Continue work on refactoring equipment position
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@@ -14,14 +14,14 @@ import Dodge.Base
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import Dodge.Creature.Test
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import Dodge.Data.Config
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import Dodge.Data.World
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import Dodge.Equipment
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--import Dodge.Equipment
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import Dodge.InputFocus
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import Dodge.SmoothScroll
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import Dodge.Viewpoints
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import Dodge.WASD
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import Dodge.Zoning.Wall
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import Geometry
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import qualified IntMapHelp as IM
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--import qualified IntMapHelp as IM
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import LensHelp
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import SDL (MouseButton (..))
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import qualified SDL
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@@ -115,13 +115,19 @@ moveZoomCamera cfig theinput cr w campos =
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wallZoom = min4 (campos ^. camBoundDist)
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min4 (a, b, c, d) = minimum [hh / maxd a, hh / maxd (- b), hw / maxd c, hw / maxd (- d)]
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maxd = max distFromEqmnt
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distFromEqmnt = foldl' max 1 $ IM.mapMaybe (_eeViewDist . _uequipEffect . _itUse) $ getCrEquipment cr
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distFromEqmnt = viewDistanceFromItems cr
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--distFromEqmnt = foldl' max 1 $ IM.mapMaybe (_eeViewDist . _uequipEffect . _itUse) $ getCrEquipment cr
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hw = halfWidth cfig
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hh = halfHeight cfig
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-- these speeds are inverted, larger means slower
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zoomInSpeed = 25
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zoomOutSpeed = 15
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-- for example, this should be 400 or so when you have an unsafe blink gun
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-- capable of firing, should be expanded when you have a radar of some sort, etc
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viewDistanceFromItems :: Creature -> Float
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viewDistanceFromItems _ = 1
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-- note that your _crInvLock does not apply to this TODO check that this is what
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-- is wanted
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updateScopeZoom :: World -> World
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