Add battery shape/picture
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@@ -137,7 +137,6 @@ updateScopeZoom' i w
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where
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wppointer = cWorld . lWorld . creatures . ix 0 . crInv . ix i . itUse . uScope
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resetscope (OpticScope _ _ defz) = OpticScope (V2 0 0) defz defz
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resetscope otherAtt = otherAtt
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doScopeZoom :: Int -> Point2 -> Scope -> Scope
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doScopeZoom scrollamount mp sc = case scrollamount of
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@@ -169,11 +168,11 @@ zoomOutLongGun sc = fromMaybe sc $ do
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sc & opticPos %~ (\p -> p +.+ (zoomSpeed - 1) / curzoom *.* p)
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& opticZoom *~ zoomSpeed
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ifConfigWallRotate :: Configuration -> World -> World
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ifConfigWallRotate cfig w
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| _gameplay_rotate_to_wall cfig && not (SDL.ButtonRight `M.member` _mouseButtons (_input w)) =
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rotateToOverlappingWall w
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| otherwise = w
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ifConfigWallRotate :: Configuration -> M.Map MouseButton Int -> World -> World
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ifConfigWallRotate cfig mbs
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| _gameplay_rotate_to_wall cfig && not (SDL.ButtonRight `M.member` mbs) =
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rotateToOverlappingWall
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| otherwise = id
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rotateToOverlappingWall :: World -> World
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rotateToOverlappingWall w =
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@@ -205,13 +204,11 @@ rotateCamera cfig w
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| keydown SDL.ScancodeQ && keydown SDL.ScancodeE = w
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| keydown SDL.ScancodeQ = rotateCameraBy 0.025 w
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| keydown SDL.ScancodeE = rotateCameraBy (-0.025) w
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| otherwise = ifConfigWallRotate cfig w
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| otherwise = ifConfigWallRotate cfig (w ^. input . mouseButtons) w
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where
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keydown scode = scode `M.member` _pressedKeys (_input w) && not (inInputFocus w)
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zoomFromItem ::
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ItZoom ->
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Float
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zoomFromItem :: ItZoom -> Float
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zoomFromItem ItZoom{_izMax = zMax, _izMin = zMin, _izFac = zFac} =
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min zMax $ max zMin zFac
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