Allow for no-ammo muzzles

This commit is contained in:
2025-08-10 08:09:03 +01:00
parent 9d973b2570
commit aa412f1911
9 changed files with 283 additions and 283 deletions
-1
View File
@@ -60,7 +60,6 @@ leftHandPQ cr
sLen = _strideLength $ _crStance cr
f i = negate 2 + negate 6 * (sLen - i) / sLen
g i = negate 2 + negate 6 * ( i) / sLen
translatePointToLeftHand :: Creature -> Point3 -> Point3
translatePointToLeftHand cr p = fst (leftHandPQ cr `Q.comp` (p,Q.qID))
+15 -24
View File
@@ -27,13 +27,10 @@ import ShapePicture.Data
-- Should separate out creature movement from other parts here
-- allow for knockbacks etc to be determined as well as intended movements
updateCreature :: Creature -> World -> World
updateCreature cr
| _crZ cr < negate 100 = destroyAllInvItems cr
| _crZ cr < 0 =
(tocr . crZVel -~ 0.5)
. (tocr . crZ +~ _crZVel cr)
| _crZ cr < negate 100 = (tocr . crHP .~ negate 1) . destroyAllInvItems cr
| _crZ cr < 0 = (tocr . crZVel -~ 0.5) . (tocr . crZ +~ _crZVel cr)
| otherwise = updateCreature' cr
where
tocr = cWorld . lWorld . creatures . ix (_crID cr)
@@ -72,29 +69,24 @@ checkDeath cid w = maybe id checkDeath' (w ^? cWorld . lWorld . creatures . ix c
checkDeath' :: Creature -> World -> World
checkDeath' cr w
| _crHP cr > 0 =
w
& cWorld . lWorld . creatures . ix (_crID cr) . crDamage .~ []
| _crHP cr <= -200 =
w
| _crHP cr > 0 = w & tocr . crDamage .~ []
| _crHP cr <= -200 = w
& dropAll cr -- the order of
& destroyCreature cr -- these is important
& stopSoundFrom (CrWeaponSound (_crID cr) 0)
& addCrGibs cr
| _crHP cr > -200 && _crDeathTimer cr < 5 =
w
& cWorld . lWorld . creatures . ix (_crID cr) . crDamage .~ []
& cWorld . lWorld . creatures . ix (_crID cr) . crDeathTimer +~ 1
| otherwise =
w
| _crHP cr > -200 && _crDeathTimer cr < 5 = w
& tocr . crDamage .~ []
& tocr . crDeathTimer +~ 1
| otherwise = w
& dropAll cr -- the order of
& removecr -- these is important
& stopSoundFrom (CrWeaponSound (_crID cr) 0)
& corpseOrGib cr
where
tocr = cWorld . lWorld . creatures . ix (_crID cr)
removecr
| _crID cr == 0 = id
-- cWorld . lWorld . creatures . ix (_crID cr) . crHP .~ 0
-- hack to get around player creature being killed but left with more than 0 hp
| otherwise = cWorld . lWorld . creatures . at (_crID cr) .~ Nothing
@@ -128,16 +120,15 @@ dropAll cr w = foldl' (flip (dropItem cr)) w . reverse . IM.keys $ _crInv cr
chasmTest :: Creature -> World -> World
chasmTest cr w
| _crZVel cr < 0 =
w & cWorld . lWorld . creatures . ix (_crID cr) . crZVel -~ 0.5
& cWorld . lWorld . creatures . ix (_crID cr) . crZ +~ _crZVel cr
| Just (x, y) <- List.find g (foldMap loopPairs $ w ^. cWorld . chasms) =
w
| _crZVel cr < 0 = w & tocr . crZVel -~ 0.5
& tocr . crZ +~ _crZVel cr
