Complete stritifying points

This commit is contained in:
jgk
2021-07-30 01:36:48 +02:00
parent 7b7fd302d8
commit c67feb485f
7 changed files with 18 additions and 18 deletions
+3 -4
View File
@@ -47,10 +47,9 @@ handleEvent' e = case eventPayload e of
_ -> Just
handleMouseMotionEvent :: MouseMotionEventData -> World -> Maybe World
handleMouseMotionEvent mmev w = Just $ w & mousePos .~
(fromIntegral x - 0.5*getWindowX w
,0.5*getWindowY w - fromIntegral y
)
handleMouseMotionEvent mmev w = Just $ w & mousePos .~ V2
(fromIntegral x - 0.5*getWindowX w)
(0.5*getWindowY w - fromIntegral y)
where
P (V2 x y) = mouseMotionEventPos mmev
+2 -2
View File
@@ -99,8 +99,8 @@ escapeMap w = w & carteDisplay .~ False
dropLight :: World -> World
dropLight w = placeLS ls dec pos 0 w
where --(rot, g) = randomR (-pi,pi) $ _randGen w
(x,y) = _crPos(you w)
pos = (x,y,0)
(V2 x y) = _crPos (you w)
pos = (V3 x y 0)
ls = lightAt pos 0
dec = onLayer PtLayer $ color white $ circleSolid 8
+5 -5
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@@ -3,7 +3,7 @@ The tree of rooms that make up a level. -}
module Dodge.Floor
( levx
) where
--import Geometry
import Geometry.Data
--import Picture
import Dodge.Data
--import Dodge.Room
@@ -51,9 +51,9 @@ roomTreex = do
,[Corridor]
,[Corridor]
,[SpecificRoom . pure . pure . Right $ roomGlassOctogon 400
& rmPS %~ ([sPS (0,50) 0 $ PutCrit armourChaseCrit
,sPS (50,25) 0 $ PutCrit armourChaseCrit
,sPS (50,0) 0 $ PutCrit armourChaseCrit
& rmPS %~ ([sPS (V2 0 50) 0 $ PutCrit armourChaseCrit
,sPS (V2 50 25) 0 $ PutCrit armourChaseCrit
,sPS (V2 50 0) 0 $ PutCrit armourChaseCrit
]++)
]
--,[Corridor]
@@ -61,7 +61,7 @@ roomTreex = do
-- & rmPS %~ ([swarmPS 0 (x,y) 0 swarmCrit | x <- [-20,-19.5.. 20] , y <- [200,202] ]++)
-- ]
,[SpecificRoom . pure . pure . Right $ roomGlassOctogon 400
& rmPS %~ ([sPS (0,50) 0 $ PutCrit pistolCrit ]++)
& rmPS %~ ([sPS (V2 0 50) 0 $ PutCrit pistolCrit ]++)
]
,[Corridor]
,[Corridor]
+4 -3
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@@ -10,6 +10,7 @@ import Dodge.Story
import Dodge.WorldEvent.Cloud
import Dodge.SoundLogic
import Dodge.SoundLogic.Synonyms
import Geometry.Data
import System.Random
import qualified Data.Set as S
@@ -26,7 +27,7 @@ firstWorld = do
initialWorld :: World
initialWorld = defaultWorld
{ _keys = S.empty
, _cameraCenter = (0,0)
, _cameraCenter = (V2 0 0)
, _cameraRot = 0
, _cameraZoom = 10
, _creatures = IM.fromList [(0,startCr)]
@@ -35,10 +36,10 @@ initialWorld = defaultWorld
, _forceFields = IM.empty
, _floorItems = IM.empty
, _randGen = mkStdGen 2
, _mousePos = (0,0)
, _mousePos = (V2 0 0)
, _testString = []
, _yourID = 0
, _worldEvents = soundOncePos foamSprayFadeOutSound (0,0) . foldr ((.) . makeStartCloudAt) id [(x,y) | x <- [-5,-3..5] , y <- [-5,-3..5]]
, _worldEvents = soundOncePos foamSprayFadeOutSound (V2 0 0) . foldr ((.) . makeStartCloudAt) id [(V2 x y) | x <- [-5,-3..5] , y <- [-5,-3..5]]
, _pressPlates = IM.empty
, _buttons = IM.empty
, _soundQueue = []
+1 -1
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@@ -13,7 +13,7 @@ import Dodge.Room.Data
import Dodge.Room.AddTile
import Dodge.Default.Wall
import Geometry
import Geometry.Data
--import Geometry.Data
import Dodge.Room.Link
import qualified IntMapHelp as IM
--import Dodge.Debug.LinkDecoration
+2 -2
View File
@@ -423,7 +423,7 @@ shootersRoom1 = do
y3 <- iterateWhile (\y' -> abs (y1 - y2) < 60 && abs (y2 - y') < 60) $ state $ randomR (250,560)
x4 <- state $ randomR (60,w-60)
y4 <- state $ randomR (40,180)
p <- takeOne [(x1,y1-10),(x2,y2-10),(x3,y3-10)]
p <- takeOne [(V2 (x1) (y1-10)),(V2 (x2) (y2-10)),(V2 (x3) (y3-10))]
let bln x y = putBlockN (x+25) (x-25) (y+10) y
let blv x y = putBlockV (x+25) (x-25) (y+10) y
let plmnts = bln x1 y1 ++ bln x2 y2 ++ bln x3 y3 ++ blv x4 y4
@@ -518,7 +518,7 @@ spawnerRoom = do
,wl
,sPS (V2 (x/2) ( y-10)) 0 putLamp
]
let f ((lx,_),_) = lx < x/2-5
let f ((V2 lx _),_) = lx < x/2-5
roomWithSpawner <- (fmap connectRoom . randomiseOutLinks) =<< filterLinks f (set rmPS plmnts $ roomRect x y 2 2)
aRoom <- airlock 0
return $ treeFromTrunk [Left aRoom] roomWithSpawner
+1 -1
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@@ -201,7 +201,7 @@ crSpring c w = IM.foldl' (flip $ crCrSpring c) w cs
crCrSpring :: Creature -> Creature -> World -> World
crCrSpring c1 c2 w
| id1 == id2 = w
| vec == (0,0) = w
| vec == (V2 0 0) = w
| diff >= comRad = w
| otherwise = over (creatures . ix id1 . crPos) (+.+ overlap1)
$ over (creatures . ix id2 . crPos) (-.- overlap2) w