Working implementation of light change when door opens

This commit is contained in:
2021-09-29 01:34:54 +01:00
parent 6b937b115e
commit f3437adef7
12 changed files with 87 additions and 66 deletions
+37 -33
View File
@@ -20,14 +20,15 @@ import Dodge.LevelGen.Data
import Geometry
import Geometry.Vector3D
import Shape
import Picture
import qualified IntMapHelp as IM
import Control.Monad.State
import Control.Lens
placeSpot' :: ((Point2,Float) , Placement) -> World -> World
placeSpot' (shift, plmnt) = placeSpot $ shiftPSBy' shift (_placementSpot plmnt)
placeSpot' :: World -> ((Point2,Float) , Placement) -> World
placeSpot' w (shift, plmnt) =
let (i,w') = placeSpotID (shiftPSBy' shift (_placementSpot plmnt)) w
in maybe w' (curry (placeSpot' w') shift) (_idPlacement plmnt i)
shiftPSBy'
:: (Point2,Float)
@@ -37,25 +38,25 @@ shiftPSBy' (pos,rot) ps = ps
& psPos %~ shiftPointBy (pos,rot)
& psRot %~ (+ rot)
placeSpot :: PlacementSpot -> World -> World
placeSpot ps w = case _psType ps of
placeSpotID :: PlacementSpot -> World -> (Int, World)
placeSpotID ps w = case _psType ps of
PutProp prop -> placeProp prop p rot w
PutButton bt -> placeBt bt p rot w
PutFlIt itm -> placeFlIt itm p rot w
PutCrit cr -> placeCr cr p rot w
PutLS ls dec -> placeLS ls dec p' rot w
PutLS ls -> placeLS ls p' rot w
PutPressPlate pp -> placePressPlate pp p rot w
RandPS rgen -> placeSpot (set psType evaluatedType ps) (set randGen g w)
RandPS rgen -> placeSpotID (set psType evaluatedType ps) (set randGen g w)
where
(evaluatedType, g) = runState rgen (_randGen w)
PutDoor col f pss -> putDoor col f (map (mapBoth $ shiftPointBy (p,rot)) pss) w
where
mapBoth fn (x,y) = (fn x, fn y)
PutDoubleDoor col f a b speed
-> putDoubleDoor False col f (shiftPointBy (p,rot) a) (shiftPointBy (p,rot) b) speed w
PutSingleDoor col f a b speed
-> putSingleDoor False col f (shiftPointBy (p,rot) a) (shiftPointBy (p,rot) b) speed w
PutAutoDoor a b -> addAutoDoor (shiftPointBy (p,rot) a) (shiftPointBy (p,rot) b) w
PutDoubleDoor col f a b speed
-> (,) 0 $ insertDoubleDoor False col f (shiftPointBy (p,rot) a) (shiftPointBy (p,rot) b) speed w
PutAutoDoor a b -> (,) 0 $ addAutoDoor (shiftPointBy (p,rot) a) (shiftPointBy (p,rot) b) w
PutBlock (hp:hps) col ps' -> putBlock (map (shiftPointBy (p,rot)) ps') hp col False hps w
PutBlock{} -> error "messed up block placement somehow"
PutBtDoor c bp f a b speed
@@ -63,13 +64,13 @@ placeSpot ps w = case _psType ps of
(shiftPointBy (p,rot) a) (shiftPointBy (p,rot) b) speed w
PutLineBlock wl width depth a b
-> putLineBlock wl width depth (shiftPointBy (p,rot) a) (shiftPointBy (p,rot) b) w
PutWall { _pwPoly = ps', _pwWall = wl } -> rmCrossPaths $ over walls (addWalls (q:qs) wl) w
PutWall { _pwPoly = ps', _pwWall = wl } -> (0,rmCrossPaths $ over walls (addWalls (q:qs) wl) w)
where
(q:qs) = map (shiftPointBy (p,rot)) ps'
rmCrossPaths w' = foldr (uncurry removePathsCrossing) w' $ zip (q:qs) (qs++[q])
