Refactor item drawing
This commit is contained in:
+35
-51
@@ -4,7 +4,9 @@ Rooms that contain two doors and a switch alternating both. -}
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module Dodge.Room.Airlock
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where
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import Dodge.Room.Data
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import Dodge.LightSources.Fitting
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import Dodge.Room.Placement
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import Dodge.Room.Foreground
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import Dodge.Default.Room
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import Dodge.Data
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import Dodge.LevelGen.Data
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@@ -13,7 +15,8 @@ import Dodge.RandomHelp
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import Geometry
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import Picture
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import qualified Data.Map as M
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import qualified Data.Map.Strict as M
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import qualified Data.IntMap.Strict as IM
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import System.Random
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import Control.Monad.State
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import Control.Lens
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@@ -39,18 +42,14 @@ airlockOneWay n = defaultRoom
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{- |
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A passage with a switch that opens forward access while closing backwards access. -}
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airlock
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:: RandomGen g
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=> Int -- ^ Door id
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-> State g Room
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airlock n = takeOne [airlock0 n,airlock90 n,airlockCrystal n]
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airlock :: RandomGen g => State g Room
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--airlock = takeOne [airlock0,airlock90,airlockCrystal]
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airlock = takeOne [airlock0]
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{- |
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Straight airlock -}
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airlock0
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:: Int -- ^ Door id
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-> Room
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airlock0 n = defaultRoom
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airlock0 :: Room
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airlock0 = defaultRoom
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{ _rmPolys =
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[ rectNSWE 100 0 0 40
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, rectNSWE 65 35 (-40) 20
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@@ -60,12 +59,11 @@ airlock0 n = defaultRoom
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,(V2 20 45,V2 20 5)
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]
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, _rmPS =
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[sPS (V2 0 20) 0 $ PutDoubleDoor col (not . cond) (V2 1 0) (V2 39 0) 2
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,sPS (V2 0 80) 0 $ PutDoubleDoor col cond (V2 1 0) (V2 39 0) 2
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,sPS (V2 35 50) (pi/2) $ PutButton $ makeSwitch col red
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(over worldState (M.insert (DoorNumOpen n) True))
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(over worldState (M.insert (DoorNumOpen n) False))
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,sPS (V2 (-25) 50) 0 putLamp
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[Placement (PS (V2 (-35) 50) (negate $ pi/2) $ PutButton $ makeSwitch col red id id)
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$ \btid -> jspsJ (V2 0 20) 0 (PutDoubleDoor col (not . cond' btid) (V2 1 0) (V2 39 0) 2)
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$ sPS (V2 0 80) 0 $ PutDoubleDoor col (cond' btid) (V2 1 0) (V2 39 0) 2
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,mountedLightI 70 (V2 (-2) 30) (V2 (-2) 70)
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,sps0 $ PutForeground $ thinHighBar 75 (V2 40 50) (V2 (-1) 50)
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]
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, _rmBound = [rectNSWE 75 15 0 40]
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}
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@@ -73,13 +71,12 @@ airlock0 n = defaultRoom
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lnks = [(V2 20 95,0)
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,(V2 20 5,pi)
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]
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cond w = or $ M.lookup (DoorNumOpen n) (_worldState w)
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cond' btid w' = _btState (_buttons w' IM.! btid) == BtOn
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col = dim $ dim $ bright red
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airlock90
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:: Int -- ^ Door id
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-> Room
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airlock90 n = defaultRoom
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:: Room
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airlock90 = defaultRoom
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{ _rmPolys =
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[ rectNSWE 100 10 10 100
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, rectNSWE 20 0 20 60
