Add boss room, tweak launchers
This commit is contained in:
@@ -261,8 +261,7 @@ Items you start with.
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-}
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startInventory = IM.fromList (zip [0..20]
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(
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[
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--[pistol
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[launcher
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--,blinkGun
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--,spawnGun lamp
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--,poisonSprayer
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@@ -0,0 +1,247 @@
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module Dodge.Creature.State where
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import Dodge.Data
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import Dodge.Base
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import Dodge.SoundLogic
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import Dodge.RandomHelp
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import Dodge.WorldEvent
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import Dodge.WallCreatureCollisions
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import Dodge.CreatureAction
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import Geometry
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import Picture
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import Data.List
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import Data.Char
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import Data.Maybe
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import Data.Function
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import Data.Graph.Inductive.Graph
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import Data.Graph.Inductive.PatriciaTree
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import Data.Graph.Inductive.Query.SP
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import Codec.BMP
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import qualified Data.ByteString as B
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import Control.Lens
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import Control.Applicative
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import Control.Monad.State
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import Control.Monad
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import qualified SDL as SDL
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import qualified SDL.Mixer as Mix
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import System.Random
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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 Data.Map as M
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import Foreign.ForeignPtr
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import Control.Concurrent
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type CRUpdate = World -> (World -> World,StdGen) -> Creature -> ((World -> World,StdGen), Maybe Creature)
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-- | The movement is updated before the ai in order to correctly set the oldpos.
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-- the whole of this update cycle could do with a rethink, it is becoming
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-- convoluted
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stateUpdate :: CRUpdate -> CRUpdate
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stateUpdate u w (f,g) cr = let (cr', g'') = updateMovement g cr
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in case u w (f,g'') cr' of
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((f',g') , maybeCr) -> ( (invSideEff cr . movementSideEff cr . dropifdead . f'
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, g')
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, fmap (updateReloadCounter . reducePastDamage . doDamage)
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$ crOrCorpse =<< maybeCr
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)
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where
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crOrCorpse cr | cr ^. crHP > 0 = Just cr
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| otherwise = Nothing
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dropifdead | cr ^.crHP > 0 = id
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| otherwise = stopSoundFrom (CrWeaponSound (_crID cr))
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. over decorations addCorpse
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. insertIt
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crBeforeDeath = colCrWall w $ cr
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addCorpse = insertNewKey $ uncurry translate (_crOldPos cr)
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$ rotate (_crDir cr)
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(_crCorpse cr)
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maybeIt = evalState (maybeTakeOne $ IM.elems (_crInv cr)) (_randGen w)
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insertIt = case maybeIt of
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-- Just it -> createItemAt (offset +.+ _crPos crBeforeDeath)
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Just it -> createItemAt (offset +.+ _crOldPos cr)
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(FlIt {_flIt=it,_flItPos=(0,0),_flItRot=rot,_flItID=0})
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Nothing -> id
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offset = _crRad cr *.* unitVectorAtAngle rot
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(rot,_) = randomR (-pi,pi) g
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setOldPos :: Creature -> Creature
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setOldPos cr = set crOldPos (_crPos cr) cr
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{-
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Given a creature and a velocity, applies friction to that creature and evaluates a
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velocity to carry across frames.
