Split trigger door module, improve trigger door shadows
This commit is contained in:
+4
-162
@@ -7,6 +7,8 @@ module Dodge.LevelGen
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, checkWalls
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, nubWalls
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, pairsToGraph
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, makeButton
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, makeSwitch
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)
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where
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@@ -19,6 +21,8 @@ import Dodge.LevelGen.Block
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import Dodge.LevelGen.Pathing
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import Dodge.LevelGen.StaticWalls
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import Dodge.LevelGen.AutoDoor
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import Dodge.LevelGen.TriggerDoor
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import Dodge.LevelGen.Switch
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import Geometry
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import Picture
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@@ -127,171 +131,9 @@ instance Shiftable PlacementSpot where
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rotateS r' (PS p r x) = PS (rotateV r' p) (r + r') x
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makeButton :: Color -> (World -> World) -> Button
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makeButton c eff = Button
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{ _btPict = onLayer WlLayer $ color c $ polygon $ rectNSEW 5 (-5) 10 (-10)
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, _btPos = (0,0)
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, _btRot = 0
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, _btEvent = \b w -> eff . over buttons (IM.adjust turnOn (_btID b))
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-- . set (buttons . ix (_btID b) . btPict)
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-- (onLayer WlLayer $ color c $ polygon $ rectNSEW (-3) (-5) 10 (-10))
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-- . set (buttons . ix (_btID b) . btState) BtNoLabel
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-- . set (buttons . ix (_btID b) . btEvent) (\b -> return)
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. soundOnce 1 $ w
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, _btID = 0
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, _btText = "Button"
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--, _btText = "Button"
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, _btState = BtOff
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}
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where
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turnOn bt = bt {_btState = BtNoLabel, _btPict = onPict, _btEvent = (\_ -> id)}
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onPict = (onLayer WlLayer $ color c $ polygon $ rectNSEW (-3) (-5) 10 (-10))
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makeSwitch :: Color -> (World -> World) -> (World -> World) -> Button
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makeSwitch c effOn effOff = Button
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{ _btPict = offPict
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, _btPos = (0,0)
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, _btRot = 0
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, _btEvent = flipSwitch
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, _btID = 0
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, _btText = "Switch"
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, _btState = BtOff
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}
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where
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flipSwitch b w = switchEffect b . soundOnce 1 $ w
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switchEffect b = case _btState b of
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BtOff -> effOn . over buttons (IM.adjust turnOn (_btID b))
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BtOn -> effOff . over buttons (IM.adjust turnOff (_btID b))
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offPict = onLayer WlLayer $ color c $ pictures [--translate (-8) 4 $ circleSolid 5
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polygon $ rectNSEW (-2) (-5) (-10) (10)
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,polygon [(-2,-5),(-10,4),(-6,4),(2,-5)]
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]
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onPict = onLayer WlLayer $ color c $ pictures [--translate (8) 4 $ circleSolid 5
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polygon $ rectNSEW (-2) (-5) (-10) (10)
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,polygon [(-2,-5), (6,4),( 10,4),(2,-5)]
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]
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turnOn :: Button -> Button
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turnOn bt = bt {_btState = BtOn, _btPict = onPict}
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turnOff :: Button -> Button
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turnOff bt = bt {_btState = BtOff, _btPict = offPict}
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-- probably don't have to rebuild the entire graph, oh well
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addButtonDoor :: Color -> Point2 -> Float -> Point2 -> Point2 -> World -> World
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addButtonDoor c btp btr a b w = over buttons (IM.insert bid bt)
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$ set pathPoints (foldr insertPoint IM.empty (labNodes newGraph))
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$ set pathGraph newGraph
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$ set pathGraph' newGraphPairs
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$ addTriggerDoor c cond a b w
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where bid = newKey $ _buttons w
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cond w = BtNoLabel == (_btState $ _buttons w IM.! bid)
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bt = (makeButton c eff) {_btPos = btp, _btRot = btr, _btID = bid}
