Commit before making all walls zoned
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@@ -4,7 +4,7 @@ import Dodge.Save
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import Dodge.Data
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import Dodge.Data.SoundOrigin
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import Dodge.Creature
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import Dodge.Zone
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--import Dodge.Zone
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import Dodge.Floor
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import Dodge.Layout
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import Dodge.Story
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@@ -24,8 +24,8 @@ import qualified Data.Set as S
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import qualified Data.IntMap.Strict as IM
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import qualified Data.Map as M
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import Data.Maybe
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import Control.Lens
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import Data.List (partition)
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--import Control.Lens
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--import Data.List (partition)
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--import Data.List (sortOn)
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firstWorld :: IO World
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@@ -60,17 +60,8 @@ initialWorld = defaultWorld
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, _menuLayers = [TerminalScreen 300 rezText']
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, _worldState = M.empty
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}
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-- TODO delete this duplicate
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wallsAndWindows
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:: World
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-> ( [((Point2,Point2),Point4)] ,[((Point2,Point2),Point4)] )
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wallsAndWindows w
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= (map f wls, map f $ filter (fromMaybe True . (^? blVisible)) wins)
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where
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f wl = (_wlLine wl, _wlColor wl)
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(wins,wls) = partition _wlIsSeeThrough . IM.elems $ wallsDoubleScreen w
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testStringInit :: World -> [String]
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testStringInit _ = []
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--testStringInit _ = []
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--testStringInit w =
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-- [show $ _worldMinX w
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-- ,show $ _worldMaxX w
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@@ -84,10 +75,10 @@ testStringInit _ = []
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--testStringInit = map show . filter ((== col) . snd) . fst . wallsAndWindows
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-- where
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-- col = dim $ dim $ bright red
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--testStringInit = mapMaybe f . IM.elems . flattenIMIMIM . _wallsZone
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-- where
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-- f (dr@Door{}) = Just . show $ _wlLine dr
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-- f _ = Nothing
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testStringInit = mapMaybe f . IM.elems . _walls
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where
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f dr | _wlColor dr == V4 0 1 0 1 = Just . show $ _wlLine dr
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| otherwise = Nothing
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--testStringInit _ = []
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--testStringInit w = [show . length $ newSounds w]
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--testStringInit w = (show . _crPos $ _creatures w IM.! 0)
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+2
-1
@@ -1,3 +1,4 @@
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{-# LANGUAGE TupleSections #-}
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module Dodge.Layout
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where
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import Dodge.Data
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@@ -55,7 +56,7 @@ generateLevelFromRoomList gr w
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where
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path = pairsToGraph dist pairPath
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pairPath = concatMap _rmPath rs
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plmnts = concat $ map (\r -> map ((,) (_rmShift r)) (_rmPS r)) rs
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plmnts = concatMap (\r -> map (_rmShift r ,) (_rmPS r)) rs
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rs = zipWith addTile zs rs'
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zs = map fromIntegral $ randomRs (0,63::Int) $ _randGen w
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rs' = evalState gr $ _randGen w
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@@ -32,7 +32,7 @@ addButtonDoor c btp btr a b speed w
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$ set pathPoints (foldr insertPoint IM.empty (labNodes newGraph))
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$ set pathGraph newGraph
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$ set pathGraphP newGraphPairs
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$ (snd $ putSingleDoor False c cond a b speed w)
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$ snd (putSingleDoor False c cond a b speed w)
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where
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bid = IM.newKey $ _buttons w
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cond w' = BtNoLabel == _btState (_buttons w' IM.! bid)
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@@ -90,7 +90,7 @@ doorMechanismStepwise nsteps drid wlids pss dr w
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playSound = soundContinue (WallSound drid) (fst $ head pss) slideDoorS (Just 1)
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toOpen = _drTrigger dr w
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cpss = uncurry (rectanglePairs 9) (head pss)
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setWalls n = (playSound $ foldl' setWall w (zip3 wlids newps cpss))
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setWalls n = playSound (foldl' setWall w (zip3 wlids newps cpss))
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& doors . ix drid . drStatus .~ DoorInt n
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where
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newps = uncurry (rectanglePairs 9) (pss !! n)
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@@ -22,6 +22,20 @@ wallMountL wallpos lamppos@(V3 x y z)
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wallposUp = wallpos +.+ n
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turnpos = V2 x y +.+ n
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wallMountJ :: Point2 -> Point3 -> Placement
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wallMountJ wallpos lamppos@(V3 x y z)
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= place0 (PutLS $ colorLightAt 0.75 lamppos 0)
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$ \_ -> jsps0 $ PutForeground $ highBar (z + 5) wallposUp turn1
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<> highBar (z + 5) turn1 turn2
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<> highBar (z + 5) turn2 (endpos `extendAway` turn2)
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where
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n = vNormal (wallpos -.- endpos)
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wallposUp = wallpos +.+ n
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endpos = V2 x y
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turnpos = endpos +.+ n
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turn1 = 0.5 *.* (wallposUp +.+ turnpos)
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turn2 = 0.5 *.* (turnpos +.+ endpos)
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wallMountl :: Point2 -> Point3 -> Placement
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wallMountl wallpos lamppos@(V3 x y z)
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= place0 (PutLS $ colorLightAt 0.75 lamppos 0)
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@@ -57,4 +71,4 @@ jsps0 :: PSType -> Maybe Placement
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jsps0 pst = Just $ sPS (V2 0 0) 0 pst
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place0 :: PSType -> (Int -> Maybe Placement) -> Placement
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place0 pst plm = Placement (PS (V2 0 0) 0 pst) plm
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place0 pst = Placement (PS (V2 0 0) 0 pst)
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@@ -68,7 +68,8 @@ twinSlowDoorRoom drid w h x = defaultRoom
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,rectNSWE 20 (-h) (negate x) x
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]
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cond w' = or $ M.lookup (DoorNumOpen drid) (_worldState w')
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col = dim $ dim $ bright red
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--col = dim $ dim $ bright red
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col = V4 0 1 0 1
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twinSlowDoorChasers
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:: RandomGen g
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@@ -32,6 +32,6 @@ startRoom = do
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<$> randomiseOutLinks (shiftRoomBy (V2 (-20) (-20),0)
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$ roomRectAutoLinks w h & rmPS .~
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[ fground
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, wallMountA (V2 0 (h/3)) (V3 40 (h/3) 70)
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, wallMountJ (V2 0 (h/3)) (V3 40 (h/3) 70)
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]
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)
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+4
-2
@@ -156,8 +156,10 @@ wallsAlongLine a b w = IM.foldlWithKey' g IM.empty kps
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wallsAlongCirc :: Point2 -> Float -> World -> IM.IntMap Wall
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wallsAlongCirc p r w = IM.unions [f y $ f x $ _znObjects $ _wallsZone w | (x,y) <- zoneOfCircle p r]
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where f i m = case IM.lookup i m of Just val -> val
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_ -> IM.empty
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where
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f i m = case IM.lookup i m of
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Just val -> val
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_ -> IM.empty
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wallsNearPoint :: Point2 -> World -> IM.IntMap Wall
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wallsNearPoint p w = IM.unions [f b $ f a $ _znObjects $ _wallsZone w | a<-[x-1,x,x+1] , b<-[y-1,y,y+1]]
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