| Just (x, y) <- List.find g (foldMap loopPairs $ w ^. cWorld . chasms) = w
& soundContinue (CrChasm (_crID cr)) (_crPos cr) debrisS (Just 100)
& cWorld . lWorld . creatures . ix (_crID cr) . crPos -~ normalizeV (vNormal (x - y))
| any f (w ^. cWorld . chasms) = w & cWorld . lWorld . creatures . ix (_crID cr) . crZVel -~ 0.5
& tocr . crPos -~ normalizeV (vNormal (x - y))
| any f (w ^. cWorld . chasms) = w & tocr . crZVel -~ 0.5
| otherwise = w
where
tocr = cWorld . lWorld . creatures . ix (_crID cr)
g = uncurry $ circOnSeg (_crPos cr) (crRad $ cr ^. crType)
f = circInPolygon (_crPos cr) (crRad $ cr ^. crType)
+7 -2
View File
@@ -13,12 +13,16 @@ data Muzzle = Muzzle
, _mzAmmoSlot :: AmmoExtractPosition
, _mzFlareType :: FlareType
, _mzEffect :: MuzzleEffect
, _mzAmmoPerShot :: AmmoPerShot
-- , _mzAmmoPerShot :: AmmoPerShot
, _mzRandomOffset :: Float
}
deriving (Eq, Ord, Show, Read) --Generic, Flat)
data AmmoExtractPosition = MagBelow Int | CapacitorBelow | CapacitorSelf
data AmmoExtractPosition
= MagBelow {_magBelowID :: Int, _aps :: AmmoPerShot}
| CapacitorBelow {_aps :: AmmoPerShot}
| CapacitorSelf {_aps :: AmmoPerShot}
| NoAmmoRequired
deriving (Eq, Ord, Show, Read) --Generic, Flat)
data FlareType
@@ -62,3 +66,4 @@ data AmmoPerShot
makeLenses ''Muzzle
makeLenses ''MuzzleEffect
makeLenses ''AmmoPerShot
makeLenses ''AmmoExtractPosition
+15 -11
View File
@@ -1,3 +1,4 @@
{-# LANGUAGE LambdaCase #-}
{- | Capture input events, store them in structures for later use.
-}
module Dodge.Event.Input (
@@ -28,17 +29,20 @@ handleKeyboardEvent kev = case keyboardEventKeyMotion kev of
scode = (keysymScancode . keyboardEventKeysym) kev
addTermSignal :: Scancode -> Input -> Input
addTermSignal sc = case sc of
ScancodeBackspace -> textInput .:~ Left TSbackspace
ScancodeEscape -> textInput .:~ Left TSescape
ScancodeReturn -> textInput .:~ Left TSreturn
ScancodeDelete -> textInput .:~ Left TSdelete
ScancodeTab -> textInput .:~ Left TStab
ScancodeLeft -> textInput .:~ Left TSleft
ScancodeRight -> textInput .:~ Left TSright
ScancodeUp -> textInput .:~ Left TSup
ScancodeDown -> textInput .:~ Left TSdown
_ -> id
addTermSignal = maybe id (\ts -> textInput .:~ Left ts) . scToTS
scToTS :: Scancode -> Maybe TermSignal
scToTS = \case
ScancodeBackspace -> Just TSbackspace
ScancodeEscape -> Just TSescape
ScancodeReturn -> Just TSreturn
ScancodeDelete -> Just TSdelete
ScancodeTab -> Just TStab
ScancodeLeft -> Just TSleft
ScancodeRight -> Just TSright
ScancodeUp -> Just TSup
ScancodeDown -> Just TSdown
_ -> Nothing
handleMouseMotionEvent :: MouseMotionEventData -> Configuration -> Input -> Input
handleMouseMotionEvent mmev cfig = set mousePos themousepos . set mouseMoving True
+69 -72
View File
@@ -8,8 +8,6 @@ module Dodge.HeldUse (
heldEffectMuzzles,
) where
