Add support for left click actions
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@@ -5,7 +5,7 @@ import Dodge.Inventory
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import qualified Data.IntMap as IM
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import Control.Lens
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--import Data.Maybe (maybe)
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import Data.Maybe
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useItem :: Int -> World -> World
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useItem n w = itemEffect c it w
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@@ -35,3 +35,15 @@ itemEffect cr Consumable{_cnEffect=eff } w = maybe w (rmSelectedInvItem (_crID c
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itemEffect cr Weapon{_itUse=eff} w = eff cr w
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itemEffect cr Throwable{_itUse = eff} w = eff cr w
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itemEffect _ _ w = w
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useLeftItem
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:: Int
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-> World
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-> World
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useLeftItem cid w = case luse of
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Nothing -> w
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Just (invid, f) -> f cr invid w
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where
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cr = _creatures w IM.! cid
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luses = IM.mapMaybe (^? itLeftClickUse . _Just) (_crInv cr)
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luse = listToMaybe $ IM.toList luses
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+4
-1
@@ -197,7 +197,8 @@ data Item
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, _wpReloadState :: Int
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, _itUseRate :: Int
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, _itUseTime :: Int
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, _itUse :: Creature -> World -> World
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, _itUse :: Creature -> World -> World
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, _itLeftClickUse :: Maybe (Creature -> Int -> World -> World)
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, _wpSpread :: Float
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, _wpRange :: Float
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, _itHammer :: HammerPosition
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@@ -393,6 +394,8 @@ data Projectile
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{ _pjPos :: Point2
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, _pjStartPos :: Point2
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, _pjVel :: Point2
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, _pjDir :: Float
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, _pjSpin :: Float
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, _pjDraw :: Projectile -> Picture
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, _pjID :: Int
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, _pjUpdate :: Projectile -> World -> World
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@@ -0,0 +1,17 @@
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module Dodge.Default.Shell
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where
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import Dodge.Data
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import Picture
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defaultShell :: Projectile
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defaultShell = Shell
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{ _pjPos = (0,0)
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, _pjStartPos = (0,0)
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, _pjVel = (0,0)
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, _pjDir = 0
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, _pjSpin = 0
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, _pjDraw = \_ -> blank
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, _pjID = 0
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, _pjUpdate = \_ -> id
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, _pjPayload = \_ -> id
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}
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@@ -10,6 +10,7 @@ import Dodge.Creature.Action
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import Dodge.RandomHelp
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import Dodge.WorldEvent
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import Dodge.Default
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import Dodge.Default.Shell
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import Dodge.Item.Draw
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import Dodge.Particle.Bullet.HitEffect
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import Dodge.Particle.Bullet.Spawn
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@@ -59,6 +60,7 @@ pistol = Weapon
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. withMuzFlare
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. withVelWthHiteff (30,0) 2
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$ destroyOnImpact bulHitCr bulHitWall' bulHitFF'
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, _itLeftClickUse = Nothing
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, _wpSpread = 0.02
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, _wpRange = 20
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, _itHammer = HammerUp
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@@ -317,7 +319,7 @@ bezierGun = defaultAutoGun
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, _itScrollUp = removeItAttachment 0
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, _itScrollDown = removeItAttachment 0
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, _itHammer = HammerUp
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, _itEffect = bezierTargetEffect
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, _itEffect = rbSetTarget
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, _itZoom = defaultItZoom
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, _itAimingRange = 0
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}
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@@ -572,6 +574,7 @@ blinkGun = defaultGun
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, _itUseRate = 0
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, _itUseTime = 0
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, _itUse = hammerCheck $ shoot aSelf
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, _itLeftClickUse = Just $ hammerCheckL $ shootL aSelfL
