Remove force fields, cleanup

This commit is contained in:
2021-10-31 16:27:41 +00:00
parent 74a4267393
commit e3a8417f07
11 changed files with 46 additions and 105 deletions
+1 -1
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@@ -22,7 +22,7 @@ ltBullet = BulletAmmo
hvBullet :: Ammo
hvBullet = BulletAmmo
{ _amString = "HVBULLET"
, _amBulEff = penWalls hvBulHitCr hvBulHitWall'
, _amBulEff = penWalls hvBulHitCr hvBulHitWall
, _amBulWth = 6
, _amBulVel = V2 80 0
}
+3 -7
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@@ -1,5 +1,5 @@
{- |
Effects of bullets upon impact with walls or creatures, and possibly force fields.
Effects of bullets upon impact with walls or creatures.
-}
module Dodge.Particle.Bullet.HitEffect
where
@@ -22,9 +22,6 @@ import Picture
import System.Random
import Control.Lens
import Control.Monad.State
--import Data.Maybe
--import qualified Data.IntMap.Strict as IM
--
-- | Basic bullet hit creature effect.
bulHitCr :: Particle -> Point2 -> Creature -> World -> World
bulHitCr bt p cr w
@@ -187,14 +184,13 @@ bulConWall'
bulConWall' _ p wl = damageBlocksBy 1 wl .
over worldEvents ( makeShockwaveAt [] p 15 4 1 white . )
hvBulHitWall'
hvBulHitWall
:: Particle
-> Point2 -- ^ Impact point
-> Wall
-> World
-> World
hvBulHitWall' bt p x w = damageBlocksBy 5 x $ set randGen g $ foldr ($) w (sparks pOut sv)
hvBulHitWall bt p x w = damageBlocksBy 5 x $ set randGen g $ foldr ($) w (sparks pOut sv)
where
sp = head $ _btTrail' bt
pOut = p +.+ safeNormalizeV (sp -.- p)
+4 -1
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@@ -1,5 +1,8 @@
module Dodge.Particle.Bullet.Spawn
where
( aGenBulAt
, aDelayedBulAt
, aCurveBulAt
) where
import Dodge.Data
import Dodge.Particle.Bullet.Draw
import Dodge.Particle.Bullet.Update
+7 -12
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@@ -1,8 +1,7 @@
{-
Bullet update.
-}
{- Bullet update. -}
module Dodge.Particle.Bullet.Update
where
( mvGenBullet
) where
import Dodge.Data
--import Dodge.Base
import Dodge.WorldEvent.ThingsHit
@@ -10,20 +9,16 @@ import Dodge.WorldEvent.ThingsHit
import Geometry
import Control.Lens
--import Data.Maybe
--import Data.List
--import Data.Bifunctor
--import qualified Data.IntMap.Strict as IM
{-
Update for a generic bullet.
-}
mvGenBullet :: World -> Particle -> (World, Maybe Particle)
mvGenBullet w bt
| t <= 0 = (w, Nothing)
| t < 4 = (w, Just $ set btPassThrough' Nothing
$ set btTrail' (p:p:ps)
$ set btTimer' (t-1) bt
| t < 4 = (w, Just $ bt
& btPassThrough' .~ Nothing
& btTrail' .~ (p:p:ps)
& btTimer' -~ 1
)
| otherwise = hiteff bt (thingsHitExceptCr mcr p (p +.+ vel) w) w
where
+2 -4
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@@ -27,15 +27,13 @@ hudDrawings w = pictures
, selectionText
]
where
selectionText =
if _carteDisplay w
selectionText = if _carteDisplay w
then drawLocations w
else drawInventory w
drawInventory :: World -> Picture
drawInventory w = subInventoryDisplay w
`appendPic` displayInv 0 w
drawInventory w = subInventoryDisplay w `appendPic` displayInv 0 w
subInventoryDisplay :: World -> Picture
subInventoryDisplay w = case _inventoryMode w of
+5
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@@ -1,4 +1,8 @@
module Dodge.Render.List
( renderListAt
, dShadCol
, winScale
)
where
import Dodge.Data
import Dodge.Base.Window
@@ -21,6 +25,7 @@ listPairAt xoff yoff w yint (s,col)
. scale 0.1 0.1
. dShadCol col
$ text s
--TODO put the following functions in an appropriate place
{- | Colour picture and add black drop shadow. -}
dShadCol :: Color -> Picture -> Picture
{-# INLINE dShadCol #-}
+1 -3
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@@ -1,6 +1,4 @@
{-
The menu picture.