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(newGraphPairs,removedPairs) = partition (not . isJust . uncurry (intersectSegSeg' a b))
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$ _pathGraph' w
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newGraph = pairsToGraph dist newGraphPairs
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insertPoint pp@(_,(x,y)) = insertInZoneWith (floorHun x) (floorHun y) (++) [pp]
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eff w' = over pathGraph' (removedPairs ++)
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. over pathGraph (flip run_ $ insMapEdgesM $ map f removedPairs) $ w'
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f (x,y) = (x,y,dist x y)
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addSwitchDoor :: Color -> Point2 -> Float -> Point2 -> Point2 -> World -> World
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addSwitchDoor c btp btr a b w = over buttons (IM.insert bid bt)
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$ set pathPoints (foldr insertPoint IM.empty (labNodes newGraph))
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$ set pathGraph newGraph
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$ set pathGraph' newGraphPairs
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$ addTriggerDoor c cond a b w
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where bid = newKey $ _buttons w
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cond w = BtOn == (_btState $ _buttons w IM.! bid)
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bt = (makeSwitch c openDoor closeDoor) {_btPos = btp, _btRot = btr, _btID = bid}
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(newGraphPairs,removedPairs) = partition (not . isJust . uncurry (intersectSegSeg' a b))
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$ _pathGraph' w
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newGraph = pairsToGraph dist newGraphPairs
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insertPoint pp@(_,(x,y)) = insertInZoneWith (floorHun x) (floorHun y) (++) [pp]
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openDoor w' = over pathGraph' (removedPairs ++)
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. over pathGraph (flip run_ $ insMapEdgesM $ map f removedPairs) $ w'
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f (x,y) = (x,y,dist x y)
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closeDoor w' = over pathGraph' (\pg -> pg \\ removedPairs)
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. over pathGraph (flip run_ $ delMapEdgesM removedPairs) $ w'
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addTriggerDoor :: Color -> (World -> Bool) -> Point2 -> Point2 -> World -> World
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addTriggerDoor c cond a b = over walls (triggerDoor c cond a b)
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triggerDoor :: Color -> (World -> Bool) -> Point2 -> Point2 -> IM.IntMap Wall -> IM.IntMap Wall
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triggerDoor c cond a b wls = IM.union wls $ IM.fromList $ zip is $ mkTriggerDoor c cond a b is
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where i = newKey wls
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is = [i..]
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mkTriggerDoor :: Color -> (World -> Bool) -> Point2 -> Point2 -> [Int] -> [Wall]
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mkTriggerDoor c cond pl pr xs = addSound $ zipWith3 (triggerDoorPane c cond)
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xs
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[ [pld,hwd]
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, [hwd,hwu]
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, [hwu,plu]
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, [plu,pld]
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, [pru,hwu]
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, [hwu,hwd]
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, [hwd,prd]
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, [prd,pru]
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]
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[ [plld,pld]
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, [pld,plu]
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, [plu,pllu]
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, [pllu,plld]
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, [prru,pru]
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, [pru,prd]
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, [prd,prrd]
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, [prrd,prru]
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]
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where norm = 10 *.* errorNormalizeV 49 ( vNormal (pr -.- pl))
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hw = 0.5 *.* (pl +.+ pr)
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perp = 20 *.* normalizeV (pl -.- pr)
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--perp = pl -.- hw
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plu = pl +.+ norm
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pld = pl -.- norm
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pru = pr +.+ norm
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prd = pr -.- norm
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hwu = hw +.+ norm
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hwd = hw -.- norm
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pllu = plu +.+ perp
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plld = pld +.+ perp
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prru = pru -.- perp
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prrd = prd -.- perp
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addSound (x:xs) = f x : xs
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f wl = over doorMech g wl
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g dm w | dist wp pld > 2 && dist wp hwd > 2 = soundFrom (WallSound (head xs)) (fromIntegral doorSound) 1 0
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$ dm w
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| otherwise = dm w
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where wp = (_wlLine $ _walls w IM.! (head xs)) !! 1
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triggerDoorPane :: Color -> (World -> Bool) -> Int -> [Point2] -> [Point2] -> Wall
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triggerDoorPane c cond n [a,b] [a',b'] = Door
