Tweak parameters on bezier gun, abstract out random accuracy direction

This commit is contained in:
jgk
2021-03-16 13:56:19 +01:00
parent ca5ff88522
commit 875679d25f
6 changed files with 69 additions and 87 deletions
+1 -1
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@@ -1,7 +1,7 @@
{-# LANGUAGE BangPatterns #-}
module Dodge.CreatureAction
( module Dodge.CreatureAction
, useItemContinuous
, useItem
, tryUseItem
)
where
+12 -12
View File
@@ -9,10 +9,10 @@ import qualified Data.IntMap as IM
import Control.Lens
import Data.Maybe (fromMaybe)
useItemContinuous :: Int -> World -> World
useItemContinuous n w = case (_crInv cr IM.! _crInvSel cr) ^? itHammer of
Just HammerUp -> useItem1 n $ setHammerDown w
Just NoHammer -> useItem1 n w
useItem :: Int -> World -> World
useItem n w = case (_crInv cr IM.! _crInvSel cr) ^? itHammer of
Just HammerUp -> equippedItemEffect n $ setHammerDown w
Just NoHammer -> equippedItemEffect n w
_ -> setHammerDown w
where
cr = _creatures w IM.! n
@@ -20,16 +20,16 @@ useItemContinuous n w = case (_crInv cr IM.! _crInvSel cr) ^? itHammer of
tryUseItem :: Int -> World -> World
tryUseItem cid w = case w ^? creatures . ix cid of
Just cr -> useItem2 cid (_crInv cr IM.! _crInvSel cr) w
Just cr -> itemEffect cid (_crInv cr IM.! _crInvSel cr) w
Nothing -> w
useItem1 :: Int -> World -> World
useItem1 n w = useItem2 n it w
equippedItemEffect :: Int -> World -> World
equippedItemEffect n w = itemEffect n it w
where c = (_creatures w IM.! n)
it = _crInv c IM.! _crInvSel c
useItem2 :: Int -> Item -> World -> World
useItem2 n (Consumable {_cnEffect=eff }) w = fromMaybe w $ fmap (rmInvItem n) $ eff n w
useItem2 n (Weapon {_wpFire=eff}) w = eff n w
useItem2 n (Throwable {_twFire = eff}) w = eff n w
useItem2 _ _ w = w
itemEffect :: Int -> Item -> World -> World
itemEffect n (Consumable {_cnEffect=eff }) w = fromMaybe w $ fmap (rmInvItem n) $ eff n w
itemEffect n (Weapon {_wpFire=eff}) w = eff n w
itemEffect n (Throwable {_twFire = eff}) w = eff n w
itemEffect _ _ w = w
+36 -47
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@@ -19,6 +19,7 @@ import Dodge.Item.Draw
import Dodge.Item.Weapon.Bullet
import Dodge.Item.Weapon.InventoryDisplay
import Dodge.Item.Weapon.TriggerType
import Dodge.Item.Weapon.Recock
import Geometry
import Picture
@@ -329,12 +330,46 @@ launcher = defaultGun
}
bezierGun = defaultAutoGun
{ _itName = "B-GUN"
, _wpFire = bezierShoot
, _wpFire = maybeSetTarget shootBezier
, _itAttachment = Nothing
, _itScrollUp = removeItAttachment 0
, _itScrollDown = removeItAttachment 0
, _itHammer = HammerUp
, _itEffect = bezierRecock
, _itZoom = basicItZoom
, _itAimingRange = 0
}
maybeSetTarget :: (Point2 -> Int -> World -> World) -> Int -> World -> World
maybeSetTarget f cid w = case join $ w ^? creatures . ix cid . crInv . ix itRef . itAttachment of
Just (ItTargetPos targetp) -> f targetp cid w
_ -> w & creatures . ix cid . crInv . ix itRef . itAttachment .~ Just (ItTargetPos mp)
where
mp = mouseWorldPos w
cr = _creatures w IM.! cid
itRef = _crInvSel cr
shootBezier :: Point2 -> Int -> World -> World
shootBezier targetp cid w = (shootWithSound 0 . withMuzFlare . withRecoil 40 . torqueBefore 0.05
. withRandomDir 0.5)
bezBul cid w
where
bezBul = mkBezierBul startp controlp targetp
controlp = mouseWorldPos w
cr = _creatures w IM.! cid
dir = _crDir cr
startp = _crPos cr +.+ rotateV dir (_crRad cr + 1,0)
