm = fromMaybe mempty $ do
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i <- itm ^? itPos . ipInvID
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epos <- cr^? crInvEquipped . ix i
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return $ equipPosition epos cr sp
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equipPosition :: EquipPosition -> Creature -> SPic -> SPic
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equipPosition epos cr sh = case epos of
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OnLeftWrist -> translateToLeftWrist cr sh
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@@ -19,4 +20,5 @@ equipPosition epos cr sh = case epos of
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translateToRightLeg cr (mirrorSPxz sh)
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OnHead -> translateToHead cr sh
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OnChest -> translateToChest cr sh
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_ -> sh
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OnBack -> translateToBack cr sh
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OnSpecial -> sh
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@@ -17,6 +17,7 @@ import Dodge.Base.NewID
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import Geometry
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import qualified IntMapHelp as IM
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import Color
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import Picture
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import Data.Foldable
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import Data.Maybe
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@@ -91,7 +92,8 @@ placeSpotID ps pt w = case pt of
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PutTerminal tm -> plNewUpID terminals tmID tm w
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PutFlIt itm -> plNewUpID floorItems flItID (createFlIt p rot itm) w
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PutCrit cr -> plNewUpID creatures crID (mvCr p rot cr) w
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PutForeground fs -> plNewUpID shapes fsID (mvFS p rot fs) w
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PutForeground fs -> plNewUpID foregroundShapes fsID (mvFS p rot fs) w
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PutDecoration pic -> plNewID decorations (shiftDec p rot pic) w
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PutMachine pps mc -> plMachine (map doShift pps) mc p rot w
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PutLS ls -> plNewUpID lightSources lsID (mvLS p' rot ls) w
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PutPPlate pp -> plNewUpID pressPlates ppID (mvPP p rot pp) w
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@@ -115,6 +117,9 @@ placeSpotID ps pt w = case pt of
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rot = _psRot ps
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doShift = shiftPointBy (p,rot)
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shiftDec :: Point2 -> Float -> Picture -> Picture
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shiftDec p r pic = uncurryV translate p $ rotate r pic
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evaluateRandPS :: State StdGen PSType -> PlacementSpot -> World -> (Int,World)
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evaluateRandPS rgen ps w = placeSpotID ps evaluatedType (set randGen g w)
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where
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@@ -167,10 +172,10 @@ mvFS p a = (fsDir +~ a) . (fsPos %~ ( (p +.+) . rotateV a ))
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plMachine :: [Point2] -> Machine -> Point2 -> Float -> World -> (Int,World)
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plMachine wallpoly mc p rot gw = (mcid
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, gw & machines %~ addMc
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& walls %~ placeMachineWalls color wallpoly mcid wlid
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& walls %~ placeMachineWalls col wallpoly mcid wlid
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)
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where
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color = _mcColor mc
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col = _mcColor mc
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w' = gw
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mcid = IM.newKey $ _machines w'
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wlid = IM.newKey $ _walls w'
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@@ -53,7 +53,7 @@ worldSPic cfig w
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= singleSPic (mempty, extraPics cfig w)
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<> foldup (dbArg _prDraw) (filtOn' _prPos _props)
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<> foldup (shiftDraw _blPos _blDir _blDraw) (filtOn' _blPos _blocks)
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<> foldup (shiftDraw _fsPos _fsDir (const _fsSPic)) (filtOn' _fsPos _shapes)
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<> foldup (shiftDraw _fsPos _fsDir (const _fsSPic)) (filtOn' _fsPos _foregroundShapes)
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<> foldup (dbArg _cpPict) (filtOn' _cpPos _corpses)
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<> foldup drawCreature (filtOn' _crPos _creatures)
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<> foldup floorItemSPic (filtOn' _flItPos _floorItems)
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@@ -1,11 +1,21 @@
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--{-# LANGUAGE TupleSections #-}
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module Dodge.Room.Foreground where
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module Dodge.Room.Foreground
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( thinHighBar
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, putShape
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, girder
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, girderZ
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, girderV
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, girderV'
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, barPP
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, highDiagonalMesh
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, highMesh
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) where
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import Dodge.Data
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import Picture
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import Geometry
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import Shape
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import Quaternion
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--import Bound
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import Bound
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--import Dodge.Data.ForegroundShape
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import Dodge.Default.Foreground
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@@ -13,8 +23,16 @@ import Data.List
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import Data.Maybe
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import Control.Lens