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{ _wlLine = [a,b]
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, _wlID = n
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, _doorMech = dm
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, _wlColor = c
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, _wlDraw = Nothing
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, _wlSeen = False
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, _wlIsSeeThrough = False
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-- , _doorLine = [a,b,a',b']
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}
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where
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dm w | cond w = flip (foldr changeZonedWall) zoneps
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$ over walls (IM.adjust openDoor n) w -- . wlLine . ix 0) (mvPointToward a')
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| otherwise = flip (foldr changeZonedWall') zoneps
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$ over walls (IM.adjust closeDoor n) w -- . wlLine . ix 0) (mvPointToward a)
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zoneps | dist a b <= 2 * zoneSize = [zoneOfPoint $ pHalf a b]
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| otherwise = map zoneOfPoint $ divideLine (2*zoneSize) a b
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openDoor :: Wall -> Wall
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openDoor wl = case _wlLine wl of
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((!pa):(!pb):_) -> wl {_wlLine = [mvPointToward a' pa, mvPointToward b' pb]}
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closeDoor :: Wall -> Wall
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closeDoor wl = case _wlLine wl of
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((!pa):(!pb):_) -> wl {_wlLine = [mvPointToward a pa, mvPointToward b pb]}
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changeZonedWall (!x,!y)
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= over wallsZone $ adjustIMZone openDoor x y n
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changeZonedWall' (!x,!y)
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= over wallsZone $ adjustIMZone closeDoor x y n
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putWindowBlock :: Point2 -> Point2 -> World -> World
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putWindowBlock a b w = removePathsCrossing a b $ foldr makeBlockAt w $ zip ps ns
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@@ -0,0 +1,61 @@
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module Dodge.LevelGen.Switch
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where
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import Dodge.Data
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import Dodge.Base
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import Dodge.SoundLogic
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import Picture
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import Geometry
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import qualified Data.IntMap.Strict as IM
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import Control.Lens
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makeButton :: Color -> (World -> World) -> Button
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makeButton c eff = Button
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{ _btPict = onLayer WlLayer $ color c $ polygon $ rectNSEW 5 (-5) 10 (-10)
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, _btPos = (0,0)
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, _btRot = 0
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, _btEvent = \b w -> eff . over buttons (IM.adjust turnOn (_btID b))
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-- . set (buttons . ix (_btID b) . btPict)
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-- (onLayer WlLayer $ color c $ polygon $ rectNSEW (-3) (-5) 10 (-10))
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-- . set (buttons . ix (_btID b) . btState) BtNoLabel
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-- . set (buttons . ix (_btID b) . btEvent) (\b -> return)
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. soundOnce 1 $ w
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, _btID = 0
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, _btText = "Button"
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--, _btText = "Button"
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, _btState = BtOff
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}
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where
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turnOn bt = bt {_btState = BtNoLabel, _btPict = onPict, _btEvent = (\_ -> id)}
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onPict = (onLayer WlLayer $ color c $ polygon $ rectNSEW (-3) (-5) 10 (-10))
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makeSwitch :: Color -> (World -> World) -> (World -> World) -> Button
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makeSwitch c effOn effOff = Button
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{ _btPict = offPict
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, _btPos = (0,0)
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, _btRot = 0
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, _btEvent = flipSwitch
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, _btID = 0
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, _btText = "Switch"
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, _btState = BtOff
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}
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where
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flipSwitch b w = switchEffect b . soundOnce 1 $ w
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switchEffect b = case _btState b of
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BtOff -> effOn . over buttons (IM.adjust turnOn (_btID b))
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BtOn -> effOff . over buttons (IM.adjust turnOff (_btID b))
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offPict = onLayer WlLayer $ color c $ pictures [--translate (-8) 4 $ circleSolid 5
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polygon $ rectNSEW (-2) (-5) (-10) (10)
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,polygon [(-2,-5),(-10,4),(-6,4),(2,-5)]
