Add objects based on walls, called machines
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+13
-13
@@ -1,6 +1,6 @@
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{- | Creation, update and destruction of destructible walls. -}
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module Dodge.LevelGen.Block
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( putBlock
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( placeBlock
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, putLineBlock
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)
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where
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@@ -20,13 +20,13 @@ addBlock
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:: [Point2] -- ^ Block polygon
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-> Int -- ^ First layer of health
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-> Color
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-> Bool -- ^ Is the block see through?
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-> Opacity -- ^ Is the block see through?
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-> [Int] -- ^ Extra layers of health
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-> World
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-> World
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addBlock (p:ps) hp col isSeeThrough hps w
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addBlock (p:ps) hp col opacity hps w
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| hp <= 0 && null hps = w
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| hp <= 0 = addBlock (p:ps) (head hps + hp) col isSeeThrough (tail hps) w
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| hp <= 0 = addBlock (p:ps) (head hps + hp) col opacity (tail hps) w
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| otherwise = w
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& wallsZone . znObjects %~ flip (IM.foldl' $ flip wallInZone) panes
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& walls %~ IM.union panes
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@@ -41,8 +41,9 @@ addBlock (p:ps) hp col isSeeThrough hps w
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{ _wlLine = (a,b)
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, _wlID = j
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, _wlColor = col
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, _wlIsSeeThrough = isSeeThrough
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, _wlBlockID = Just' blid
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, _wlOpacity = opacity
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, _wlStructure = BlockPart blid
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, _wlFireThrough = True
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}
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) is lns
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wallInZone wl
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@@ -55,12 +56,11 @@ addBlock (p:ps) hp col isSeeThrough hps w
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ips = map zoneOfPoint $ uncurry (divideLine (2*zoneSize)) (_wlLine wl)
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addBlock _ _ _ _ _ _ = error "Trying to add a block with incomplete polygon"
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putBlock :: [Point2] -> Int -> Color -> Bool -> [Int] -> World -> (Int,World)
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putBlock (p:ps) i c b is w = (0, foldr (uncurry removePathsCrossing) wWithBlock pairs)
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placeBlock :: [Point2] -> Int -> Color -> Opacity -> [Int] -> World -> (Int,World)
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placeBlock poly i c opac is w = (0, foldr (uncurry removePathsCrossing) wWithBlock pairs)
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where
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pairs = zip (p:ps) (ps ++ [p])
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wWithBlock = addBlock (p:ps) i c b is w
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putBlock _ _ _ _ _ _ = error "Trying to put a block with incomplete polygon"
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pairs = loopPairs poly
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wWithBlock = addBlock poly i c opac is w
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{- | Splits a line into many four cornered blocks. -}
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putLineBlock
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@@ -83,7 +83,7 @@ putLineBlock basePane blockWidth depth a b w = (,) 0
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is = [0.. numBlocks - 1]
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cornerPoints = reverse $ rectWH halfBlockWidth depth -- goes clockwise around the block
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cornersAt p = fmap ( (p +.+) . rotateV rot) cornerPoints
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linesAt p = makeLoopPairs $ cornersAt p
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linesAt p = loopPairs $ cornersAt p
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k = IM.newKey $ _walls w
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blid = IM.newKey $ _blocks w
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insertBlock i = over blocks $ IM.insert (i+blid) Block
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@@ -101,7 +101,7 @@ putLineBlock basePane blockWidth depth a b w = (,) 0
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makeWallAt p i = zipWith3 (makePane i) (visibilityAt i) (ksAtI i) (linesAt p)
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makePane i visStatus k' ps = basePane
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{_wlID = k'
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,_wlBlockID = Just' $ i + blid
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,_wlStructure = BlockPart $ i + blid
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,_wlLine = ps
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,_wlDraw = visStatus
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}
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@@ -11,6 +11,7 @@ import Control.Lens
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import Control.Monad.State
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import System.Random
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data PSType = PutCrit {_unPutCrit :: Creature}
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| PutMachine Color [Point2] Machine
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| PutLS LightSource
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| PutButton Button
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| PutProp Prop
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@@ -72,7 +72,7 @@ putDoor col cond pss w = (drid, addWalls w & doors %~ addDoor)
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, _wlID = wlid
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, _wlColor = col
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, _wlSeen = False
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, _wlIsSeeThrough = False
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, _wlOpacity = Opaque
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, _wlPathable = False
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}
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-- TODO use vector instead of list, perhaps also memoisation of rectanglePairs
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@@ -146,9 +146,9 @@ putSingleDoor isPathable col cond a b speed w = (drid, addWalls w
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{ _wlLine = wlps
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, _wlID = wlid
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, _wlColor = col
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, _wlSeen = False
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, _wlIsSeeThrough = False
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, _wlPathable = isPathable
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, _wlSeen = False
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, _wlOpacity = Opaque
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, _wlPathable = isPathable
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}
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pairs = rectanglePairs 9 a b
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shiftedPairs = map (bimap shiftLeft shiftLeft) pairs
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