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import ShapePicture
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--import Streaming
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--import qualified Streaming.Prelude as S
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import Streaming
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import qualified Streaming.Prelude as S
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highMesh
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:: Point2
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-> Point2
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-> Float -- ^ width
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-> Picture
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highMesh pa pb w = highDiagonalMesh pa pb w 20
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<> highDiagonalMesh (pa +.+ w *.* normalizeV (vNormal (pb -.- pa))) pa (dist pa pb) 20
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highDiagonalMesh
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:: Point2
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@@ -22,10 +40,10 @@ highDiagonalMesh
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-> Float -- ^ width
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-> Float -- ^ vertical distance between lines
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-> Picture
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highDiagonalMesh pa pb w d = setDepth (-0.2) $ pictures $
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map (thickLine 3 . tflat2) (diagonalLinesRect pb pa w d (3*pi/4))
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highDiagonalMesh pa pb w d = setDepth 100 $ pictures $
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map (thickLine 2 . tflat2) (diagonalLinesRect pb pa w d (3*pi/4))
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++
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map (thickLine 3 . tflat2) (diagonalLinesRect pb pc (negate h) d (pi/4))
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map (thickLine 2 . tflat2) (diagonalLinesRect pb pc (negate h) d (pi/4))
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where
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pc = pb +.+ w *.* normalizeV (vNormal (pb -.- pa))
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h = dist pa pb
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@@ -54,14 +72,14 @@ diagonalLinesRect pa pb w d ang = zip lhsPoints $ map findDiPoint lhsPoints
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thinHighBar :: Float -> Point2 -> Point2 -> Shape
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thinHighBar = highBar 3
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thinHighBarLoop :: Float -> [Point2] -> Shape
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thinHighBarLoop h = foldMap (uncurry $ thinHighBar h) . loopPairs
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--thinHighBarLoop :: Float -> [Point2] -> Shape
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--thinHighBarLoop h = foldMap (uncurry $ thinHighBar h) . loopPairs
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thinHighBarChain :: Float -> [Point2] -> Shape
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thinHighBarChain h = foldMap (uncurry $ thinHighBar h) . chainPairs
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--thinHighBarChain :: Float -> [Point2] -> Shape
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--thinHighBarChain h = foldMap (uncurry $ thinHighBar h) . chainPairs
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thickHighBar :: Float -> Point2 -> Point2 -> Shape
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thickHighBar = highBar 5
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--thickHighBar :: Float -> Point2 -> Point2 -> Shape
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--thickHighBar = highBar 5
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highBar :: Float -> Float -> Point2 -> Point2 -> Shape
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highBar thickness h x y = translateSHz h $ colorSH orange $ upperPrismPoly thickness
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@@ -69,13 +87,13 @@ highBar thickness h x y = translateSHz h $ colorSH orange $ upperPrismPoly thick
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where
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n = 0.5 * thickness *.* normalizeV (vNormal (y -.- x))
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highPipe :: Float -> Point2 -> Point2 -> Shape
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highPipe h x y = colorSH orange $ prismPoly
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(map (addZ (h + 5)) [x +.+ n2, y +.+ n2, y -.- n2, x -.- n2])
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(map (addZ h) [x +.+ n, y +.+ n, y -.- n, x -.- n] )
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where
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n2 = 1.25 *.* normalizeV (vNormal (y -.- x))
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n = 2.5 *.* normalizeV (vNormal (y -.- x))
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--highPipe :: Float -> Point2 -> Point2 -> Shape
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--highPipe h x y = colorSH orange $ prismPoly
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-- (map (addZ (h + 5)) [x +.+ n2, y +.+ n2, y -.- n2, x -.- n2])
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-- (map (addZ h) [x +.+ n, y +.+ n, y -.- n, x -.- n] )
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-- where
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-- n2 = 1.25 *.* normalizeV (vNormal (y -.- x))
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-- n = 2.5 *.* normalizeV (vNormal (y -.- x))
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girderZ
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:: Float -- ^ height
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@@ -96,43 +114,20 @@ girderZ h d w x y = colorSH red $ mconcat $
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ps = divideLineExact d xb yb
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qs = tail $ divideLineExact d xt yt
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girderVCapL
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:: Float -- ^ "cap" size
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-> Float -- ^ height
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-> Float -- ^ distance between cross bars
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-> Float -- ^ width
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-> Point2 -> Point2 -> Shape
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girderVCapL csize h d w x y = thinHighBar h (x -.- n) (x +.+ n)
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<> girderV h d w x y
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where
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n = csize *.* vNormal (normalizeV (x -.- y))
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girderVCapLR
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:: Float -- ^ "cap" size
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-> Float -- ^ height
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-> Float -- ^ distance between cross bars
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-> Float -- ^ width
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-> Point2 -> Point2 -> Shape