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-}
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crFriction :: Creature -> Point2 -> Point2
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crFriction cr vel = (0,0)
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doDamage :: Creature -> Creature
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doDamage cr = set (crState . crDamage) [] $ over (crState . crPastDamage) (+ hpLost)
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damagedCr
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where dams = _crDamage $ _crState cr
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startHP = _crHP cr
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damagedCr = snd $ (_crApplyDamage (_crState cr)) dams cr
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afterHP = _crHP damagedCr
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hpLost = startHP - afterHP -- note this can be negative
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sumDamage :: Creature -> DamageType -> Int -> Int
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sumDamage cr dm x = x + _dmAmount dm
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reducePastDamage :: Creature -> Creature
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reducePastDamage = over (crState . crPastDamage) rdpdam
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where rdpdam x | x > 500 = x - 55
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| x > 200 = x - 25
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| x > 20 = x - 5
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| x > 0 = x - 1
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| otherwise = 0
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movementSideEff :: Creature -> World -> World
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movementSideEff cr w
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| hasJetPack
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= case cr ^? crState . stance . carriage of
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Just (Boosting v)
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-> makeFlameletTimed
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(oldPos +.+ (_crRad cr + 3) *.* (unitVectorAtAngle $ _crDir cr + pi))
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(momentum +.+ 1 *.* rotateV randDir (vInverse v))
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Nothing
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1
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20
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$ set randGen g
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w
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_ -> w
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| otherwise = case cr ^? crState . stance . carriage of
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Just (Walking x y) -> takeStep x y w
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_ -> w
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where hasJetPack = any (\it -> it ^? itIdentity == Just JetPack) $ _crInv cr
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oldPos = _crOldPos cr
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momentum' = 0.97 *.* (_crPos cr -.- _crOldPos cr)
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momentum'' | magV momentum' > 3 = 3 *.* normalizeV momentum'
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| otherwise = momentum'
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momentum = momentum'' +.+ 0.01 *.* unitVectorAtAngle randAng
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(randDir,g) = randomR (-0.5,0.5) $ _randGen w
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(randAng,_) = randomR (0,2*pi) $ _randGen w
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(v1:v2:v3:_) = fst $ runState ((sequence . repeat . randInCirc) 0.1) $ _randGen w
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(r1:r2:r3:_) = map ((*.*) 100) (v2:v3:v1:[])
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crHasMoved = dist (_crPos cr) (_crOldPos cr) > 0.5
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takeStep x y | crHasMoved && x < 20 && x + y >= 20 = soundMultiFrom footor 22 3 0
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| crHasMoved && x < 80 && x + y >= 80 = soundMultiFrom footor 23 3 0
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| otherwise = id
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footor = [FootstepSound 0,FootstepSound 1]
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invSideEff :: Creature -> World -> World
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invSideEff cr w = weaponReloadSounds cr $ IM.foldrWithKey f w (_crInv cr)
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where f i it w' = case it ^? itEffect . itInvEffect of
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Nothing -> w'
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Just g -> g cr i w'
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weaponReloadSounds :: Creature -> World -> World
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weaponReloadSounds cr w = case _crInv cr IM.!? _crInvSel cr of
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Just (Weapon {_wpReloadState = 0})
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-> w
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Just (Weapon {_wpReloadState = 1})
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-> stopSoundFrom (CrReloadSound cid) w
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Just (Weapon {})
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-> soundFrom (CrReloadSound cid) reloadSound (1) 0 w
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_
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-> w
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where cid = _crID cr
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updateMovement :: StdGen -> Creature -> (Creature, StdGen)
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updateMovement g cr
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| isFrictionless cr
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= (over crPos (+.+ momentum) $ setOldPos cr, g')
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| otherwise
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= case cr ^? crState . stance . carriage of
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Just (Walking x y)
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-> (set (crState . stance . carriage) (Walking ((x+y)`mod`120) 0)
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$ setOldPos
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cr, g)
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_ -> (set (crState . stance . carriage) (Walking 0 0)
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$ setOldPos
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cr, g)
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where
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momentum' = 0.98 *.* (_crPos cr -.- _crOldPos cr)