import qualified IntMapHelp as IM
import Dodge.IsPulseLaser
import Color
import Control.Applicative
import Control.Monad
@@ -26,6 +24,7 @@ import Dodge.Data.World
import Dodge.Gas
import Dodge.Inventory.Lock
import Dodge.Inventory.Path
import Dodge.IsPulseLaser
import Dodge.Item.HeldOffset
import Dodge.Item.Weapon.Bullet
import Dodge.Item.Weapon.Shatter
@@ -34,6 +33,7 @@ import Dodge.RadarSweep
import Dodge.SoundLogic
import Dodge.Tesla
import Geometry
import qualified IntMapHelp as IM
import LensHelp
import ListHelp
import NewInt
@@ -47,7 +47,6 @@ gadgetEffect :: Int -> LocationDT OItem -> Creature -> World -> World
gadgetEffect pt loc
| UseHeld{} <- loc ^. locDT . dtValue . _1 . itUse = heldEffect pt loc
| PulseBallSF <- loc ^. locDT . dtValue . _2 = heldEffect pt loc
-- hammerCheck (\a b c -> creatureShootPulseBall a b cmuz c) pt loc
| DROPPER x <- loc ^. locDT . dtValue . _1 . itType
, Just i <- loc ^? locDT . dtValue . _1 . itUse . uInt
, pt == 0 =
@@ -57,7 +56,6 @@ gadgetEffect pt loc
useInventoryPath pt i x loc
| otherwise = const id
heldEffect :: Int -> LocationDT OItem -> Creature -> World -> World
heldEffect = hammerCheck heldEffectMuzzles
@@ -80,7 +78,6 @@ hammerCheck f pt loc cr w = case itemTriggerType loc of
& itmset . itParams . wTime +~ 1
WarmUpNoDelay{} -> f loc cr w & setwarming
WarmUpCoolDown ws _ _
-- UNSAFE:
| _wTime (_itParams it) < ws ->
w & setwarming
& soundContinue
@@ -95,32 +92,27 @@ hammerCheck f pt loc cr w = case itemTriggerType loc of
& itmset . itParams . wTime +~ 1
WarmUpCoolDown{} -> w & setwarming
BurstTrigger is t
| w ^. cWorld . lWorld . lClock - t > timelastused
| timetest t
, pt == 0 ->
w & f loc cr & cWorld . lWorld . delayedEvents .++~ map g is
VolleyGunTrigger i t
| w ^. cWorld . lWorld . lClock - t > timelastused
| timetest t
, pt == 0 ->
let (is, gen) = getVolleyBurst i (w ^. randGen)
in w & f loc cr
& cWorld . lWorld . delayedEvents .++~ map g is
& randGen .~ gen
HammerTrigger t
| w ^. cWorld . lWorld . lClock - t > timelastused
, isNothing $ find ((== MakeAutoSF) . (^. dtValue . _2)) (loc ^. locDT . dtRight)
, pt == 0 ->
f loc cr w
HammerTrigger t | timetest t , pt == 0 -> f loc cr w
SemiAutoTrigger t
| w ^. cWorld . lWorld . lClock - t > timelastused
, isNothing $ find ((== MakeAutoSF) . (^. dtValue . _2)) (loc ^. locDT . dtRight)
, pt < w ^. cWorld . lWorld . lClock - timelastused ->
-- , pt == 0 ->
| timetest t
, isJust (find ((== MakeAutoSF) . (^. dtValue . _2)) (loc ^. locDT . dtRight))
|| pt == 0 ->
f loc cr w
AutoTrigger t
| w ^. cWorld . lWorld . lClock - t > timelastused -> f loc cr w
AutoTrigger t | timetest t -> f loc cr w
NoTrigger -> f loc cr w
_ -> w
where
timetest t = w ^. cWorld . lWorld . lClock - t > timelastused
it = loc ^. locDT . dtValue . _1