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, _wpSpread = 0.05
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, _wpRange = 20
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, _itFloorPict = onLayer FlItLayer $ polygon [(-2,-2),(-2,2),(2,2),(2,0),(0,0),(0,-2)]
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@@ -589,6 +592,7 @@ boosterGun = defaultGun
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, _itUseRate = 0
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, _itUseTime = 0
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, _itUse = boostSelf 10
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, _itLeftClickUse = Just $ boostSelfL 10
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, _wpSpread = 0.05
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, _wpRange = 20
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, _itFloorPict = onLayer FlItLayer $ polygon [(-2,-2),(-2,2),(2,2),(2,0),(0,0),(0,-2)]
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@@ -635,7 +639,7 @@ makeShellAt
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-> Point2 -- ^ Start position
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-> Float -- ^ Direction
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-> Projectile
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makeShellAt pl i cid pos dir = Shell
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makeShellAt pl i cid pos dir = defaultShell
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{ _pjPos = pos
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, _pjStartPos = pos
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, _pjVel = rotateV dir (1,0)
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@@ -747,6 +751,9 @@ aFlame cr w = w & particles %~ (aFlameParticle t pos vel (Just cid) :)
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aSelf :: Creature -> World -> World
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aSelf = blinkAction
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aSelfL :: Creature -> Int -> World -> World
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aSelfL cr _ = blinkAction cr
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reflect :: Float -> Float -> Float
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reflect a b = a + 2*(a-b)
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@@ -772,11 +779,13 @@ retireRemoteRocket itid t pjid w = setScope w
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pos = fromMaybe (0,0) $ w ^? projectiles . ix pjid . pjPos
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retireRemoteBomb :: Int -> Int -> Int -> World -> World
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retireRemoteBomb itid 0 pjid w =
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set (pointToItem (_itemPositions w IM.! itid) . itAttachment . _Just . scopePos) (0,0)
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$ set (pointToItem (_itemPositions w IM.! itid) . itZoom) defaultItZoom
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$ set (pointToItem (_itemPositions w IM.! itid) . itUse) (hammerCheck throwRemoteBomb)
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(w & projectiles %~ IM.delete pjid)
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retireRemoteBomb itid 0 pjid w = w
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& pointToItem (_itemPositions w IM.! itid) %~
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( (itAttachment . _Just . scopePos .~ (0,0))
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. (itZoom .~ defaultItZoom)
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. (itUse .~ hammerCheck throwRemoteBomb)
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)
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& projectiles %~ IM.delete pjid
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retireRemoteBomb itid t pjid w = setScope w
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& projectiles . ix pjid . pjUpdate .~ (\_ -> retireRemoteBomb itid (t-1) pjid)
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where
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@@ -25,6 +25,39 @@ boostPoint x cr w = case mayp2 of
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p1 = cpos +.+ x *.* safeNormalizeV (mouseWorldPos w -.- cpos)
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mayp2 = reflectPointWalls cpos p1 $ wallsAlongLine cpos p1 w
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boostSelfL
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:: Float -- ^ boost amount
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-> Creature
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-> Int -- ^ item inventory id
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-> World
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-> World
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boostSelfL x cr invid w = case boostPoint x cr w of
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Left p -> wWithShock p
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& creatures . ix cid %~
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( (crPos .~ p)
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. (crInv . ix invid %~
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(wpLoadedAmmo .~ 0)
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. (itEffect . itEffectCounter .~ 1)
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. (itAttachment .~ Just (ItInt pid))
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)
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)
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Right p -> wWithShock p & creatures . ix cid . crPos .~ p
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& creatures . ix cid %~
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( (crPos .~ p)
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. (crInv . ix invid %~
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(wpLoadedAmmo -~ 1)
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. (itEffect . itEffectCounter .~ 1)
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. (itAttachment .~ Just (ItInt pid))
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)
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)
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where
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cid = _crID cr
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--cpos = _crPos cr
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r = _crRad cr
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pid = fromMaybe (IM.newKey $ _projectiles w)
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(cr ^? crInv . ix invid . itAttachment . _Just . itInt)
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wWithShock p' = addBoostShockwave pid p' (r *.* unitVectorAtAngle (_crDir cr)) w
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boostSelf
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:: Float -- ^ boost amount