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momentum'' | magV momentum' > 1 = 1 *.* normalizeV momentum'
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| otherwise = momentum'
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momentum = momentum'' +.+ 0.01 *.* unitVectorAtAngle randAng
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(randAng,g') = randomR (0,2*pi) g
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isFrictionless :: Creature -> Bool
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isFrictionless cr = case cr ^? crState . stance . carriage of
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Just (Boosting _) -> True
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Just (Floating) -> True
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_ -> False
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updateReloadCounter :: Creature -> Creature
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updateReloadCounter cr = over (crInv . ix iSel . wpFireState) decreaseToZero
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. over (crInv . ix iSel . wpReloadState) decreaseToZero
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$ cr
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where iSel = _crInvSel cr
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decreaseToZero :: Int -> Int
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decreaseToZero x | x > 0 = x - 1
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| otherwise = 0
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--comb :: (StdGen -> Creature -> World -> World) -> (StdGen -> Creature -> Maybe Creature)
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-- -> CRUpdate
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--comb
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onDeath :: (Creature -> World -> World) -> CRUpdate -> CRUpdate
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onDeath h u w (f,g) cr
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| _crHP cr > 0 = u w (f,g) cr
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| otherwise = ( ( h cr . f, g ) , Nothing )
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updateBarrel ::
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World -> (World -> World,StdGen) -> Creature -> ((World -> World , StdGen), Maybe Creature)
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updateBarrel w (f,g) cr | _crHP cr > 0 = ((f, g), newCr)
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| otherwise = ((f, g), Nothing)
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where damages = _crDamage $ _crState cr
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newCr = Just $ doDamage cr
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-- it is easy to leave off the "f" here
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-- should find some better way of doing all this that is less prone to error
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updateExpBarrel ::
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World -> (World -> World,StdGen) -> Creature -> ((World -> World , StdGen), Maybe Creature)
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updateExpBarrel w (f,g) cr
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| _crHP cr > 0 = ((f . foldr (.) id pierceSparks . hiss, g'), newCr)
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| otherwise = ((f . makeExplosionAt (_crPos cr) . stopSounds , g'), Nothing)
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where damages = _crDamage $ _crState cr
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pierceSparks :: [World -> World]
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pierceSparks
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= zipWith4 (\p a colid time-> (createBarrelSpark time colid (_crPos cr +.+ p) (a + argV p))
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(Just $ _crID cr))
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poss as colids times
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as = randomRs (-0.7,0.7) $ g
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colids = randomRs (0,11) $ g
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times = randomRs (2,5) $ g
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(g',_) = split g
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poss = _piercedPoints $ _crSpState $ _crState cr
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--newCr = Just $ doDamage $ applyFuseDamage cr -- $ foldr perforate cr damages
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newCr = Just $ applyFuseDamage $ set (crState . crDamage) [] $ damToExpBarrel damages cr
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perforate :: DamageType -> Creature -> Creature
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perforate (Piercing amount sp int ep) cr = over (crState . crSpState . piercedPoints)
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((:) $ int -.- _crPos cr) cr
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perforate _ cr = cr
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applyFuseDamage cr = over crHP (\hp -> hp - length (_piercedPoints
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$ _crSpState $ _crState cr))
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cr
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hiss | poss == [] = id
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| otherwise = soundMultiFrom [BarrelHiss 0,BarrelHiss 1] 41 50 1
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stopSounds = stopSoundFrom (BarrelHiss 0) . stopSoundFrom (BarrelHiss 1)
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damToExpBarrel :: [DamageType] -> Creature -> Creature
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damToExpBarrel ds cr = foldr damToExpBarrel' (foldr damToExpBarrel' cr pierceDam) otherDam
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where (pierceDam,otherDam) = partition isPierce ds
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isPierce (Piercing {}) = True
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isPierce _ = False
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damToExpBarrel' :: DamageType -> Creature -> Creature
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damToExpBarrel' (Piercing amount sp int ep) cr
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= over (crState . crSpState . piercedPoints) ((:) $ int -.- _crPos cr)
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$ over crHP (\hp -> hp - div amount 200) cr
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damToExpBarrel' (PoisonDam {}) cr = cr
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damToExpBarrel' (SparkDam {}) cr = cr
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damToExpBarrel' (PushDam {_dmPushBack = v}) cr = cr Control.Lens.& crPos %~ (+.+) (1 / _crMass cr *.* v)
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damToExpBarrel' dt cr = cr Control.Lens.& crHP -~ _dmAmount dt
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@@ -36,6 +36,9 @@ roomTreex = do
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let t' = padCorridors struct
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t = treeTrunk