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]
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onPict = onLayer WlLayer $ color c $ pictures [--translate (8) 4 $ circleSolid 5
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polygon $ rectNSEW (-2) (-5) (-10) (10)
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,polygon [(-2,-5), (6,4),( 10,4),(2,-5)]
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]
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turnOn :: Button -> Button
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turnOn bt = bt {_btState = BtOn, _btPict = onPict}
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turnOff :: Button -> Button
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turnOff bt = bt {_btState = BtOff, _btPict = offPict}
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@@ -0,0 +1,139 @@
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{-# LANGUAGE BangPatterns #-}
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module Dodge.LevelGen.TriggerDoor
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where
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import Dodge.Data
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import Dodge.Base
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import Dodge.SoundLogic
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import Dodge.LevelGen.Switch
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import Dodge.LevelGen.Pathing
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import Picture
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import Geometry
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import Data.List
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import Data.Maybe
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import qualified Data.IntMap.Strict as IM
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import Control.Lens
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import Control.DeepSeq (deepseq)
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import Data.Graph.Inductive hiding ((&))
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import Data.Graph.Inductive.NodeMap
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-- probably don't have to rebuild the entire graph, oh well
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addButtonDoor :: Color -> Point2 -> Float -> Point2 -> Point2 -> World -> World
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addButtonDoor c btp btr a b w = over buttons (IM.insert bid bt)
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$ set pathPoints (foldr insertPoint IM.empty (labNodes newGraph))
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$ set pathGraph newGraph
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$ set pathGraph' newGraphPairs
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$ addTriggerDoor c cond a b w
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where bid = newKey $ _buttons w
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cond w = BtNoLabel == (_btState $ _buttons w IM.! bid)
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bt = (makeButton c eff) {_btPos = btp, _btRot = btr, _btID = bid}
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(newGraphPairs,removedPairs) = partition (not . isJust . uncurry (intersectSegSeg' a b))
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$ _pathGraph' w
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newGraph = pairsToGraph dist newGraphPairs
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insertPoint pp@(_,(x,y)) = insertInZoneWith (floorHun x) (floorHun y) (++) [pp]
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eff w' = over pathGraph' (removedPairs ++)
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. over pathGraph (flip run_ $ insMapEdgesM $ map f removedPairs) $ w'
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f (x,y) = (x,y,dist x y)
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addSwitchDoor :: Color -> Point2 -> Float -> Point2 -> Point2 -> World -> World
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addSwitchDoor c btp btr a b w = over buttons (IM.insert bid bt)
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$ set pathPoints (foldr insertPoint IM.empty (labNodes newGraph))
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$ set pathGraph newGraph
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$ set pathGraph' newGraphPairs
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$ addTriggerDoor c cond a b w
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where bid = newKey $ _buttons w
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cond w = BtOn == (_btState $ _buttons w IM.! bid)
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bt = (makeSwitch c openDoor closeDoor) {_btPos = btp, _btRot = btr, _btID = bid}
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(newGraphPairs,removedPairs) = partition (not . isJust . uncurry (intersectSegSeg' a b))
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$ _pathGraph' w
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newGraph = pairsToGraph dist newGraphPairs
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insertPoint pp@(_,(x,y)) = insertInZoneWith (floorHun x) (floorHun y) (++) [pp]
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openDoor w' = over pathGraph' (removedPairs ++)
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. over pathGraph (flip run_ $ insMapEdgesM $ map f removedPairs) $ w'
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f (x,y) = (x,y,dist x y)
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closeDoor w' = over pathGraph' (\pg -> pg \\ removedPairs)
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. over pathGraph (flip run_ $ delMapEdgesM removedPairs) $ w'
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addTriggerDoor :: Color -> (World -> Bool) -> Point2 -> Point2 -> World -> World
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addTriggerDoor c cond a b = over walls (triggerDoor c cond a b)
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triggerDoor :: Color -> (World -> Bool) -> Point2 -> Point2 -> IM.IntMap Wall -> IM.IntMap Wall
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triggerDoor c cond a b wls = IM.union wls $ IM.fromList $ zip is $ mkTriggerDoor c cond a b is
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where i = newKey wls
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is = [i..]
