Implement auto rotate camera when close to walls

This commit is contained in:
2021-09-11 19:55:46 +01:00
parent aa7413a29f
commit f2553ded0e
5 changed files with 52 additions and 69 deletions
+10 -4
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@@ -15,9 +15,7 @@ import qualified IntMapHelp as IM
import FoldableHelp
import Control.Lens
--import Control.Monad.State
--import Data.List
--import Data.Function
import qualified Control.Foldl as L
import Data.Maybe
--import Data.Bifunctor
--import qualified Data.IntSet as IS
@@ -219,7 +217,15 @@ collidePointFF = undefined
-- ip = intersectSegSeg p1 p2 p3 p4
-- ref = (_ffDeflect ff) <*> Just g <*> Just (p2 -.- p1) <*> Just ff
-- f p = (p, (ref, _ffID ff))
--
-- | Looks for first collision of a circle with walls.
-- If found, gives wall
collideCircWallsReturnWall :: Point2 -> Float -> IM.IntMap Wall -> Maybe Wall
collideCircWallsReturnWall p rad ws
= L.fold (safeMinimumOnMaybeL (fmap (dist p) . f . _wlLine))
ws
where
f (a,b) = intersectSegSeg p (p -.- rad *.* vNormal (normalizeV (a -.- b))) a b
-- | Looks for first collision of a circle with walls.
-- If found, gives point and reflection velocity, reflection damped in normal.
+4 -4
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@@ -29,15 +29,15 @@ defaultWorld = World
, _cameraZoom = 1
, _cameraViewFrom = V2 0 0
, _creatures = IM.empty
, _creaturesZone = Zone IM.empty 15
, _creaturesZone = Zone IM.empty
, _creatureGroups = IM.empty
, _clouds = []
, _cloudsZone = Zone IM.empty 20
, _cloudsZone = Zone IM.empty
, _itemPositions = IM.empty
, _projectiles = IM.empty
, _particles = []
, _walls = IM.empty
, _wallsZone = Zone IM.empty 50
, _wallsZone = Zone IM.empty
, _forceFields = IM.empty
, _floorItems = IM.empty
, _floorTiles = []
@@ -50,7 +50,7 @@ defaultWorld = World
, _buttons = IM.empty
, _sounds = M.empty
, _playingSounds = M.empty
, _corpses = Zone IM.empty 50
, _corpses = Zone IM.empty
, _decorations = IM.empty
, _storedLevel = Nothing
, _menuLayers = []
+19
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@@ -60,6 +60,7 @@ functionalUpdate w = case _menuLayers w of
. ppEvents
. updateCamera
. colCrsWalls
. rotateToOverlappingWall
. simpleCrSprings
. zoneCreatures
. updateWalls
@@ -250,6 +251,24 @@ crCrSpring c1 c2 w
overlap1 = ((comRad - diff) * _crMass c2 * 0.5 / massT) *.* errorNormalizeV 55 vec
overlap2 = ((comRad - diff) * _crMass c1 * 0.5 / massT) *.* errorNormalizeV 56 vec
massT = _crMass c1 + _crMass c2
rotateToOverlappingWall :: World -> World
rotateToOverlappingWall w = case theWall of
Nothing -> w
Just wl -> rotateUsing ( (argV . uncurry (-.-) $ _wlLine wl) - camrot)
where
camrot = _cameraRot w
rotateUsing a
| b - b' > 0.01 = w & cameraRot +~ 0.01
| b - b' < negate 0.01 = w & cameraRot -~ 0.01
| otherwise = w
where
b = a * (2 / pi)
b' = fromIntegral $ (round b :: Int)
cr = you w
p = _crPos cr
theWall = collideCircWallsReturnWall p (_crRad cr + 5) (wallsNearPoint p w)
{-
Finds the IDs of visible walls from a point to another point. -}
visibleWalls :: Point2 -> Point2 -> IM.IntMap Wall -> [Int]
+18 -59
View File
@@ -1,4 +1,22 @@
module Dodge.Zone
( crZoneOfPoint
, zoneOfLineIntMap
, wallsNearPoint
, wallsAlongLine
, zoneSize
, zoneOfPoint
, wallsAlongCirc
, wallsOnScreen
, lookLookups
, zoneAroundPoint
, floorHun
, zoneOfLine
, wallsDoubleScreen
, cloudZoneOfPoint
, cloudsNearPoint
, wallsNearZones
, zoneOfSight
)
where
import Dodge.Data
import Dodge.Zone.Data
@@ -8,7 +26,6 @@ import Geometry.Zone
import Data.Maybe