cid = _crID cr
-- the following is unsafe, but if ilInvID isn't correctly set we probably
@@ -138,12 +130,13 @@ getVolleyBurst i g =
heldEffectMuzzles :: LocationDT OItem -> Creature -> World -> World
heldEffectMuzzles loc cr w =
setusetime . doHeldUseEffect t cr
setusetime
. doHeldUseEffect t cr
. uncurry (applyCME loc cr)
$ bw
where
t = loc ^. locDT
bw = foldl' (loadMuzzle loc cr) (False,w) (locMuzzles loc)
bw = foldl' (loadMuzzle loc cr) (False, w) (locMuzzles loc)
setusetime =
cWorld . lWorld . creatures . ix (_crID cr) . crInv . ix itid . itTimeLastUsed
.~ w ^. cWorld . lWorld . lClock
@@ -151,18 +144,17 @@ heldEffectMuzzles loc cr w =
locMuzzles :: LocationDT OItem -> [Muzzle]
locMuzzles loc
| isPulseLaser loc =
| isPulseLaser loc =
dbwMuzzles
& ix 0 . mzPos .~ V2 6 0
& ix 0 . mzInaccuracy .~ 0
& ix 0 . mzFlareType .~ TeslaGunFlare
& ix 0 . mzEffect .~ MuzzlePulseLaser
& ix 0 . mzAmmoPerShot .~ UseExactly 200
& ix 0 . mzAmmoSlot .~ CapacitorBelow
| PulseBallSF <- loc ^. locDT . dtValue . _2 = dbwMuzzles
& ix 0 . mzAmmoSlot .~ CapacitorBelow (UseExactly 200)
| PulseBallSF <- loc ^. locDT . dtValue . _2 =
dbwMuzzles
& ix 0 . mzEffect .~ MuzzlePulseBall
& ix 0 . mzAmmoPerShot .~ UseExactly 200
& ix 0 . mzAmmoSlot .~ CapacitorSelf
& ix 0 . mzAmmoSlot .~ CapacitorSelf (UseExactly 200)
& ix 0 . mzInaccuracy .~ 0
& ix 0 . mzFlareType .~ TeslaGunFlare
| otherwise = itemMuzzles $ loc ^. locDT . dtValue . _1
@@ -171,7 +163,7 @@ itemMuzzles :: Item -> [Muzzle]
itemMuzzles itm = case itm ^. itType of
HELD ALTERIFLE ->
dbwMuzzles & ix 0 . mzPos .~ V2 25 0
& ix 0 . mzAmmoSlot .~ MagBelow (_alteRifleSwitch (_itParams itm))
& ix 0 . mzAmmoSlot .~ MagBelow (_alteRifleSwitch (_itParams itm)) (UseExactly 1)
HELD (VOLLEYGUN i) -> fromMaybe [] $ do
j <- itm ^? itParams . unfiredBarrels . ix 0
x <- vgunMuzzles i ^? ix j
@@ -179,7 +171,7 @@ itemMuzzles itm = case itm ^. itType of
HELD hit -> heldItemMuzzles hit
DETECTOR{} ->
dbwMuzzles & ix 0 . mzEffect .~ MuzzleDetector
& ix 0 . mzAmmoPerShot .~ UseExactly 100
& ix 0 . mzAmmoSlot . aps .~ UseExactly 100
LASER ->
dbwMuzzles
& ix 0 . mzPos .~ V2 6 0
@@ -195,10 +187,9 @@ heldItemMuzzles = \case
(V2 10 0)
a
0.01
(MagBelow 0)
(MagBelow 0 (UseExactly 1))
NoFlare
MuzzleShootBullet
(UseExactly 1)
0
| -- 0
a <- spreadAroundCenter i baseStickSpread
@@ -206,16 +197,16 @@ heldItemMuzzles = \case
& ix 0 . mzFlareType .~ NoLightFlare
& ix (i `div` 2) . mzFlareType .~ BasicFlare
& ix (i -1) . mzFlareType .~ NoLightFlare
PISTOL -> [Muzzle (V2 10 0) 0 0.05 (MagBelow 0) BasicFlare MuzzleShootBullet (UseExactly 1) 0]
MACHINEPISTOL -> [Muzzle (V2 10 0) 0 0.3 (MagBelow 0) MiniGunFlare MuzzleShootBullet (UseExactly 1) 0]
AUTOPISTOL -> [Muzzle (V2 10 0) 0 0 (MagBelow 0) BasicFlare MuzzleShootBullet (UseExactly 1) 0]
