Working implementation of light change when door opens
This commit is contained in:
@@ -175,6 +175,7 @@ data LightSource = LS
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, _lsDir :: !Float
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, _lsRad :: !Float
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, _lsIntensity :: !Point3
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, _lsPict :: LightSource -> Picture
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}
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data TempLightSource = TLS
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{ _tlsPos :: !Point3
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+1
-1
@@ -43,7 +43,7 @@ generateLevelFromRoomList gr w
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. setupWorldBounds
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-- . initializeStaticWalls
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-- . setupForegroundEdgeVerxs
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. flip (foldr placeSpot') plmnts
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. flip (foldr $ flip placeSpot') plmnts
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-- . addRoomPolyDecorations rs
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-- . addRoomLinkDecorations rs
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$ w { _walls = wallsFromRooms rs
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+37
-33
@@ -20,14 +20,15 @@ import Dodge.LevelGen.Data
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import Geometry
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import Geometry.Vector3D
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import Shape
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import Picture
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import qualified IntMapHelp as IM
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import Control.Monad.State
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import Control.Lens
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placeSpot' :: ((Point2,Float) , Placement) -> World -> World
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placeSpot' (shift, plmnt) = placeSpot $ shiftPSBy' shift (_placementSpot plmnt)
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placeSpot' :: World -> ((Point2,Float) , Placement) -> World
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placeSpot' w (shift, plmnt) =
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let (i,w') = placeSpotID (shiftPSBy' shift (_placementSpot plmnt)) w
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in maybe w' (curry (placeSpot' w') shift) (_idPlacement plmnt i)
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shiftPSBy'
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:: (Point2,Float)
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@@ -37,25 +38,25 @@ shiftPSBy' (pos,rot) ps = ps
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& psPos %~ shiftPointBy (pos,rot)
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& psRot %~ (+ rot)
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placeSpot :: PlacementSpot -> World -> World
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placeSpot ps w = case _psType ps of
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placeSpotID :: PlacementSpot -> World -> (Int, World)
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placeSpotID ps w = case _psType ps of
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PutProp prop -> placeProp prop p rot w
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PutButton bt -> placeBt bt p rot w
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PutFlIt itm -> placeFlIt itm p rot w
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PutCrit cr -> placeCr cr p rot w
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PutLS ls dec -> placeLS ls dec p' rot w
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PutLS ls -> placeLS ls p' rot w
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PutPressPlate pp -> placePressPlate pp p rot w
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RandPS rgen -> placeSpot (set psType evaluatedType ps) (set randGen g w)
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RandPS rgen -> placeSpotID (set psType evaluatedType ps) (set randGen g w)
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where
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(evaluatedType, g) = runState rgen (_randGen w)
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PutDoor col f pss -> putDoor col f (map (mapBoth $ shiftPointBy (p,rot)) pss) w
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where
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mapBoth fn (x,y) = (fn x, fn y)
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PutDoubleDoor col f a b speed
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-> putDoubleDoor False col f (shiftPointBy (p,rot) a) (shiftPointBy (p,rot) b) speed w
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PutSingleDoor col f a b speed
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-> putSingleDoor False col f (shiftPointBy (p,rot) a) (shiftPointBy (p,rot) b) speed w
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PutAutoDoor a b -> addAutoDoor (shiftPointBy (p,rot) a) (shiftPointBy (p,rot) b) w
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PutDoubleDoor col f a b speed
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-> (,) 0 $ insertDoubleDoor False col f (shiftPointBy (p,rot) a) (shiftPointBy (p,rot) b) speed w
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PutAutoDoor a b -> (,) 0 $ addAutoDoor (shiftPointBy (p,rot) a) (shiftPointBy (p,rot) b) w
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PutBlock (hp:hps) col ps' -> putBlock (map (shiftPointBy (p,rot)) ps') hp col False hps w
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PutBlock{} -> error "messed up block placement somehow"
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PutBtDoor c bp f a b speed
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@@ -63,13 +64,13 @@ placeSpot ps w = case _psType ps of
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(shiftPointBy (p,rot) a) (shiftPointBy (p,rot) b) speed w