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@@ -99,11 +96,9 @@ airlock90 n = defaultRoom
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,(V2 40 0,V2 0 40)
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]
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, _rmPS =
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[sPS (V2 5 5) 0 $ PutDoor col (not . cond) pss
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,sPS (V2 120 120) (3* pi/4) $ PutButton $ makeSwitch col red
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(over worldState (M.insert (DoorNumOpen n) True))
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(over worldState (M.insert (DoorNumOpen n) False))
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,sPS (V2 60 60) 0 putLamp
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[ Placement (PS (V2 120 120) (3 * pi/4) (PutButton $ makeSwitch col red id id))
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$ \btid -> jsps (V2 5 5) 0 $ PutDoor col (cond btid) pss
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,mountedLightV (V2 20 20) (V3 70 70 50)
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]
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, _rmBound =
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[map toV2 [ (10,10)
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@@ -114,45 +109,34 @@ airlock90 n = defaultRoom
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]]
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}
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where
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cond w = or $ M.lookup (DoorNumOpen n) (_worldState w)
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--cond w = or $ M.lookup (DoorNumOpen n) (_worldState w)
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cond btid w' = _btState (_buttons w' IM.! btid) == BtOn
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col = dim $ dim $ bright red
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pss = (V2 0 0 ,) <$> arcStepwise 3 (negate $ pi/2) (V2 0 0) (V2 0 55)
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airlockCrystal
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:: Int -- ^ Door id
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-> Room
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airlockCrystal n = defaultRoom
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:: Room
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airlockCrystal = defaultRoom
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{ _rmPolys =
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[ rectNSWE 140 0 0 40
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, orderPolygon $ map toV2
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[(39,20)
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,(150,60)
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,(150,80)
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,(39,120)
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]
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, orderPolygon $ map toV2 [ (39,20) , (150,60) , (150,80) , (39,120) ]
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]
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, _rmLinks =
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[(V2 20 130,0)
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,(V2 20 0 ,pi)
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]
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, _rmPath =
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[
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]
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, _rmLinks = [(V2 20 130,0) ,(V2 20 0 ,pi) ]
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, _rmPath = [ ]
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, _rmPS =
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[sPS (V2 0 0) 0 $ PutDoor col (not . cond) pss
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,sPS (V2 145 70) (pi/2) $ PutButton $ makeSwitch col red
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(over worldState (M.insert (DoorNumOpen n) False))
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(over worldState (M.insert (DoorNumOpen n) True))
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,crystalLine (V2 0 70) (V2 40 70)
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--,sPS (V2 20 40) 0 putLamp
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--,sPS (V2 20 100) 0 putLamp
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[ Placement (PS (V2 145 70) (pi/2) (PutButton $ makeSwitch col red id id))
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$ \btid -> jsps0 $ PutDoor col (cond btid) pss
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, crystalLine (V2 0 70) (V2 40 70)
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, mountedLightV (V2 150 70) (V3 110 70 70)
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]
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, _rmBound =
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[ ]
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}
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where
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cond w = or $ M.lookup (DoorNumOpen n) (_worldState w)
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--cond w = or $ M.lookup (DoorNumOpen n) (_worldState w)
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cond btid w' = _btState (_buttons w' IM.! btid) == BtOn
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col = dim $ dim $ bright red
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pss :: [(Point2,Point2)]
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pss = reverse $ fmap ( (\x -> (V2 50 x,V2 50 (x+50)) ) . fromIntegral)
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pss = reverse $ fmap ( (\x -> (V2 50 (x - 10),V2 50 (x+60)) ) . fromIntegral)
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[20::Int,22..70]
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@@ -1,10 +1,11 @@
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module Dodge.Room.Corridor
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where