SMG -> [Muzzle (V2 20 0) 0 0.05 (MagBelow 0) BasicFlare MuzzleShootBullet (UseExactly 1) 0]
PISTOL -> [Muzzle (V2 10 0) 0 0.05 maguse1 BasicFlare MuzzleShootBullet 0]
MACHINEPISTOL -> [Muzzle (V2 10 0) 0 0.3 maguse1 MiniGunFlare MuzzleShootBullet 0]
AUTOPISTOL -> [Muzzle (V2 10 0) 0 0 maguse1 BasicFlare MuzzleShootBullet 0]
SMG -> [Muzzle (V2 20 0) 0 0.05 maguse1 BasicFlare MuzzleShootBullet 0]
RIFLE -> dbwMuzzles & ix 0 . mzPos .~ V2 25 0
BURSTRIFLE -> dbwMuzzles & ix 0 . mzPos .~ V2 25 0 & ix 0 . mzInaccuracy .~ 0.05
MINIGUNX i ->
replicate
i
(Muzzle (V2 30 0) 0 0.05 (MagBelow 0) NoFlare MuzzleShootBullet (UseExactly 1) 10)
(Muzzle (V2 30 0) 0 0.05 maguse1 NoFlare MuzzleShootBullet 10)
& ix 0 . mzFlareType .~ MiniGunFlare
BANGROD ->
dbwMuzzles
@@ -241,9 +232,9 @@ heldItemMuzzles = \case
& ix 0 . mzPos .~ V2 30 0
& ix 0 . mzFlareType .~ HeavySmokeFlare
& ix 0 . mzInaccuracy .~ 0
BANGCONE -> [Muzzle (V2 15 0) 0 0.5 (MagBelow 0) BasicFlare MuzzleShootBullet (UseUpTo 15) 12]
BLUNDERBUSS -> [Muzzle (V2 30 0) 0 0.5 (MagBelow 0) BasicFlare MuzzleShootBullet (UseUpTo 15) 12]
GRAPECANNON i -> [Muzzle (V2 30 0) 0 0.5 (MagBelow 0) BasicFlare MuzzleShootBullet (UseUpTo 15) (12 + 4 * fromIntegral i)]
BANGCONE -> [Muzzle (V2 15 0) 0 0.5 magupto15 BasicFlare MuzzleShootBullet 12]
BLUNDERBUSS -> [Muzzle (V2 30 0) 0 0.5 magupto15 BasicFlare MuzzleShootBullet 12]
GRAPECANNON i -> [Muzzle (V2 30 0) 0 0.5 magupto15 BasicFlare MuzzleShootBullet (12 + 4 * fromIntegral i)]
TORCH -> dbwMuzzles & ix 0 . mzPos .~ V2 10 0
VOLLEYGUN{} -> error "should get volleygun muzzles earlier"
FLAMETHROWER -> flameMuzzles
@@ -261,10 +252,9 @@ heldItemMuzzles = \case
RLAUNCHERX i ->
getZipList
( ZipList [Muzzle (V2 20 0) a 0 | a <- take i [0, 2 * pi / fromIntegral i ..]]
<*> ZipList (fmap MagBelow [0 ..])
<*> ZipList (fmap (\j -> MagBelow j (UseExactly 1)) [0 ..])
<*> pure NoFlare
<*> pure MuzzleRLauncher
<*> pure (UseExactly 1)
<*> pure 0
)
TESLAGUN ->
@@ -287,41 +277,43 @@ heldItemMuzzles = \case
BLINKER ->
dbwMuzzles
& ix 0 . mzEffect .~ MuzzleBlink
& ix 0 . mzAmmoPerShot .~ UseExactly 10000000
& ix 0 . mzAmmoSlot . aps .~ UseExactly 10000000
BLINKERUNSAFE ->
dbwMuzzles
& ix 0 . mzEffect .~ MuzzleUnsafeBlink
& ix 0 . mzAmmoPerShot .~ UseExactly 10000000
& ix 0 . mzAmmoSlot . aps .~ UseExactly 10000000
REWINDER ->
dbwMuzzles
& ix 0 . mzEffect .~ MuzzleRewind
& ix 0 . mzAmmoPerShot .~ UseExactly 100000
& ix 0 . mzAmmoSlot . aps .~ UseExactly 100000
TIMESTOPPER ->
dbwMuzzles
& ix 0 . mzEffect .~ MuzzleStopper
& ix 0 . mzAmmoPerShot .~ UseExactly 100000
& ix 0 . mzAmmoSlot . aps .~ UseExactly 100000
TIMESCROLLER ->
dbwMuzzles
& ix 0 . mzEffect .~ MuzzleScroller
& ix 0 . mzAmmoPerShot .~ UseExactly 100000