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girderVCapLR csize h d w x y = thinHighBar h (x -.- n) (x +.+ n)
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<> thinHighBar h (y -.- n) (y +.+ n)
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<> girderV h d w x y
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where
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n = csize *.* vNormal (normalizeV (x -.- y))
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putShape :: Shape -> PSType
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putShape sh = PutForeground $ defaultForeground
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& fsPos .~ m
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& fsRad .~ radBounds bnds
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& fsSPic .~ noPic (uncurryV translateSHf (-m) sh)
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where
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bnds = (0,0,0,0) -- shapeBounds sh
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bnds = shapeBounds sh
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m = midBounds bnds
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--shapePoints :: Shape -> Stream (Of Point2) Identity ()
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--shapePoints = S.each . concatMap (map (stripZ . _svPos) . _shVs)
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shapePoints :: Shape -> Stream (Of Point2) Identity ()
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shapePoints = S.each . concatMap (map (stripZ . _svPos) . _shVs)
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--shapeBounds :: Shape -> (Float,Float,Float,Float)
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--shapeBounds = fromMaybe (0,0,0,0) . boundPoints . shapePoints
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shapeBounds :: Shape -> (Float,Float,Float,Float)
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shapeBounds = fromMaybe (0,0,0,0) . boundPoints . shapePoints
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midBounds :: (Float,Float,Float,Float) -> Point2
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midBounds (n,s,e,w) = V2 ((n + s)/2) ((e + w)/2)
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@@ -200,9 +195,6 @@ girder h d w x y = mconcat $
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ps = divideLineExact d xb yb
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qs = divideLineExact d xt yt
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robotArm :: Shape
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robotArm = undefined
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barPP :: Float -> Point3 -> Point3 -> Shape
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barPP w a b
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| a == b = mempty
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@@ -212,17 +204,17 @@ barPP w a b
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where
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z1 = b -.-.- a
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pipePP :: Float -> Point3 -> Point3 -> Shape
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pipePP w a b = prismPoly
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(map ((+.+.+ a) . rotateToZ z1 . addZ 0) $ polyCirc 4 w)
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(map ((+.+.+ b) . rotateToZ z1 . addZ 0) $ polyCirc 4 w)
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where
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z1 = b -.-.- a
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--pipePP :: Float -> Point3 -> Point3 -> Shape
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--pipePP w a b = prismPoly
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-- (map ((+.+.+ a) . rotateToZ z1 . addZ 0) $ polyCirc 4 w)
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-- (map ((+.+.+ b) . rotateToZ z1 . addZ 0) $ polyCirc 4 w)
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-- where
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-- z1 = b -.-.- a
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tankTopPipe :: Shape
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tankTopPipe = colorSH orange $
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upperPrismPoly 31 (polyCirc 4 20)
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<> prismPoly
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(map (addZ 41) $ polyCirc 4 5)
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(map (addZ 31) $ polyCirc 4 20)
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-- <> pipePP 5 (V3 0 0 51) (V3 0 0 41)
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--tankTopPipe :: Shape
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--tankTopPipe = colorSH orange $
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-- upperPrismPoly 31 (polyCirc 4 20)
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-- <> prismPoly
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-- (map (addZ 41) $ polyCirc 4 5)
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-- (map (addZ 31) $ polyCirc 4 20)
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---- <> pipePP 5 (V3 0 0 51) (V3 0 0 41)
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@@ -17,6 +17,7 @@ import Dodge.RoomLink
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import Dodge.Default.Room
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import Dodge.Creature
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import Dodge.Room.Pillar
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import Dodge.Room.Foreground
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import Dodge.Room.Girder
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import Dodge.Room.Modify.Girder
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import Dodge.LevelGen.Data
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@@ -47,6 +48,7 @@ roomC w h = do
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. setOutLinks (\rl -> OnEdge West `S.member` _rlType rl)
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)
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& rmPmnts .:~ wallf (V2 (w/2) 0) (V2 (w/2) (h-60))
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& rmPmnts .:~ sps0 (PutDecoration (highMesh (V2 0 0) (V2 0 h) 50))
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& rmRandPSs .~ [farside]
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)
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where
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@@ -26,8 +26,8 @@ makeShockwaveAt
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-> World -- ^ Start world.
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-> World
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makeShockwaveAt is p rad dam push col = instantParticles .:~ Shockwave
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{ _ptUpdate = mvShockwave is
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, _ptColor = col
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{ _ptUpdate = mvShockwave is
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, _ptColor = col
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, _ptPos = p
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, _ptRad = rad
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, _ptDam = dam
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Block a user