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PutLineBlock wl width depth a b
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-> putLineBlock wl width depth (shiftPointBy (p,rot) a) (shiftPointBy (p,rot) b) w
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PutWall { _pwPoly = ps', _pwWall = wl } -> rmCrossPaths $ over walls (addWalls (q:qs) wl) w
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PutWall { _pwPoly = ps', _pwWall = wl } -> (0,rmCrossPaths $ over walls (addWalls (q:qs) wl) w)
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where
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(q:qs) = map (shiftPointBy (p,rot)) ps'
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rmCrossPaths w' = foldr (uncurry removePathsCrossing) w' $ zip (q:qs) (qs++[q])
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PutForeground sh -> w & foregroundShape %~ ((uncurryV translateSHf p . rotateSH rot) sh <>)
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PutNothing -> w
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PutID _ -> w
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PutForeground sh -> (0,w & foregroundShape %~ ((uncurryV translateSHf p . rotateSH rot) sh <>))
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PutNothing -> (0,w)
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PutID i -> (i, w)
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--_ -> w
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where
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p@(V2 px py) = _psPos ps
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@@ -113,15 +114,15 @@ addPane wl (p0,p1) wls = IM.insert (IM.newKey wls) (wl
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})
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wls
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-- TODO make rotation of props sensible
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placeProp
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:: Prop
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-> Point2
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-> Float -- ^ Rotation
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-> World
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-> World
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placeProp pr p a = over props addProp
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-> (Int, World)
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placeProp pr p a w = (i, w & props %~ addProp)
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where
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i = IM.newKey $ _props w
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addProp prs = IM.insert (IM.newKey prs) (over pjRot (+a) pr {_pjPos = p, _pjID = IM.newKey prs}) prs
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placePropID
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@@ -140,9 +141,10 @@ placeBt
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-> Point2
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-> Float -- ^ Rotation
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-> World
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-> World
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placeBt bt p rot = over buttons addBT
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-> (Int, World)
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placeBt bt p rot w = (i , over buttons addBT w)
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where
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i = IM.newKey $ _buttons w
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addBT bts = IM.insert (IM.newKey bts) (bt {_btPos = p, _btRot = rot, _btID = IM.newKey bts}) bts
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{- Creates a floor item at a given point.
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Assigns an id correctly. -}
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@@ -151,25 +153,29 @@ placeFlIt
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-> Point2 -- ^ Position
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-> Float -- ^ Rotation
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-> World
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-> World
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placeFlIt itm p rot = floorItems %~
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\ fis -> IM.insert (IM.newKey fis)
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-> (Int, World)
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placeFlIt itm p rot w = (i, w & floorItems %~
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\ fis -> IM.insert i
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(FlIt
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{ _flItPos = p
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, _flItRot = rot
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, _flItID = IM.newKey fis
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, _flItID = i
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, _flIt = itm
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}
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) fis
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)
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where
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i = IM.newKey $ _floorItems w
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placePressPlate
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:: PressPlate
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-> Point2
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-> Float -- ^ Rotation
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-> World
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-> World
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placePressPlate pp p rot = over pressPlates addPP
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-> (Int, World)
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placePressPlate pp p rot w = (i , over pressPlates addPP w)
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where
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i = IM.newKey $ _pressPlates w
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addPP pps = IM.insert (IM.newKey pps) (pp {_ppPos = p,_ppRot = rot}) pps