& ix 0 . mzAmmoSlot . aps .~ UseExactly 100000
_ ->
[ Muzzle
{ _mzPos = V2 20 0
, _mzRot = 0
, _mzInaccuracy = 0.05
, _mzAmmoSlot = MagBelow 0
, _mzAmmoSlot = maguse1
, _mzFlareType = NoFlare
, _mzEffect = MuzzleShootBullet
, _mzAmmoPerShot = UseExactly 1
, _mzRandomOffset = 0
}
]
where
maguse1 = MagBelow 0 (UseExactly 1)
magupto15 = MagBelow 0 (UseUpTo 15)
baseStickSpread :: Float
baseStickSpread = 0.2
dbwMuzzles :: [Muzzle]
dbwMuzzles = [Muzzle (V2 15 0) 0 0.01 (MagBelow 0) BasicFlare MuzzleShootBullet (UseExactly 1) 0]
dbwMuzzles = [Muzzle (V2 15 0) 0 0.01 (MagBelow 0 (UseExactly 1)) BasicFlare MuzzleShootBullet 0]
flameMuzzles :: [Muzzle]
flameMuzzles =
@@ -329,14 +321,13 @@ flameMuzzles =
(V2 18 0)
0
0
(MagBelow 0)
(MagBelow 0 (UseExactly 1))
NoFlare
MuzzleNozzle
{ _nzPressure = ConstFloat 4
, _nzMaxWalkAngle = 0.2
, _nzWalkSpeed = 0.01
}
(UseExactly 1)
0
]
@@ -344,10 +335,9 @@ vgunMuzzles :: Int -> [Muzzle]
vgunMuzzles i =
getZipList
( ZipList [Muzzle (V2 15 x) 0 0.01 | x <- spreadAroundCenter i 6]
<*> ZipList (fmap MagBelow [0 .. i -1])
<*> ZipList (fmap (\j -> MagBelow j (UseExactly 1)) [0 .. i -1])
<*> pure BasicFlare
<*> pure MuzzleShootBullet
<*> pure (UseExactly 1)
<*> pure 0
)
@@ -642,24 +632,27 @@ heldTorqueAmount = \case
BLINKER -> 0
BLINKERUNSAFE -> 0
loadMuzzle :: LocationDT OItem -> Creature -> (Bool,World) -> Muzzle -> (Bool,World)
loadMuzzle loc cr (b,w) mz = fromMaybe (b,w) $ do
let as = _mzAmmoSlot mz
amamount = _mzAmmoPerShot mz
mag <- case as of
MagBelow mi -> find (isAmmoIntLink mi . (^. dtValue . _2)) (loc ^. locDT . dtLeft)
CapacitorSelf -> loc ^? locDT
CapacitorBelow -> find
((== PulseBallSF) . (^. dtValue . _2)) (loc ^. locDT . dtLeft)
mid <- mag ^? dtValue . _1 . itLocation . ilInvID
availableammo <- w ^? cWorld . lWorld . creatures . ix (_crID cr) . crInv . ix mid . itConsumables . _Just
let usedammo = case amamount of
UseUpTo x -> min x availableammo
UseExactly x
| x <= availableammo -> x
| otherwise -> 0
guard $ usedammo > 0
return $ useLoadedAmmo loc cr (b,w) (Just (mz,usedammo,mag))
loadMuzzle :: LocationDT OItem -> Creature -> (Bool, World) -> Muzzle -> (Bool, World)
loadMuzzle loc cr (b, w) mz = fromMaybe (b, w) $ do
case mz ^. mzAmmoSlot of
NoAmmoRequired -> return (True, doMuzzleEffect loc cr mz Nothing w)
as -> do
mag <- case as of
MagBelow mi _ -> find (isAmmoIntLink mi . (^. dtValue . _2)) (loc ^. locDT . dtLeft)
CapacitorSelf _ -> loc ^? locDT
CapacitorBelow _ ->
find
((== PulseBallSF) . (^. dtValue . _2))
(loc ^. locDT . dtLeft)
mid <- mag ^? dtValue . _1 . itLocation . ilInvID
availableammo <- w ^? cWorld . lWorld . creatures . ix (_crID cr) . crInv . ix mid . itConsumables . _Just
let usedammo = case as ^?! aps of
UseUpTo x -> min x availableammo