mkBezierBul :: Point2 -> Point2 -> Point2 -> Int -> World -> World
mkBezierBul startp controlp targetp cid w = over particles' (bbul :) w
where
bbul = aCurveBulAt (Just cid) white startp (controlp +.+ randPos) (targetp +.+ randPos')
(threeEff' bulHitCr' bulHitWall' bulHitFF') 5
(randPos,randPos') = flip evalState (_randGen w)
$ do a <- randInCirc 10
b <- randInCirc 10
return (a,b)
removeItAttachment :: Int -> Int -> World -> World
removeItAttachment i _ w = w & creatures . ix i . crInv . ix itRef . itAttachment .~ Nothing
where cr = _creatures w IM.! i
@@ -1338,7 +1373,6 @@ remoteBomb = defaultThrowable
throwGrenade :: Int -> Int -> World -> World
--throwGrenade n w = rmInvItem n $ over particles addG $ set randGen g w
throwGrenade fuseTime n w = setWp $ removePict $ over particles addG $ set randGen g w
where addG = IM.insert i
$ Particle { _ptPos = p
@@ -1364,14 +1398,6 @@ throwGrenade fuseTime n w = setWp $ removePict $ over particles addG $ set randG
dir = argV v
setWp :: World -> World
setWp w' = w' & creatures . ix n . crInv . ix j . itEffect .~ throwArmReset 20
--maybewpid = w ^? creatures . ix n . crInv . ix j . itID . _Just
--setWpLocation :: World -> World
--setWpLocation w' = case maybewpid of
-- Nothing -> w' & creatures . ix n . crInv . ix j . itID .~ Just newitid
-- & itemPositions %~ IM.insert newitid (InInv n j)
-- _ -> w'
--newitid = newKey $ _itemPositions w
--wpid = fromMaybe newitid maybewpid
throwArmReset :: Int -> ItEffect
throwArmReset x =
@@ -1396,43 +1422,6 @@ grenadePic x = pictures [ color (dark $ dark green) $ circleSolid 5
$ scale 0.05 0.05 $ color green $ text $ show $ 1 + quot x 20
]
bezTest cid w = mkBezierBul (0,11) (0,20) (0,20) cid w
bezierTarget :: Int -> World -> World
bezierTarget cid w = setTarget w
where
j = _crInvSel $ _creatures w IM.! cid
setTarget = set (creatures . ix cid . crInv . ix j . wpFire) $ bezierControl p
p = mouseWorldPos w
bezierControl :: Point2 -> Int -> World -> World
bezierControl targetp cid w = resetGun $ shootWithSound 0 (mkBezierBul startp controlp targetp) cid w
where
j = _crInvSel $ _creatures w IM.! cid
controlp = mouseWorldPos w
cr = _creatures w IM.! cid
dir = _crDir cr
startp = _crPos cr +.+ rotateV dir (_crRad cr + 1,0)
resetGun = set (creatures . ix cid . crInv . ix j . wpFire) $ bezierTarget
bezierShoot :: Int -> World -> World
bezierShoot cid w = case w ^? creatures . ix cid . crInv . ix itRef . itAttachment of
Just (Just (ItTargetPos targetp)) -> shootWithSound 0 (mkBezierBul startp controlp targetp) cid w
_ -> w & creatures . ix cid . crInv . ix itRef . itAttachment .~ Just (ItTargetPos controlp)
where
j = _crInvSel $ _creatures w IM.! cid
controlp = mouseWorldPos w
cr = _creatures w IM.! cid
dir = _crDir cr
startp = _crPos cr +.+ rotateV dir (_crRad cr + 1,0)
itRef = _crInvSel cr
mkBezierBul :: Point2 -> Point2 -> Point2 -> Int -> World -> World
mkBezierBul startp controlp targetp cid w = over particles' (bbul :) w
where
bbul = aCurveBulAt (Just cid) white startp controlp targetp
(threeEff' bulHitCr' bulHitWall' bulHitFF') 5
fireRemoteLauncher :: Int -> World -> World
fireRemoteLauncher cid w = setLocation $ resetFire $ resetName
$ soundOnce (fromIntegral launcherSound)
+16 -1
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@@ -32,7 +32,6 @@ withWarmUp t f cid w
| t > 0 = set (pointerToItem . wpFire) (withWarmUp (t-1) f)
$ set (pointerToItem . wpFireState) 2
w
-- | otherwise = set (pointerToItem . wpFire) (withWarmUp 0 f)