import Data.List
import Data.Bifunctor
import qualified Data.IntMap.Strict as IM
import qualified Data.IntSet as IS
@@ -44,14 +61,6 @@ zoneAroundPoint (V2 x' y') = [(a,b) | a<-[x-3..x+3] , b<-[y-3..y+3]]
x = floorHun x'
y = floorHun y'
zoneAroundPoint' :: Int -> Point2 -> IM.IntMap IS.IntSet
zoneAroundPoint' i (V2 x' y') = IM.fromSet (const ys) xs
where
x = floorHun x'
y = floorHun y'
xs = IS.fromAscList [x-i..x+i]
ys = IS.fromAscList [y-i..y+i]
zoneOfLine :: Point2 -> Point2 -> [(Int,Int)]
zoneOfLine (V2 aa ab) (V2 ba bb)
= nub
@@ -64,43 +73,9 @@ zoneOfLineIntMap :: Point2 -> Point2 -> IM.IntMap IS.IntSet
--{-# INLINE zoneOfLineIntMap #-}
zoneOfLineIntMap = ddaExt zoneSize
expandLine :: [(Int,Int)] -> IM.IntMap IS.IntSet
--{-# INLINE expandLine #-}
expandLine xs = IM.map expandSet
$ IM.unionsWith IS.union [im, IM.mapKeysMonotonic (+1) im, IM.mapKeysMonotonic (+2) im]
where
im = IM.fromListWith IS.union $ map (second IS.singleton) xs
-- the second was suggested by hlint, but it increases laziness, so might
-- not be ideal
expandSet s = IS.insert (mk+2) $ IS.insert (mk+1) s
where
mk = IS.findMax s
zoneOfCircle :: Point2 -> Float -> [(Int,Int)]
zoneOfCircle p r = concatMap zoneNearPoint $ divideCircle (1.5 * zoneSize) p r
-- looking at this again, I am not convinced it deals correctly with the
-- rotation of the world
zoneOfScreen :: World -> [(Int,Int)]
zoneOfScreen w =
[(a,b)
| a <- [x - n .. x + n]
, b <- [y - n .. y + n]
]
where
(x,y) = zoneOfPoint $ _cameraCenter w
n = ceiling $ wh / (_cameraZoom w * zoneSize)
wh = max (getWindowX w) (getWindowY w)
zoneOfDoubleScreen :: World -> [(Int,Int)]
zoneOfDoubleScreen w = (,) <$> xs <*> ys
where
(x,y) = zoneOfPoint $ _cameraCenter w
n = ceiling (wh / (_cameraZoom w * zoneSize)) * 2
wh = max (getWindowX w) (getWindowY w)
xs = [x - n .. x + n]
ys = [y - n .. y + n]
zoneOfSight :: World -> [(Int,Int)]
zoneOfSight w =
[(a,b)
@@ -147,12 +122,6 @@ wallsNearZones is w -- = IM.unions [f b $ f a $ _wallsZone w | (a,b) <- is]
Just val -> val
_ -> IM.empty
ixZone :: IM.IntMap (IM.IntMap a) -> Point2 -> a
ixZone z (V2 x y) = z IM.! floorHun x IM.! floorHun y
ixNZ :: IM.IntMap (IM.IntMap a) -> Point2 -> [a]
ixNZ z p = lookLookups (zoneNearPoint p) z
lookLookup :: Int -> Int -> IM.IntMap (IM.IntMap a) -> Maybe a
lookLookup i j z = case IM.lookup i z of
Just z' -> IM.lookup j z'
@@ -183,13 +152,6 @@ wallsAlongLine a b w = IM.foldlWithKey' g IM.empty kps
Just val -> val
_ -> IM.empty
wallsNearZone :: IM.IntMap IS.IntSet -> World -> IM.IntMap Wall
{-# INLINE wallsNearZone #-}
wallsNearZone im w = IM.foldrWithKey' g IM.empty im
where g x s = IM.union (IM.unions (IM.restrictKeys (f x $ _znObjects $ _wallsZone w) s))
f i m = case IM.lookup i m of Just val -> val
_ -> IM.empty
wallsAlongCirc :: Point2 -> Float -> World -> IM.IntMap Wall
wallsAlongCirc p r w = IM.unions [f y $ f x $ _znObjects $ _wallsZone w | (x,y) <- zoneOfCircle p r]
where f i m = case IM.lookup i m of Just val -> val
@@ -202,6 +164,3 @@ wallsNearPoint p w = IM.unions [f b $ f a $ _znObjects $ _wallsZone w | a<-[x-1
f i m = case IM.lookup i m of
Just val -> val
_ -> IM.empty
flattenIMIMIM :: IM.IntMap (IM.IntMap (IM.IntMap a)) -> IM.IntMap a
flattenIMIMIM = IM.unions . IM.map IM.unions
+1 -2
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@@ -5,9 +5,8 @@ module Dodge.Zone.Data
import Control.Lens
import qualified Data.IntMap.Strict as IM
data Zone a = Zone
newtype Zone a = Zone
{ _znObjects :: IM.IntMap (IM.IntMap a)
, _znSize :: Float
}
makeLenses ''Zone