UseExactly x
| x <= availableammo -> x
| otherwise -> 0
guard $ usedammo > 0
return $ useLoadedAmmo loc cr (b, w) (Just (mz, usedammo, mag))
makeMuzzleFlare :: Muzzle -> LocationDT OItem -> Creature -> World -> World
makeMuzzleFlare mz loc cr = case mz ^. mzFlareType of
@@ -733,6 +726,10 @@ isAmmoIntLink i sf = Just i == sf ^? amsfLink
-- (AmmoMagSF j _) = i == j
--isAmmoIntLink _ _ = False
doMuzzleEffect :: LocationDT OItem -> Creature -> Muzzle
-> Maybe (LocationDT OItem, Item) -> World -> World
doMuzzleEffect _ _ _ _ = id
useLoadedAmmo ::
LocationDT OItem ->
Creature ->
@@ -931,8 +928,8 @@ creatureShootPulseBall loc cr mz w = w & randGen .~ g & shootPulseBall pos dir
shootPulseBall :: Point2 -> Float -> World -> World
shootPulseBall p dir w =
w
& cWorld . lWorld . pulseBalls . at i ?~
PulseBall
& cWorld . lWorld . pulseBalls . at i
?~ PulseBall
{ _pbPos = p
, _pbVel = 3.5 * unitVectorAtAngle dir
, _pbTimer = 200
+1
View File
@@ -47,6 +47,7 @@ drawChasm = foldMap (Prelude.uncurry drawCliff) . loopPairs
drawCliff :: Point2 -> Point2 -> SPic
drawCliff x y = noPic
. translateSHz (-500.01)
. colorSH (dark orange)
$ upperPrismPoly Large Important 500 [x,0.5 *(x+y) + normalizeV (vNormal (y - x)),y]
drawPulseBall :: PulseBall -> SPic
+1 -1
View File
@@ -106,7 +106,7 @@ roomPillars :: RandomGen g => Float -> Float -> Float -> Int -> Int -> State g R
roomPillars pillarsize w h wn hn = do
let rm = roomRect w h wn hn
npillars = length $ filter rpIsOffPath $ _rmPos rm
let plmnts =
plmnts =
replicate
npillars
( blockPillar (0.5 * pilw) (0.5 * pilh) & plSpot
+8 -13
View File
@@ -1,4 +1,4 @@
module Dodge.WorldLoad where
module Dodge.WorldLoad (postUniverseLoadSideEffect) where
import Control.Lens
import Control.Monad
@@ -9,20 +9,15 @@ import Shader.Data
import Shader.Poke.Floor
postUniverseLoadSideEffect :: Universe -> Universe
postUniverseLoadSideEffect = uvIOEffects %~ (\f uv -> (uvWorld . cWorld) (postWorldLoad (uv ^. preloadData . renderData)) uv >>= f)
postUniverseLoadSideEffect = uvIOEffects %~
(\f uv -> (uvWorld . cWorld) (postWorldLoad (uv ^. preloadData . renderData)) uv >>= f)
postWorldLoad :: RenderData -> CWorld -> IO CWorld
postWorldLoad rdata cw = do
nfloorvxs <-
foldM
(pokeTile (rdata ^. floorVBO . vboPtr))
0
(cw ^. cwTiles)
nfloorvxs <- foldM (pokeTile (rdata ^. floorVBO . vboPtr)) 0 (cw ^. cwTiles)
bufferPokedVBO (rdata ^. floorVBO) nfloorvxs
nchasmvxs <- foldM (pokeChasm (rdata ^. chasmVBO . vboPtr))
0
(cw ^. chasms)
nchasmvxs <- foldM (pokeChasm (rdata ^. chasmVBO . vboPtr)) 0 (cw ^. chasms)
bufferPokedVBO (rdata ^. chasmVBO) nchasmvxs
return $ cw & numberFloorVerxs .~ nfloorvxs
& numberChasmVerxs .~ nchasmvxs
return $
cw & numberFloorVerxs .~ nfloorvxs
& numberChasmVerxs .~ nchasmvxs