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placeUpdateCr :: Creature -> Point2 -> Float -> World -> (World, PSType)
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@@ -178,23 +184,21 @@ placeUpdateCr scr p rot w = (w & creatures %~ IM.insert cid cr, PutCrit cr)
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cid = IM.newKey (_creatures w)
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cr = scr {_crPos = p,_crOldPos = p,_crDir = rot,_crID = cid}
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placeCr :: Creature -> Point2 -> Float -> World -> World
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placeCr crF p rot = over creatures addCr
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placeCr :: Creature -> Point2 -> Float -> World -> (Int,World)
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placeCr crF p rot w = (i, over creatures addCr w)
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where
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i = IM.newKey $ _creatures w
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addCr crs = IM.insert
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(IM.newKey crs)
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(crF {_crPos = p,_crOldPos = p,_crDir = rot,_crID = IM.newKey crs})
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crs
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placeLS :: LightSource -> Picture -> Point3 -> Float -> World -> World
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placeLS ls dec (V3 x y z) rot w = over lightSources addLS $ over decorations addDec w
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placeLS :: LightSource -> Point3 -> Float -> World -> (Int,World)
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placeLS ls (V3 x y z) rot w = (i, over lightSources addLS w)
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where
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i = IM.newKey $ _lightSources w
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startPos = _lsPos ls
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addLS lss = IM.insert
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(IM.newKey lss)
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(ls {_lsPos = V3 x y z +.+.+ startPos,_lsDir = rot,_lsID = IM.newKey lss})
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lss
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addDec decs = IM.insert
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(IM.newKey decs)
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(translate x y $ rotate (negate rot) dec)
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decs
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@@ -3,8 +3,7 @@
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Creation of doors that open when creatures approach them.
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-}
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module Dodge.LevelGen.AutoDoor
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( addAutoDoor
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) where
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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.Creature.Property
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@@ -22,6 +21,6 @@ addAutoDoor
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-> Point2 -- ^ Right point (though the two points should be symmetric)
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-> World
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-> World
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addAutoDoor a b = putDoubleDoor True (dim yellow) cond a b 3
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addAutoDoor a b = insertDoubleDoor True (dim yellow) cond a b 3
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where
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cond = any (crNearSeg 40 a b) . IM.filter isAnimate . _creatures
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@@ -135,8 +135,9 @@ addBlock (p:ps) hp col isSeeThrough degradability w
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ips = map zoneOfPoint $ uncurry (divideLine (2*zoneSize)) (_wlLine wl)
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addBlock _ _ _ _ _ _ = error "Trying to add a block with incomplete polygon"
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putBlock :: [Point2] -> Int -> Color -> Bool -> [Int] -> World -> World
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putBlock (p:ps) i c b is w = foldr (uncurry removePathsCrossing) wWithBlock pairs
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-- TODO add block list to world
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putBlock :: [Point2] -> Int -> Color -> Bool -> [Int] -> World -> (Int,World)
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putBlock (p:ps) i c b is w = (0, foldr (uncurry removePathsCrossing) wWithBlock pairs)
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where
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pairs = zip (p:ps) (ps ++ [p])
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wWithBlock = addBlock (p:ps) i c b is w
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@@ -27,7 +27,7 @@ import Control.Lens
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import Control.Monad.State
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import System.Random
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data PSType = PutCrit {_unPutCrit :: Creature}
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| PutLS LightSource Picture
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| PutLS LightSource
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| PutButton Button
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| PutProp Prop
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| PutFlIt Item
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@@ -49,6 +49,7 @@ data PlacementSpot = PS
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, _psRot :: Float
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, _psType :: PSType
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}
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-- maybe there is a monadic implementation of this?
