Allow tweaking z buffer when rendering polygon, improve explosion render
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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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