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import Dodge.Room.Data
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import Dodge.Room.Foreground
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--import Dodge.Room.Foreground
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import Dodge.Default.Room
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import Dodge.LevelGen.Data
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import Dodge.LightSources.Lamp
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--import Dodge.LevelGen.Data
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--import Dodge.LightSources.Lamp
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import Dodge.LightSources.Fitting
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import Geometry
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import Tile
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@@ -16,10 +17,7 @@ corridor = defaultRoom
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{ _rmPolys = [poly]
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, _rmLinks = lnks
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, _rmPath = concatMap (doublePair . (,) (V2 20 60) . fst) lnks
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, _rmPS =
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[sPS (V2 20 40) 0 $ PutLS (lightAt (V3 0 0 50) 0)
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,sPS (V2 0 0) 0 $ PutForeground $ highPipe 55 (V2 0 40) (V2 40 40)
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]
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, _rmPS = [ mountedLightI 50 (V2 0 40) (V2 40 40) ]
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, _rmBound = [ rectNSWE 50 30 0 40 ]
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, _rmFloor = [makeTileFromPoly poly 2]
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}
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@@ -16,7 +16,6 @@ import Dodge.RandomHelp
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import Dodge.Creature.Inanimate
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import Dodge.Creature
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import Dodge.LightSources.Lamp
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import Dodge.Placement
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import Picture
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import Geometry
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@@ -42,8 +41,8 @@ twinSlowDoorRoom w h x = defaultRoom
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, _rmPS =
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[ Placement (PS (V2 0 (h-5)) pi $ PutButton $ makeSwitch col red id id)
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$ \btid -> jsps0J (PutSingleDoor col (cond' btid) (V2 x 1) (V2 x h) wlSpeed)
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$ place0 (PutSingleDoor col (cond' btid) (V2 (-x) 1) (V2 (-x) h) wlSpeed)
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$ \did -> Just $ place0 (PutLS (colorLightAt (V3 0.75 0 0) (V3 0 (h-1) lampHeight) 0))
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$ ps0 (PutSingleDoor col (cond' btid) (V2 (-x) 1) (V2 (-x) h) wlSpeed)
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$ \did -> Just $ ps0 (PutLS (colorLightAt (V3 0.75 0 0) (V3 0 (h-1) lampHeight) 0))
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$ \lsid -> jsps0 $ PutProp $ addColorChange lsid did $ lampCoverWhen (drmoving did) (V2 0 (h-1)) lampHeight
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]
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, _rmBound = ps
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@@ -29,11 +29,10 @@ centerVaultExplosiveExit
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centerVaultExplosiveExit = do
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cr <- takeOne [miniGunCrit, autoCrit]
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let extraPS =
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[sPS (V2 0 175) 0 $ PutCrit explosiveBarrel
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,sPS (V2 5 195) 0 $ PutCrit explosiveBarrel
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,sPS (V2 0 200) 0 $ PutCrit explosiveBarrel
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,sPS (V2 (-4) 195) 0 $ PutCrit explosiveBarrel
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[sPS (V2 0 110) 0 $ PutCrit explosiveBarrel
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,sPS (V2 5 115) 0 $ PutCrit explosiveBarrel
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,sPS (V2 0 120) 0 $ PutCrit explosiveBarrel
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,sPS (V2 0 0) 0 $ PutCrit (cr & crState . crDropsOnDeath .~ DropAll)
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]
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r <- centerVaultRoom 200 200 50 <&> rmPS %~ (extraPS ++)
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r <- centerVaultRoom 120 120 50 <&> rmPS %~ (extraPS ++)
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randomiseLinksBy shuffleTail r <&> rmLinks %~ take 2
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@@ -4,6 +4,7 @@ module Dodge.Room.Placement
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import Dodge.Data
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import Dodge.Default.Wall
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import Dodge.LevelGen.Data
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import Dodge.LevelGen.Switch
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import Dodge.Room.Data
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import Dodge.Creature.Inanimate
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import Picture
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@@ -11,6 +12,7 @@ import Geometry
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import Data.List
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import Control.Lens
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import qualified Data.IntMap.Strict as IM
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putColorLamp :: Point3 -> PSType