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[[StartRoom]
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,[Corridor]
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,[BossAno launcherCrit]
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,[Corridor]
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,[OrAno [[DoorAno]
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,[Corridor]
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,[DoorNumAno 0,AirlockAno]]
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+24
-61
@@ -334,17 +334,17 @@ launcher = defaultGun
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}
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flameLauncher = launcher
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{ _itName = "FLROCKO"
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, _wpFire = shoot $ aRocket' makeFlameShellAt
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, _wpFire = shoot . aRocket' $ makeShellAt makeFlameExplosionAt
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}
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poisonLauncher = launcher
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{ _itName = "POISROCK"
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, _wpFire = shoot $ aRocket' makePoisonShellAt
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, _wpFire = shoot . aRocket' $ makeShellAt makePoisonExplosionAt
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}
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teslaLauncher = launcher
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{ _itName = "TESLROCK"
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, _wpFire = shoot $ aRocket' makeTeslaShellAt
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, _wpFire = shoot . aRocket' $ makeShellAt makeTeslaExplosionAt
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}
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bezierGun = defaultAutoGun
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@@ -712,7 +712,7 @@ aTractorBeam col cid w
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dir = _crDir cr
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itRef = _crInvSel cr
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-- |The aRocket' function allows us to define the shell to be used
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-- | The aRocket' function allows us to define the shell to be used
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aRocket' :: (Int -> Int -> Point2 -> Float -> Projectile) -> Int -> World -> World
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aRocket' shell cid w
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= soundOnce (fromIntegral launcherSound)
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@@ -723,70 +723,36 @@ aRocket' shell cid w
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dir = _crDir cr
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aRocket :: Int -> World -> World
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aRocket = aRocket' makeShellAt
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-- = soundOnce (fromIntegral launcherSound)
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-- $ over projectiles (IM.insert i (makeShellAt i cid pos dir)) w
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-- where i = newProjectileKey w
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-- cr = (_creatures w IM.! cid)
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-- pos = _crPos cr +.+ ((_crRad cr +1) *.* unitVectorAtAngle dir)
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-- dir = _crDir cr
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aRocket = aRocket' (makeShellAt shellExplosionAt)
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makeShellAt :: Int -> Int -> Point2 -> Float -> Projectile
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makeShellAt i cid pos dir = Shell
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makeShellAt
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:: (Point2 -> World -> World) -- ^ Payload
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-> Int -- ^ Projectile id
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-> Int -- ^ Creature id
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-> Point2 -- ^ Start position
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-> Float -- ^ Direction
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-> Projectile
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makeShellAt pl i cid pos dir = Shell
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{ _pjPos = pos
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, _pjStartPos = pos
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, _pjVel = rotateV dir (1,0)
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, _pjPict = blank -- onLayer PtLayer $ uncurry translate pos $ rotate (radToDeg dir) shellPic
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, _pjID = i
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, _pjUpdate = moveShell 50 i cid 0 (rotateV dir (2,0))
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, _pjPayload = shellExplosionAt
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}
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makeFlameShellAt :: Int -> Int -> Point2 -> Float -> Projectile
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makeFlameShellAt i cid pos dir = Shell
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{ _pjPos = pos
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, _pjStartPos = pos
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, _pjVel = rotateV dir (1,0)
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, _pjPict = blank -- onLayer PtLayer $ uncurry translate pos $ rotate (radToDeg dir) shellPic
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, _pjID = i
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, _pjUpdate = moveShell 50 i cid 0 (rotateV dir (2,0))
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, _pjPayload = makeFlameExplosionAt
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}
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makePoisonShellAt :: Int -> Int -> Point2 -> Float -> Projectile
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makePoisonShellAt i cid pos dir = Shell
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{ _pjPos = pos
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, _pjStartPos = pos
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, _pjVel = rotateV dir (1,0)
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, _pjPict = blank -- onLayer PtLayer $ uncurry translate pos $ rotate (radToDeg dir) shellPic
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, _pjID = i
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, _pjUpdate = moveShell 50 i cid 0 (rotateV dir (2,0))
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, _pjPayload = makePoisonExplosionAt
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}
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makeTeslaShellAt :: Int -> Int -> Point2 -> Float -> Projectile
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makeTeslaShellAt i cid pos dir = Shell