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mkTriggerDoor :: Color -> (World -> Bool) -> Point2 -> Point2 -> [Int] -> [Wall]
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mkTriggerDoor c cond pl pr xs = addSound $ zipWith3 (triggerDoorPane c cond)
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xs
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[ [pld,hwd,hw,pl]
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, [hwd,hwu]
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, [hwu,plu,pl,hw]
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, [plu,pld]
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, [pru,hwu,hw,pr]
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, [hwu,hwd]
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, [hwd,prd,pr,hw]
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, [prd,pru]
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]
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[ [plld,pld,pl,pl]
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, [pld,plu]
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, [plu,pllu,pl,pl]
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, [pllu,plld]
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, [prru,pru,pr,pr]
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, [pru,prd]
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, [prd,prrd,pr,pr]
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, [prrd,prru]
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]
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where norm = 15 *.* errorNormalizeV 49 ( vNormal (pr -.- pl))
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hw = 0.5 *.* (pl +.+ pr)
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perp = 20 *.* normalizeV (pl -.- pr)
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--perp = pl -.- hw
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plu = pl +.+ norm
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pld = pl -.- norm
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pru = pr +.+ norm
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prd = pr -.- norm
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hwu = hw +.+ norm
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hwd = hw -.- norm
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pllu = plu +.+ perp
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plld = pld +.+ perp
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prru = pru -.- perp
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prrd = prd -.- perp
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addSound (x:xs) = f x : xs
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f wl = over doorMech g wl
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g dm w | dist wp pld > 2 && dist wp hwd > 2 = soundFrom (WallSound (head xs)) (fromIntegral doorSound) 1 0
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$ dm w
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| otherwise = dm w
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where wp = (_wlLine $ _walls w IM.! (head xs)) !! 1
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triggerDoorPane :: Color -> (World -> Bool) -> Int -> [Point2] -> [Point2] -> Wall
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triggerDoorPane c cond n closedPos openPos = Door
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{ _wlLine = closedPos
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, _wlID = n
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, _doorMech = dm
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, _wlColor = c
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, _wlDraw = Nothing
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, _wlSeen = False
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, _wlIsSeeThrough = False
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-- , _doorLine = [a,b,a',b']
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}
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where
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a = closedPos !! 0
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b = closedPos !! 1
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dm w | cond w = flip (foldr changeZonedWall) zoneps
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$ over walls (IM.adjust openDoor n) w -- . wlLine . ix 0) (mvPointToward a')
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| otherwise = flip (foldr changeZonedWall') zoneps
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$ over walls (IM.adjust closeDoor n) w -- . wlLine . ix 0) (mvPointToward a)
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zoneps | dist a b <= 2 * zoneSize = [zoneOfPoint $ pHalf a b]
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| otherwise = map zoneOfPoint $ divideLine (2*zoneSize) a b
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mvP !ep !p = mvPointTowardAtSpeed 2 ep p
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moveToward :: [Point2] -> Wall -> Wall
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moveToward !ps w = let !newPs = zipWith mvP ps $ _wlLine w
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in deepseq newPs $ w {_wlLine = newPs}
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openDoor = moveToward openPos
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closeDoor = moveToward closedPos
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changeZonedWall (!x,!y)
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= over wallsZone $ adjustIMZone openDoor x y n
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changeZonedWall' (!x,!y)
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= over wallsZone $ adjustIMZone closeDoor x y n
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