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putColorLamp col = PutCrit (colorLamp col 90)
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@@ -178,3 +180,11 @@ putBlockN a x b y = [ blockLine (V2 a b) (V2 a y)
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, blockLine (V2 x b) (V2 a b)
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, blockLine (V2 x y) (V2 x b)
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]
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switchDoor :: Point2 -> Float -> Point2 -> Point2 -> Color -> Placement
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switchDoor btpos btrot dra drb col = Placement (PS btpos btrot $ PutButton $ makeSwitch col red id id)
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$ \btid -> jsps0J (PutSingleDoor col (cond btid) dra drc 2)
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$ sps0 (PutSingleDoor col (cond btid) drb drc 2)
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where
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drc = 0.5 *.* (dra +.+ drb)
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cond btid w' = _btState (_buttons w' IM.! btid) == BtOn
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@@ -15,7 +15,6 @@ import Dodge.Room.Data
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import Dodge.Room.Placement
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import Dodge.Room.Link
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import Dodge.Room.Path
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import Dodge.Placement
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import Dodge.Default.Room
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import Dodge.Item.Consumable
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import Dodge.Item.Equipment
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@@ -28,6 +27,7 @@ import Dodge.LightSources.Fitting
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import Dodge.Creature
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--import Dodge.Default
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import Geometry
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import Geometry.Vector3D
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import Picture
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import Data.Tile
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@@ -235,12 +235,14 @@ centerVaultRoom w h d = do
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,sps0 $ PutWall (rectNSEW ( d) (d - 30) (-d) (30 - d)) defaultWall
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,sps0 $ PutWall (rectNSEW (-d) (30 - d) ( d) (d - 30)) defaultWall
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,sps0 $ PutWall (rectNSEW (-d) (30 - d) (-d) (30 - d)) defaultWall
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,sps0 $ PutForeground $ girder 55 10 10 (V2 (-w) (h/2)) (V2 w (h/2))
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,sps0 $ PutForeground $ girder 55 10 10 (V2 (-w) (h/2)) (V2 w (h/2))
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,mountedLight (V2 (-w) (h/2-20)) (V3 (20-w) (h/2-20) 70)
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,mountedLight (V2 w (h/2-20)) (V3 (w-20) (h/2-20) 70)
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,mountedLightV (V2 0 (d-20)) (V3 0 0 70)
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-- ,sps0 $ PutForeground $ girder 55 10 10 (V2 (-w) (h/2)) (V2 w (h/2))
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,sps0 $ PutForeground $ girder 70 10 10 (V2 (d-11) (-d)) (V2 (d-11) (-h))
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-- ,mountedLight (V2 (-w) (h/2-20)) (V3 (20-w) (h/2-20) 70)
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-- ,mountedLight (V2 w (h/2-20)) (V3 (w-20) (h/2-20) 70)
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-- ,mountedLightV (V2 0 (d-20)) (V3 0 0 70)
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]
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++ map (\a -> mountedLightV (rotateV a $ V2 0 d) (rotate3z a $ V3 0 (d+30) 70))
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[0,0.5*pi,pi,1.5*pi]
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++ concat (map (\r -> map (shiftPSBy (V2 0 0,r)) $ theDoor)
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[0,pi/2,pi,3*pi/2])
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, _rmBound = [rectNSWE h (-h) (-w) w]
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@@ -13,6 +13,7 @@ import Dodge.LevelGen.Data
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--import Dodge.RandomHelp
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import Dodge.Creature
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import Dodge.Layout.Tree.Polymorphic
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import Dodge.LightSources.Fitting
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import Data.Tree
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import Control.Monad.State
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@@ -71,8 +72,9 @@ longBlockedCorridor = do
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blockedCorridor :: RandomGen g => State g (Tree (Either Room Room))
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blockedCorridor = do
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r <- state $ randomR (0,pi)
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let plmnts = [sPS (V2 20 40) r $ PutBlock [5,5,5] (V4 (150/256) ( 75/256) 0 ( 250/256))
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let plmnts =
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[sPS (V2 20 40) r $ PutBlock [5,5,5] (V4 (150/256) ( 75/256) 0 ( 250/256))
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$ reverse $ rectNSWE 10 (-10) (-10) 10
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,sPS (V2 20 15) 0 putLamp
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]
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,mountedLightI 55 (V2 0 15) (V2 40 15)
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]
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sequence $ treeFromPost [] $ return $ Right $ set rmPS plmnts corridor
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