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{ _pjPos = pos
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, _pjStartPos = pos
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, _pjVel = rotateV dir (1,0)
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, _pjPict = blank -- onLayer PtLayer $ uncurry translate pos $ rotate (radToDeg dir) shellPic
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, _pjID = i
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, _pjUpdate = moveShell 50 i cid 0 (rotateV dir (2,0))
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, _pjPayload = makeTeslaExplosionAt
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, _pjUpdate = moveShell 50 i cid 0 (rotateV dir (3,0))
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, _pjPayload = pl
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}
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moveShell :: Int -> Int -> Int -> Float -> Point2 -> World -> World
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moveShell time i cid rot accel w
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| time > 40 = if circOnSomeWall oldPos 4 w
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then projectileExplosion oldPos $ over projectiles (IM.delete i) w
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then doExplode
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else over (projectiles . ix i . pjPos) (+.+ vel)
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$ set (projectiles . ix i . pjPict) piclow
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$ set (projectiles . ix i . pjUpdate)
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(moveShell (time-1) i cid rot (rotateV rot accel))
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w
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| time == 35 = case thingHit of
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Just p -> projectileExplosion oldPos
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$ over projectiles (IM.delete i) w
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Just p -> doExplode
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Nothing -> over (projectiles . ix i . pjPos) (+.+ vel)
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$ set (projectiles . ix i . pjPict) pic
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$ set (projectiles . ix i . pjUpdate)
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@@ -801,9 +767,7 @@ moveShell time i cid rot accel w
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(moveShell (time-1) i cid rot (rotateV rot accel))
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w
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| time > -99 = case thingHit of
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Just p -> projectileExplosion oldPos
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$ stopSoundFrom (ShellSound i)
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$ over projectiles (IM.delete i) w
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Just p -> doExplode
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Nothing -> over (projectiles . ix i . pjPos) (+.+ vel)
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$ set randGen g
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$ set (projectiles . ix i . pjPict) pic
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@@ -816,18 +780,17 @@ moveShell time i cid rot accel w
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$ smokeGen
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w
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| time > -200 = case thingHit of
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Just p -> projectileExplosion oldPos
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$ stopSoundFrom (ShellSound i)
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$ over projectiles (IM.delete i) w
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Just p -> doExplode
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Nothing -> over (projectiles . ix i . pjPos) (+.+ vel)
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$ set (projectiles . ix i . pjPict) pic
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$ set (projectiles . ix i . pjUpdate)
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(moveShell (time-1) i cid rot (rotateV rot accel))
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w
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| otherwise = projectileExplosion oldPos
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$ stopSoundFrom (ShellSound i)
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$ over projectiles (IM.delete i) w
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| otherwise = doExplode
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where
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doExplode = projectileExplosion oldPos
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$ stopSoundFrom (ShellSound i)
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$ over projectiles (IM.delete i) w
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pj = _projectiles w IM.! i
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oldPos = _pjPos pj
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vel = _pjVel pj
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@@ -843,7 +806,7 @@ moveShell time i cid rot accel w
|
||||
hitWl = fmap fst $ collideCircWalls' oldPos newPos 2 $ wallsNearPoint newPos w
|
||||
thingHit = hitCr <|> hitWl
|
||||
spin = case w ^? creatures . ix cid of
|
||||
Just cr -> min 0.1 $ max (-0.1)
|
||||
Just cr -> min 0.2 $ max (-0.2)
|
||||
$ (normalizeAnglePi (dir - _crDir cr)) / 20
|
||||
_ -> 0
|
||||
r1 = _randGen w & evalState (randInCirc 10)
|
||||
|
||||
@@ -3,15 +3,16 @@ Annotating tree structures with desired properties for rooms.
|
||||
-}
|
||||
module Dodge.Layout.Tree.Annotate
|
||||
where
|
||||
import Dodge.Data
|
||||
import Dodge.RandomHelp
|
||||
import Dodge.Layout.Tree.Polymorphic
|
||||
import Dodge.Layout.Tree.Either
|
||||
import Dodge.Room.Procedural
|
||||
import Dodge.Room.Boss
|
||||
import Dodge.Room.Link
|
||||
import Dodge.Room.Data
|
||||
import Dodge.Room
|
||||
import Dodge.Room.Teleport
|
||||
--import Dodge.Floor
|
||||
|
||||
import Data.Tree
|
||||
import Control.Monad.State
|
||||
@@ -30,6 +31,7 @@ data Annotation g
|
||||
| EndRoom
|
||||
| OrAno [[Annotation g]]
|
||||
| SpecificRoom (State g (Tree (Either Room Room)))
|
||||
| BossAno Creature
|
||||
|
||||
addLock :: RandomGen g => Int -> Tree [Annotation g] -> State g (Tree [Annotation g])
|
||||
addLock i t = do
|
||||
@@ -68,6 +70,7 @@ annoToRoomTree [StartRoom] = do
|
||||
h <- state $ randomR (200,400)
|
||||
fmap (pure . Right) $ randomiseOutLinks (shiftRoomBy ((-20,-20),0) $ roomRectAutoLinks w h)
|
||||
annoToRoomTree (SpecificRoom rt:_) = rt
|
||||
annoToRoomTree (BossAno cr : _) = branchRectWith . fmap (pure . Left) $ bossRoom cr
|
||||
annoToRoomTree _ = do
|
||||
w <- state $ randomR (100,400)
|
||||
h <- state $ randomR (200,400)
|
||||
|
||||
@@ -0,0 +1,40 @@
|
||||
{-
|
||||
Rooms containing particularly challenging creatures.