PutForeground sh -> w & foregroundShape %~ ((uncurryV translateSHf p . rotateSH rot) sh <>)
PutNothing -> w
PutID _ -> w
PutForeground sh -> (0,w & foregroundShape %~ ((uncurryV translateSHf p . rotateSH rot) sh <>))
PutNothing -> (0,w)
PutID i -> (i, w)
--_ -> w
where
p@(V2 px py) = _psPos ps
@@ -113,15 +114,15 @@ addPane wl (p0,p1) wls = IM.insert (IM.newKey wls) (wl
})
wls
-- TODO make rotation of props sensible
placeProp
:: Prop
-> Point2
-> Float -- ^ Rotation
-> World
-> World
placeProp pr p a = over props addProp
-> (Int, World)
placeProp pr p a w = (i, w & props %~ addProp)
where
i = IM.newKey $ _props w
addProp prs = IM.insert (IM.newKey prs) (over pjRot (+a) pr {_pjPos = p, _pjID = IM.newKey prs}) prs
placePropID
@@ -140,9 +141,10 @@ placeBt
-> Point2
-> Float -- ^ Rotation
-> World
-> World
placeBt bt p rot = over buttons addBT
-> (Int, World)
placeBt bt p rot w = (i , over buttons addBT w)
where
i = IM.newKey $ _buttons w
addBT bts = IM.insert (IM.newKey bts) (bt {_btPos = p, _btRot = rot, _btID = IM.newKey bts}) bts
{- Creates a floor item at a given point.
Assigns an id correctly. -}
@@ -151,25 +153,29 @@ placeFlIt
-> Point2 -- ^ Position
-> Float -- ^ Rotation
-> World
-> World
placeFlIt itm p rot = floorItems %~
\ fis -> IM.insert (IM.newKey fis)
-> (Int, World)
placeFlIt itm p rot w = (i, w & floorItems %~
\ fis -> IM.insert i
(FlIt
{ _flItPos = p
, _flItRot = rot
, _flItID = IM.newKey fis
, _flItID = i
, _flIt = itm
}
) fis
)
where
i = IM.newKey $ _floorItems w
placePressPlate
:: PressPlate
-> Point2
-> Float -- ^ Rotation
-> World
-> World
placePressPlate pp p rot = over pressPlates addPP
-> (Int, World)
placePressPlate pp p rot w = (i , over pressPlates addPP w)
where
i = IM.newKey $ _pressPlates w
addPP pps = IM.insert (IM.newKey pps) (pp {_ppPos = p,_ppRot = rot}) pps
placeUpdateCr :: Creature -> Point2 -> Float -> World -> (World, PSType)
@@ -178,23 +184,21 @@ placeUpdateCr scr p rot w = (w & creatures %~ IM.insert cid cr, PutCrit cr)
cid = IM.newKey (_creatures w)
cr = scr {_crPos = p,_crOldPos = p,_crDir = rot,_crID = cid}
placeCr :: Creature -> Point2 -> Float -> World -> World
placeCr crF p rot = over creatures addCr
placeCr :: Creature -> Point2 -> Float -> World -> (Int,World)
placeCr crF p rot w = (i, over creatures addCr w)
where
i = IM.newKey $ _creatures w
addCr crs = IM.insert
(IM.newKey crs)
(crF {_crPos = p,_crOldPos = p,_crDir = rot,_crID = IM.newKey crs})
crs
placeLS :: LightSource -> Picture -> Point3 -> Float -> World -> World
placeLS ls dec (V3 x y z) rot w = over lightSources addLS $ over decorations addDec w
placeLS :: LightSource -> Point3 -> Float -> World -> (Int,World)
placeLS ls (V3 x y z) rot w = (i, over lightSources addLS w)
where
i = IM.newKey $ _lightSources w
startPos = _lsPos ls
addLS lss = IM.insert
(IM.newKey lss)
(ls {_lsPos = V3 x y z +.+.+ startPos,_lsDir = rot,_lsID = IM.newKey lss})
lss
addDec decs = IM.insert
(IM.newKey decs)
(translate x y $ rotate (negate rot) dec)
decs