Cleanup
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@@ -1,8 +1,6 @@
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{-# LANGUAGE TupleSections #-}
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{-
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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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{- Rooms that contain two doors and a switch alternating both. -}
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module Dodge.Room.Airlock 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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@@ -15,49 +13,18 @@ import Dodge.RandomHelp
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import Geometry
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import Picture
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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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airlockOneWay :: Int -> Room
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airlockOneWay n = defaultRoom
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{ _rmPolys = [rectNSWE 90 0 0 40]
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, _rmLinks = lnks
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, _rmPath = []
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, _rmPS = [sPS (V2 0 15) 0 $ PutDoubleDoor col (not . cond) (V2 0 0) (V2 0 40) 2
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,sPS (V2 0 75) 0 $ PutDoubleDoor col cond (V2 0 0) (V2 0 40) 2
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,sPS (V2 35 45) (pi/2) $ PutButton $ makeButton col (over worldState
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(M.insert (DoorNumOpen n) True))
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]
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--, _rmBound = rectNSWE 90 30 (-30) 30
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, _rmBound = [rectNSWE 75 15 0 40]
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}
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where lnks = [(V2 0 85,0)
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,(V2 0 5,pi)
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]
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cond w = or $ M.lookup (DoorNumOpen n) (_worldState w)
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col = dim $ dim $ bright red
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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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{- | A passage with a switch that opens forward access while closing backwards access. -}
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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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airlock = takeOne [airlock0,airlock90,airlockCrystal]
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{- | Straight airlock -}
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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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]
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{ _rmPolys = [ rectNSWE 100 0 0 40 , rectNSWE 65 35 (-40) 20 ]
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, _rmLinks = lnks
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, _rmPath = [(V2 20 95,V2 20 45)
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,(V2 20 45,V2 20 5)
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]
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, _rmPath = [(V2 20 95,V2 20 45) ,(V2 20 45,V2 20 5) ]
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, _rmPS =
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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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@@ -74,8 +41,7 @@ airlock0 = defaultRoom
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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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:: Room
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airlock90 :: 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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@@ -8,6 +8,7 @@ import Geometry
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--import Geometry.Data
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import Geometry.Vector3D
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import Shape
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import Quaternion
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import Data.List
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import Data.Maybe
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@@ -133,9 +134,11 @@ robotArm = undefined
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pipePP :: Float -> Point3 -> Point3 -> Shape
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pipePP w a b = prismPoly
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(map ((+.+.+ a) . addZ 0) $ polyCirc 4 w)
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(map ((+.+.+ b) . addZ 0) $ polyCirc 4 w)
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(map ((+.+.+ a) . rotateToZ z1 . addZ 0) $ polyCirc 4 w)
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(map ((+.+.+ b) . rotateToZ z1 . addZ 0) $ polyCirc 4 w)
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where
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z1 = b -.-.- a
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tankTopPipe :: Shape
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tankTopPipe = colorSH orange $
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upperPrismPoly 31 (polyCirc 4 20)
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@@ -8,9 +8,10 @@ import Dodge.Default.Wall
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import Geometry
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import Shape
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import Color
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--import Quaternion
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roundTankTopRail :: Color -> Float -> Float -> Placement
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roundTankTopRail col x y = shiftPlacement (V2 x y,0) $ ps0j
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roundTank :: Color -> Float -> Float -> Placement
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roundTank col x y = shiftPlacement (V2 x y,0) $ ps0j
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(PutForeground $ colorSH col $
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upperPrismPoly 31 thecircle
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<> foldMap toprail ( take 8 [0,pi/4..])
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@@ -47,8 +48,8 @@ tankSquareCross = tankRectCross 20 20
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tankRect :: Float -> Float -> Color -> Float -> Float -> Placement
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tankRect w h col x y = shiftPlacement (V2 x y,0) $ ps0j
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(PutForeground $ colorSH col $
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upperPrismPoly 31 therect
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(PutForeground $ colorSH col
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$ upperPrismPoly 31 therect
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<> foldMap f [(w',-w',h',h'),(w',-w',-h',-h'),(w',w',h',-h'),(-w',-w',h',-h')]
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)
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$ sps0 $ PutWall therect defaultWall {_wlDraw = False, _wlColor = col, _wlRotateTo = False}
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@@ -77,7 +78,6 @@ tankRectEmboss w h col x y = shiftPlacement (V2 x y,0) $ ps0j
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[V3 w h 31,V3 w (0.3*h) 41,V3 w (-0.3*h) 41,V3 w (-h) 31]
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[V3 w' h 31,V3 w' (0.3*h) 41,V3 w' (-0.3*h) 41,V3 w' (-h) 31]
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tankSquareEmboss :: Color -> Float -> Float -> Placement
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tankSquareEmboss = tankRectEmboss 20 20
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@@ -11,6 +11,7 @@ import Dodge.LevelGen.Data
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import Dodge.LightSources.Fitting
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import Geometry.Data
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import Color
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import Shape
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import Data.Tree
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import Control.Monad.State
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@@ -26,15 +27,15 @@ startRoom = do
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w <- state $ randomR (100,400)
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h <- state $ randomR (200,400)
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let fground = sPS (V2 0 0) 0 $ PutForeground $
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girderV 40 20 10 (V2 0 (h/2)) (V2 w (h/2))
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-- <> highPipe 40 (V2 0 (h/2)) (V2 w (h/2))
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-- <> highPipe 60 (V2 (w/3) 0 ) (V2 (w/3) h )
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girderV 40 20 10 (V2 0 (h/2)) (V2 w (h/2))
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treeFromPost [Left rezBox, Left door] . Right
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<$> randomiseOutLinks (shiftRoomBy (V2 (-20) (-20),0)
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$ roomRectAutoLinks w h & rmPS .~
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$ roomRectAutoLinks w h & rmPS .~
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[ fground
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, mountedLightJ (V2 0 (h/3)) (V3 40 (h/3) 70)
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, tankSquareEmboss4 (dim orange) 50 (h-60)
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, tankSquareEmboss4 (dim orange) 50 50
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, tankSquare (dim orange) 50 50
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, tankSquare (dim orange) 50 120
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, sps0 $ PutForeground $ colorSH orange $ pipePP 2 (V3 50 50 25) (V3 50 120 25)
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]
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)
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@@ -1,15 +1,11 @@
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{-
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Specification of rooms that teleport (between levels).
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-}
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{- Specification of rooms that teleport (between levels). -}
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module Dodge.Room.Teleport
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where
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import Dodge.Data
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import Dodge.World.Trigger.Data
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import Dodge.Base
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import Dodge.Room.Data
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import Dodge.Room.Procedural
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import Dodge.Room.Placement
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--import Dodge.Layout
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import Dodge.LevelGen.Data
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import Geometry
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import Picture
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@@ -42,6 +38,6 @@ telRoomLev i = do
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}
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ppFootprint = rectNSEW 20 (-20) 20 (-20)
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levelReset pp w
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| dist (_crPos $ you w) (_ppPos pp) < 20 = makeExplosionAt (_ppPos pp) $ startNewGame w
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| dist (_crPos $ you w) (_ppPos pp) < 20 = makeExplosionAt (_ppPos pp) $
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w & worldTriggers %~ S.insert (ResetLevel i)
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| otherwise = w
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startNewGame w = w & worldTriggers %~ S.insert (ResetLevel i)
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