|
||||
-}
|
||||
module Dodge.Room.Boss
|
||||
where
|
||||
import Dodge.Data
|
||||
import Dodge.Room.Data
|
||||
import Dodge.Room.Placement
|
||||
import Dodge.LevelGen.Data
|
||||
import Geometry
|
||||
|
||||
import Control.Monad.State
|
||||
import Control.Lens
|
||||
import System.Random
|
||||
roomOctogon
|
||||
:: Float -- ^ Size
|
||||
-> Room
|
||||
roomOctogon x = Room
|
||||
{ _rmPolys = [rectNSWE x (-x) (-x) x
|
||||
,rectNSWE 0 (-(x + 40)) (-20) 20
|
||||
]
|
||||
, _rmLinks = [((0,x),0),((0,-(x+40)),pi)]
|
||||
, _rmPath = [((0,x),(0,-(x+40)))
|
||||
,((0,-(x+40)),(0,x))]
|
||||
, _rmPS =
|
||||
[PS (x-10,x-10) 0 $ putLamp
|
||||
,PS (10-x,x-10) 0 $ putLamp
|
||||
,PS (10-x,10-x) 0 $ putLamp
|
||||
,PS (x-10,10-x) 0 $ putLamp
|
||||
,crystalLine (-x,x/2) (negate (x/2), x)
|
||||
,crystalLine (x,x/2) (x/2, x)
|
||||
,crystalLine (x/2,-x) (x,negate (x/2))
|
||||
,crystalLine (negate $ x/2,-x) (-x,negate (x/2))
|
||||
,blockLine (-40,40-x) (40,40-x)
|
||||
]
|
||||
, _rmBound = rectNSWE x (-x) (-x) x
|
||||
}
|
||||
|
||||
bossRoom :: RandomGen g => Creature -> State g Room
|
||||
bossRoom cr = pure $ roomOctogon 300 & rmPS %~ ( PS (0,100) (pi/2) (PutCrit cr) :)
|
||||
@@ -15,6 +15,10 @@ singleBlock :: Point2 -> [PlacementSpot]
|
||||
singleBlock a = [PS a 0 $ PutBlock [5,20,20] (greyN 0.5)
|
||||
$ reverse $ rectNSWE 10 (-10) (-10) 10]
|
||||
|
||||
{-
|
||||
Places a line of blocks between two points.
|
||||
Width 9, also extends out from each point by 9.
|
||||
-}
|
||||
blockLine :: Point2 -> Point2 -> PlacementSpot
|
||||
blockLine a b = PS
|
||||
{ _psPos = (0,0)
|
||||
@@ -22,6 +26,10 @@ blockLine a b = PS
|
||||
, _psType = PutLineBlock baseBlockPane 9 9 a b
|
||||
}
|
||||
|
||||
{-
|
||||
Places an breakable window between two points.
|
||||
Width 8, also extends out from each point by 8.
|
||||
-}
|
||||
windowLine :: Point2 -> Point2 -> PlacementSpot
|
||||
windowLine a b = PS
|
||||
{ _psPos = (0,0)
|
||||
@@ -29,6 +37,26 @@ windowLine a b = PS
|
||||
, _psType = PutLineBlock baseWindowPane 8 8 a b
|
||||
}
|
||||
|
||||
{-
|
||||
Places an unbreakable window between two points.
|
||||
Width 7, also extends out from each point by 7.
|
||||
-}
|
||||
crystalLine :: Point2 -> Point2 -> PlacementSpot
|
||||
crystalLine a b = PS
|
||||
{ _psPos = (0,0)
|
||||
, _psRot = 0
|
||||
, _psType = PutWindow ps $ withAlpha 0.5 aquamarine
|
||||
}
|
||||
where
|
||||
ps =
|
||||
[ a +.+ left +.+ up
|
||||
, (a +.+ left) -.- up
|
||||
, (b -.- left) -.- up
|
||||
, (b -.- left) +.+ up
|
||||
]
|
||||
left = 7 *.* normalizeV (a-.-b)
|
||||
up = vNormal left
|
||||
|
||||
windowLineType :: Point2 -> Point2 -> PSType
|
||||
windowLineType a b = PutLineBlock baseWindowPane 8 8 a b
|
||||
|
||||
|
||||
Reference in New Issue
Block a user