| otherwise = set (pointerToItem . wpFire) (withWarmUp 1 f)
$ over (pointerToItem . wpLoadedAmmo) (\ammo -> ammo-1)
$ set (pointerToItem . wpFireState) 2
@@ -97,6 +96,22 @@ shoot f cid w | fireCondition = over (pointerToItem . wpLoadedAmmo) (\ammo -> am
&& _wpLoadedAmmo item > 0
reloadCondition = _wpLoadedAmmo item == 0
withMuzFlare :: (Int -> World -> World) -> Int -> World -> World
withMuzFlare f cid w = over tempLightSources (tLightAt 4 pos :)
. lowLightAt pos2 $ f cid w
where cr = _creatures w IM.! cid
dir = _crDir cr
pos = _crPos cr +.+ _crRad cr *.* unitVectorAtAngle (_crDir cr)
pos2 = _crPos cr +.+ (2 * _crRad cr) *.* unitVectorAtAngle (_crDir cr)
withRandomDir :: Float -> (Int -> World -> World) -> Int -> World -> World
withRandomDir acc f cid w = over (creatures . ix cid . crDir) (\d -> d - a)
. f cid
. over (creatures . ix cid . crDir) (+ a)
$ set randGen g
w
where (a, g) = randomR (-acc,acc) $ _randGen w
withAccVelWthHiteff' :: Float -> Point2 -> Float -> HitEffect' -> Int -> World -> World
withAccVelWthHiteff' acc vel width hiteff cid w
= over particles' ((:) newbul)
+2 -9
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@@ -13,16 +13,13 @@ import Control.Lens
import Data.Maybe
import Data.Char
import Data.List
import Data.Function
import Data.Function (on)
import qualified Data.Set as S
import qualified Data.IntMap.Strict as IM
import SDL
--import Graphics.Gloss
--import Graphics.Gloss.Interface.IO.Game
-- }}}
pauseGame :: World -> World
@@ -52,7 +49,6 @@ handlePressedKeyEvent w True _ = Just w
handlePressedKeyEvent w _ keycode
= case keycode of
KeycodeEscape -> Nothing
-- KeycodeEscape -> Just $ pauseGame $ escapeMap w
KeycodeC -> Just $ pauseGame $ escapeMap w
KeycodeF -> Just $ dropItem w
KeycodeM -> Just $ toggleMap w
@@ -149,14 +145,11 @@ mouseActionsCr keys cr
= set ( crState . stance . posture) AtEase cr
where lbPressed = ButtonLeft `S.member` keys
rbPressed = ButtonRight `S.member` keys
-- wUp = MouseButton WheelUp `S.member` keys
-- -- wUp = Char 'q' `S.member` keys
-- wDown = MouseButton WheelDown `S.member` keys
mouseActionsWorld :: S.Set MouseButton -> World -> World
mouseActionsWorld keys w
| lbPressed && rbPressed
= useItemContinuous (_yourID w) w
= useItem (_yourID w) w
| mbPressed
= set lbClickMousePos (_mousePos w) $ over cameraRot (\r-> r - rotation) w
| otherwise
+2 -17
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@@ -1,6 +1,8 @@
{-# LANGUAGE BangPatterns #-}
module Dodge.Prototypes where
import Dodge.Item.Weapon.Recock
import Dodge.Data
import Dodge.SoundLogic
import Dodge.Base
@@ -18,9 +20,6 @@ import qualified Data.Set as S
import Data.Graph.Inductive.Graph hiding ((&))
import Data.List
--import Graphics.Gloss
--import Graphics.Gloss.Data.Vector
-- defalt datatypes / prototypes {{{
basicWall = Wall { _wlLine = [(0,0),(50,0)]
, _wlID = 0
@@ -233,18 +232,4 @@ youLight =
}
wpRecock :: ItEffect
--wpRecock = NoItEffect
wpRecock = ItInvEffect {_itInvEffect = f
,_itEffectCounter = 0
}
where f cr i = creatures . ix (_crID cr) . crInv
-- . ix i . itHammer %~ ($!) (fmap $! (moveHammerUp `seq` moveHammerUp))
-- . ix i . itHammer %~ ($!) (fmap $! moveHammerUp)
-- . ix i . itHammer . _Just %~ ($!) moveHammerUp
%~ IM.adjust fOnIt i
moveHammerUp !HammerDown = HammerReleased
moveHammerUp !HammerReleased = HammerUp
moveHammerUp !HammerUp = HammerUp
fOnIt it = it & itHammer %~ moveHammerUp