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data Placement = Placement
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{ _placementSpot :: PlacementSpot
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, _idPlacement :: Int -> Maybe Placement
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@@ -19,8 +19,10 @@ putLineBlock
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-> Point2 -- ^ Start point (symmetric)
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-> Point2 -- ^ End point (symmetric)
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-> World
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-> World
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putLineBlock basePane blockWidth depth a b w = removePathsCrossing a b $ foldr insertBlock w listBlocks
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-> (Int, World)
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putLineBlock basePane blockWidth depth a b w
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= (,) 0
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$ removePathsCrossing a b $ foldr insertBlock w listBlocks
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where
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d = dist a b
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rot = argV (b -.- a)
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@@ -1,9 +1,9 @@
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--{-# LANGUAGE BangPatterns #-}
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module Dodge.LevelGen.TriggerDoor
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( putDoor
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, putDoubleDoor
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, putSingleDoor
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, addButtonDoor
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, insertDoubleDoor
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) where
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import Dodge.Data
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import Dodge.Base
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@@ -25,13 +25,14 @@ import Control.Lens
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import Data.Graph.Inductive hiding ((&))
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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 -> Float -> World -> World
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addButtonDoor :: Color -> Point2 -> Float -> Point2 -> Point2 -> Float -> World -> (Int, World)
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addButtonDoor c btp btr a b speed w
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= over buttons (IM.insert bid bt)
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= (,) 0
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. 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 pathGraphP newGraphPairs
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$ putDoubleDoor 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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@@ -50,9 +51,8 @@ putDoor
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-> [(Point2,Point2)] -- ^ Door positions, closed to open.
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-- Bumped out up and down by 9, not widened
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-> World
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-> World
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putDoor col cond pss w = addWalls w
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& doors %~ addDoor
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-> (Int,World)
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putDoor col cond pss w = (drid, addWalls w & doors %~ addDoor)
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where
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drid = IM.newKey $ _doors w
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addDoor = IM.insert drid $ Door'
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@@ -99,13 +99,6 @@ doorMechanismStepwise nsteps drid wlids pss dr w
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-- it is not at all clear that the zoning selects the correct walls
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putDoubleDoor :: Bool -> Color -> (World -> Bool) -> Point2 -> Point2 -> Float -> World -> World
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putDoubleDoor isPathable col cond a b speed
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= putSingleDoor isPathable col cond a c speed
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. putSingleDoor isPathable col cond b c speed
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where
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c = 0.5 *.* (a +.+ b)
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-- TODO think about wall zoning, simplify!
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doorMechanism :: Int -> Float -> [(Int,(Point2,Point2),(Point2,Point2))] -> Door' -> World -> World
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doorMechanism drid speed wlidOpCps dr w
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@@ -129,9 +122,16 @@ doorMechanism drid speed wlidOpCps dr w
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& walls . ix wlid %~ moveDoorToward speed p
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& (\w'' -> foldr (changeZonedWall (moveDoorToward speed p) wlid) w'' (zoneps zp))
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putSingleDoor :: Bool -> Color -> (World -> Bool) -> Point2 -> Point2 -> Float -> World -> World
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putSingleDoor isPathable col cond a b speed w = addWalls w
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& doors %~ addDoor
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insertDoubleDoor :: Bool -> Color -> (World -> Bool) -> Point2 -> Point2 -> Float -> World
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-> World
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insertDoubleDoor isPathable col cond a b speed
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= snd . putSingleDoor isPathable col cond a (0.5 *.* (a +.+ b)) speed
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. snd . putSingleDoor isPathable col cond b (0.5 *.* (a +.+ b)) speed
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putSingleDoor :: Bool -> Color -> (World -> Bool) -> Point2 -> Point2 -> Float -> World
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-> (Int, World)
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putSingleDoor isPathable col cond a b speed w = (drid, addWalls w
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& doors %~ addDoor)