-}
{- The menu picture. -}
module Dodge.Render.MenuScreen
( menuScreen
)
+14 -75
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@@ -1,6 +1,10 @@
--{-# LANGUAGE TupleSections #-}
module Dodge.Render.Picture
where
( worldPictures
, wallsAndWindows
, lightsForGloom
, fixedCoordPictures
) where
import Dodge.Data
--import Dodge.Update.Camera
--import Dodge.GameRoom
@@ -126,6 +130,15 @@ wallFloorsToDraw w = filter isVisible $ IM.elems $ wallsOnScreen w
| wl ^? wlDraw == Just False = False
| otherwise = onScreen wl
lineOnScreen :: World -> Point2 -> Point2 -> Bool
lineOnScreen w p1 p2 = pointInPolygon p1 sp
|| pointInPolygon p2 sp
|| any (isJust . uncurry (intersectSegSeg p1 p2)) sps
where
sp = screenPolygon w
sps = zip sp (tail sp ++ [head sp])
drawWallFloor :: Wall -> Picture
drawWallFloor wl = if _wlIsSeeThrough wl
then setDepth 0.9 . color c $ polygon [x,x +.+ n2,y+.+n2, y]
@@ -139,77 +152,6 @@ errorNormalizeVDR :: Point2 -> Point2
errorNormalizeVDR (V2 0 0) = error "problem with function: errorNormalizeVDR in DodgeRendering"
errorNormalizeVDR p = normalizeV p
printPoint :: Point2 -> Picture
printPoint p = color white $ uncurryV translate p $ pictures [circle 3 ,scale 0.05 0.05 $ text (show p)]
printRotPoint :: Float -> Point2 -> Picture
printRotPoint r p = color white
. uncurryV translate p
$ pictures [circle 3 , rotate (negate r) $ scale 0.1 0.1 $ text (show p)]
outsideScreenPolygon :: World -> [Point2]
outsideScreenPolygon w = [tr,tl,bl,br]
where
scRot = rotateV (_cameraRot w)
scZoom p | _cameraZoom w /= 0 = (1/_cameraZoom w) *.* p
| otherwise = error "Trying to set screen zoom to zero"
scTran p = p +.+ _cameraCenter w
tr = scTran $ scRot $ scZoom $ V2 ( 3*halfWidth w ) ( 3* halfHeight w)
tl = scTran $ scRot $ scZoom $ V2 (- (3*halfWidth w)) ( 3* halfHeight w)
br = scTran $ scRot $ scZoom $ V2 ( 3*halfWidth w ) (- (3* halfHeight w))
bl = scTran $ scRot $ scZoom $ V2 (- (3*halfWidth w)) (- (3* halfHeight w))
-- cannot only test if walls are on screen, but also if they are on the cone
-- towards the center of sight
lineOnScreenCone :: World -> Point2 -> Point2 -> Bool
lineOnScreenCone w p1 p2 = pointInPolygon p1 sp
|| pointInPolygon p2 sp
|| any (isJust . uncurry (intersectSegSeg p1 p2)) sps
where
sp' = screenPolygon w
vp = _cameraViewFrom w
sp | pointInPolygon vp sp' = sp'
| otherwise = orderPolygon (_cameraViewFrom w : sp')
sps = zip sp (tail sp ++ [head sp])
lineOnScreen :: World -> Point2 -> Point2 -> Bool
lineOnScreen w p1 p2 = pointInPolygon p1 sp
|| pointInPolygon p2 sp
|| any (isJust . uncurry (intersectSegSeg p1 p2)) sps
where
sp = screenPolygon w
sps = zip sp (tail sp ++ [head sp])
drawWallFace :: World -> Wall -> Picture
drawWallFace w wall
| isRHS sightFrom x y || _wlIsSeeThrough wall = blank
| otherwise = setDepth (-1) . color (withAlpha 0 black) . polygon $ points
where
(x,y) = _wlLine wall
points = extendConeToScreenEdge w sightFrom (x,y)
sightFrom = _cameraViewFrom w
-- the following assumes that the point a is inside the screen
-- it still works otherwise, but it might intersect two points:
-- it is not obvious which will be returned
intersectLinefromScreen :: World -> Point2 -> Point2 -> Maybe Point2
intersectLinefromScreen w a b = listToMaybe
. mapMaybe (\(x,y) -> intersectSegLineFrom' x y b (b +.+ b -.- a))
. makeLoopPairs
$ screenPolygon w
extendConeToScreenEdge :: World -> Point2 -> (Point2,Point2) -> [Point2]
extendConeToScreenEdge w c (x,y) = orderPolygon $ wallScreenIntersect ++ [x,y] ++ borderPs ++ cornerPs
where
borderPs = mapMaybe (intersectLinefromScreen w c) [x,y]
cornerPs = filter (pointIsInCone c (x,y)) $ screenPolygon w
wallScreenIntersect = mapMaybe (uncurry $ intersectSegSeg y ((2*.*y) -.- x))
. makeLoopPairs $ screenPolygon w
rectangleSolid :: Float -> Float -> Picture
rectangleSolid x y = polygon $ map toV2 [(x,y),(x,-y),(-x,-y),(-x,y)]
wallsAndWindows
:: World
-> ( [((Point2,Point2),Point4)] ,[((Point2,Point2),Point4)] )
@@ -219,9 +161,6 @@ wallsAndWindows w
f wl = (_wlLine wl, _wlColor wl)
(wins,wls) = partition _wlIsSeeThrough . IM.elems . IM.filter _wlDraw $ wallsDoubleScreen w
wallsToList :: [((Point2,Point2),Point4)] -> [Float]
wallsToList = concatMap (\((V2 a b,V2 c d),V4 e f g h) -> [a,b,c,d,e,f,g,h])
lightsForGloom :: World -> [(Point3,Float,Point3)]
lightsForGloom w = mapMaybe getLS (IM.elems $ _lightSources w) ++ mapMaybe getTLS (_tempLightSources w)
where
+2 -1
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@@ -1,5 +1,6 @@
module Dodge.Render.Shape
where
( worldShape
) where
import Dodge.Data
import Dodge.Base
import Shape
+5
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@@ -1,11 +1,16 @@
module Dodge.Render.ShapePicture
( floorItemSPic
)
where
import Dodge.Data
import Geometry
import ShapePicture
--import Shape
--import Picture
floorItemSPic :: FloorItem -> SPic
floorItemSPic flit
= uncurryV translateSPf (_flItPos flit)
$ rotateSP (_flItRot flit) (_itFloorPict (_flIt flit) (_flIt flit))
--TODO combine worldShape and worldPicture here
+2 -1
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@@ -1,4 +1,5 @@
module Dodge.SoundLogic.LoadSound where
module Dodge.SoundLogic.LoadSound
where
import Sound.Data
import qualified Data.IntMap.Strict as IM