Allow tweaking z buffer when rendering polygon, improve explosion render
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@@ -26,29 +26,29 @@ import Control.Lens
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defaultInanimate :: Creature
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defaultInanimate = defaultCreature & crActionPlan .~ Inanimate
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lamp :: Creature
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lamp = defaultInanimate
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{ _crUpdate = initialiseLamp
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lamp :: Float -> Creature
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lamp h = defaultInanimate
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{ _crUpdate = initialiseLamp h
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, _crHP = 100
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, _crPict = picAtCrPos lampPic
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, _crPict = picAtCrPos (lampPic h)
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, _crRad = 3
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, _crMass = 3
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}
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lampPic :: Picture
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lampPic = pictures
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[ pictures . map (Poly3D 0 . map ((, blue) . (-.-.- (2.5,2.5,0)))) $ boxXYZ 5 5 99
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, setDepth (100) $ color white $ circleSolid 3
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lampPic :: Float -> Picture
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lampPic h = pictures
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[ pictures . map (Poly3D 0 . map ((, blue) . (-.-.- (2.5,2.5,0)))) $ boxXYZ 5 5 (h-1)
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, setDepth h $ color white $ circleSolid 3
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]
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initialiseLamp :: CRUpdate
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initialiseLamp w (f,g) cr = ( (addLS . f , g), Just $ cr & crUpdate .~ updateLamp i)
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initialiseLamp :: Float -> CRUpdate
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initialiseLamp h w (f,g) cr = ( (addLS . f , g), Just $ cr & crUpdate .~ updateLamp h i)
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where
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i = IM.newKey $ _lightSources $ f w -- to give different lights different keys
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addLS = over lightSources (IM.insert i (lightAt (x,y,20) i))
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addLS = over lightSources (IM.insert i (lightAt (x,y,h) i))
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(x,y) = _crPos cr
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updateLamp :: Int -> CRUpdate
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updateLamp i = unrandUpdate handleLS internalUpdate
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updateLamp :: Float -> Int -> CRUpdate
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updateLamp h i = unrandUpdate handleLS internalUpdate
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where
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handleLS cr w
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| _crHP cr < 0 = explosionFlashAt cPos
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@@ -56,7 +56,7 @@ updateLamp i = unrandUpdate handleLS internalUpdate
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| otherwise = w & lightSources . ix i . lsPos .~ f cPos
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where
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cPos = _crPos cr
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f (x,y) = (x,y,120)
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f (x,y) = (x,y,h)
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internalUpdate cr
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| _crHP cr < 0 = Nothing
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| otherwise = Just $ doDamage cr
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@@ -16,6 +16,7 @@ import Dodge.Creature.Test
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import Dodge.Item.Data
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import Picture
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import Geometry
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import Geometry.Vector3D
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import Control.Lens
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import Data.List
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@@ -29,12 +30,13 @@ basicCrPict col cr w = pictures $
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targetingPic ++
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[ tr . setDepth 0 $ color yellow $ circleSolid 10
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, tr . piercingMod $ bluntScale $ naked col cr
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, tr $ waist col
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, tr $ torso (light4 col) (0,-crad) (0,crad)
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, trFeet $ feet cr
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, tr $ arms col cr
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, tr $ drawEquipment cr
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]
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where
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crad = _crRad cr
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targetingPic = IM.elems $ IM.mapMaybeWithKey f $ _crInv cr
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f invid it = fmap ((\g -> g invid it cr w) . snd) (it ^? itTargeting . _Just)
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tr = uncurry translate (_crPos cr) . rotate (_crDir cr)
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@@ -55,9 +57,6 @@ basicCrPict col cr w = pictures $
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_ -> id
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pastDams = _crPastDamage $ _crState cr
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waist :: Color -> Picture
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waist col = setDepth 10 . color (light4 col) . scale 0.5 1 $ circleSolid 8
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feet :: Creature -> Picture
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feet cr = case cr ^? crStance . carriage of
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Just (Walking sa LeftForward) -> setL
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@@ -99,7 +98,15 @@ arms col cr
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f i = negate 2 + negate 6 * fromIntegral (sLen - i) / fromIntegral sLen
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aimingTwist = crIsAiming' cr -- && crIt ^? itAimStance == Just TwoHandTwist
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--crIt = _crInv cr IM.! _crInvSel cr
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torso :: Color -> Point2 -> Point2 -> Picture
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torso col x y = color col $ pictures
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[ poly3 [addZ 20 x, addZ 12 v, addZ 12 ((0,0) -.- v), addZ 20 y]
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, setDepth 12 . rotate a . scale 1 1 $ circleSolid $ magV v
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]
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where
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v = 0.25 *.* (x -.- y)
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a = argV v
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naked :: Color -> Creature -> Picture
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naked col cr
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@@ -125,7 +132,7 @@ naked col cr
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, shoulderH . translate 0 (negate 3) . rotate 0.2 . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
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]
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where
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fhead = setDepth 30 $ circleSolid $ crad * 0.5
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fhead = setDepth 22 $ circleSolid $ crad * 0.5
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shoulderH = setDepth 20
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twistA = negate 1
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aimingOneHand = crIsAiming' cr && crIt ^? itAimStance == Just OneHand
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@@ -93,6 +93,7 @@ movementSideEff cr w
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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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20
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(momentum +.+ 1 *.* rotateV randDir (vInverse v))
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Nothing
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1
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