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where
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drid = IM.newKey $ _doors w
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addDoor = IM.insert drid $ Door'
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@@ -8,6 +8,7 @@ module Dodge.LightSources
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, lampCoverWhen
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, doubleLampCover
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, verticalLampCover
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, chain
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)
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where
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import Dodge.Data
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@@ -26,7 +27,13 @@ colorLightAt col pos i =
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,_lsDir = 0
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,_lsRad = 700
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,_lsIntensity = col
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,_lsPict = lightSourcePicture
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}
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lightSourcePicture :: LightSource -> Picture
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lightSourcePicture ls = setLayer 1 . translate3 (_lsPos ls) . color col $ circleSolid 3
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where
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col = V4 r g b 1
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V3 r g b = _lsIntensity ls
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lightAt :: Point3 -> Int -> LightSource
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lightAt = colorLightAt 0.75
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@@ -30,6 +30,7 @@ worldPictures w = pictures
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,concatMapPic (_spPicture . dbArg _prDraw) $ _props w
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,concatMapPic (crDraw w) . IM.filter crIsClose $ _creatures w
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,concatMapPic (dbArg _ptDraw) $ _particles w
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,concatMapPic (dbArg _lsPict) $ _lightSources w
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,testPic w
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,concatMapPic (_spPicture . floorItemSPic) $ _floorItems w
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,concatMapPic clDraw $ _clouds w
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@@ -17,7 +17,7 @@ corridor = defaultRoom
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, _rmLinks = lnks
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, _rmPath = concatMap (doublePair . (,) (V2 20 60) . fst) lnks
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, _rmPS =
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[sPS (V2 20 40) 0 $ PutLS (lightAt (V3 0 0 50) 0) (lampPic 50)
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[sPS (V2 20 40) 0 $ PutLS (lightAt (V3 0 0 50) 0)
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,sPS (V2 0 0) 0 $ PutForeground $ highPipe 55 (V2 0 40) (V2 40 40)
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]
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, _rmBound = [ rectNSWE 50 30 0 40 ]
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@@ -24,7 +24,7 @@ import Control.Lens
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import Control.Monad.State
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import Data.Tree
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import qualified Data.Map as M
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--import qualified Data.IntMap as IM
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import qualified Data.IntMap as IM
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twinSlowDoorRoom
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:: Int -- ^ Door id
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@@ -44,19 +44,24 @@ twinSlowDoorRoom drid w h x = defaultRoom
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[ sPS (V2 0 (h/2)) 0 putLamp
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, sPS (V2 25 5) 0 putLamp
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, sPS (V2 (negate 25) 5) 0 putLamp
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, sPS (V2 0 0) 0 $ PutSingleDoor col cond (V2 x 1) (V2 x h) 1
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, sPS (V2 0 0) 0 $ PutSingleDoor col cond (V2 (-x) 1) (V2 (-x) h) 1
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, sPS (V2 0 0) 0 $ PutSingleDoor col cond (V2 x 1) (V2 x h) 1
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, Placement (PS (V2 0 0) 0 $ PutSingleDoor col cond (V2 (-x) 1) (V2 (-x) h) 1)
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$ \did -> Just $ Placement (PS (V2 0 (h-1)) 0 $ PutLS (colorLightAt (V3 0.75 0 0) (V3 0 0 lampHeight) 0))
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$ \lsid -> Just $ sPS (V2 0 (h-1)) 0 $ PutProp $ addColorChange lsid did $ lampCoverWhen (drmoving did) lampHeight
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, sPS (V2 0 (h-5)) pi $ PutButton $ makeSwitch col red
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(worldState %~ M.insert (DoorNumOpen drid) True )
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(worldState %~ M.insert (DoorNumOpen drid) False)
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, sPS (V2 0 (h-1)) 0 $ PutLS (colorLightAt (V3 0.75 0 0) (V3 0 0 lampHeight) 0) (lampPic lampHeight)
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, sPS (V2 0 (h-1)) 0 $ PutProp $ lampCoverWhen drmoving lampHeight
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]
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, _rmBound = ps
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, _rmName = "twinSlowDoorRoom"
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}
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where
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drmoving _ = True -- DoorHalfway == _drStatus (_doors w' IM.! drid)
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addColorChange lsid drid = over pjUpdate $ chain $ const f
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where
|
||||
f w' | _drStatus (_doors w' IM.! drid) == DoorHalfway
|
||||
= w' & lightSources . ix lsid . lsIntensity .~ V3 8 0 0
|
||||
| otherwise = w' & lightSources . ix lsid . lsIntensity .~ 0.7
|
||||
drmoving i w' = DoorHalfway == _drStatus (_doors w' IM.! i)
|
||||
lampHeight = 41
|
||||
ps =
|
||||
[rectNSWE h 0 (-w) w
|
||||
|
||||
Reference in New Issue
Block a user