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-> Creature
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@@ -51,7 +84,6 @@ boostSelf x cr w = case boostPoint x cr w of
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)
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where
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cid = _crID cr
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--cpos = _crPos cr
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r = _crRad cr
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pid = fromMaybe (IM.newKey $ _projectiles w)
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(cr ^? crInv . ix (_crInvSel cr) . itAttachment . _Just . itInt)
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@@ -78,8 +78,7 @@ itemLaserScopeEffect
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| _wpLoadedAmmo it == 0 = 1
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| otherwise = fromIntegral (_wpReloadState it) / fromIntegral (_wpReloadTime it)
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col = mixColors reloadFrac (1-reloadFrac) red green
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{- |
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Automatically send out radar pulses that detect walls. -}
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{- | Automatically send out radar pulses that detect walls. -}
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autoRadarEffect :: ItEffect
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autoRadarEffect = ItInvEffect {_itInvEffect = f 50 ,_itEffectCounter = 0 }
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where
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@@ -90,28 +89,27 @@ autoRadarEffect = ItInvEffect {_itInvEffect = f 50 ,_itEffectCounter = 0 }
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f t _ cr i w = w
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& creatures . ix (_crID cr) . crInv . ix i
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. itEffect . itInvEffect .~ f (t-1)
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{- |
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Automatically send out sonar pulses that detect creatures. -}
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{- | Automatically send out sonar pulses that detect creatures. -}
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autoSonarEffect :: ItEffect
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autoSonarEffect = ItInvEffect {_itInvEffect = f 50 ,_itEffectCounter = 0 }
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where
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f :: Int -> ItEffect -> Creature -> Int -> World -> World
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f 0 _ cr i w = aSonarPulse cr
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w & creatures . ix (_crID cr) . crInv . ix i
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. itEffect . itInvEffect .~ f 140
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f t _ cr i w = w & creatures . ix (_crID cr) . crInv . ix i
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. itEffect . itInvEffect .~ f (t-1)
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f 0 _ cr i w = aSonarPulse cr w
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& creatures . ix (_crID cr) . crInv . ix i . itEffect . itInvEffect .~ f 140
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f t _ cr i w = w
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& creatures . ix (_crID cr) . crInv . ix i . itEffect . itInvEffect .~ f (t-1)
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bezierTargetEffect :: ItEffect
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bezierTargetEffect = ItInvEffect
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{_itInvEffect = setBezierTarget
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rbSetTarget :: ItEffect
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rbSetTarget = ItInvEffect
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{_itInvEffect = setTarg
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,_itEffectCounter = 0
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}
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setBezierTarget :: ItEffect -> Creature -> Int -> World -> World
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setBezierTarget _ cr invid w
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| _crInvSel cr /= invid = w
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| SDL.ButtonRight `S.member` _mouseButtons w = w
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& creatures . ix (_crID cr) . crInv . ix invid . itAttachment
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%~ maybe (Just $ ItTargetPos $ mouseWorldPos w) Just
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| otherwise = w & creatures . ix (_crID cr) . crInv . ix invid . itAttachment .~ Nothing
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where
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setTarg :: ItEffect -> Creature -> Int -> World -> World
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setTarg _ cr invid w
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| _crInvSel cr /= invid = w
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| SDL.ButtonRight `S.member` _mouseButtons w = w
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& creatures . ix (_crID cr) . crInv . ix invid . itAttachment
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%~ maybe (Just $ ItTargetPos $ mouseWorldPos w) Just
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| otherwise = w & creatures . ix (_crID cr) . crInv . ix invid . itAttachment .~ Nothing
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@@ -6,6 +6,7 @@ import Dodge.Picture.Layer
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import Dodge.SoundLogic
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import Dodge.Item.Attachment.Data
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import Dodge.Item.Draw
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import Dodge.Default.Shell
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--import Dodge.Default
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import Picture
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import Geometry
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@@ -63,7 +64,7 @@ throwGrenade
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throwGrenade explosion cr w = setWp $ removePict $ over projectiles addG w
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where
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n = _crID cr
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addG = IM.insert i $ Shell
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addG = IM.insert i $ defaultShell
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{ _pjPos = p
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, _pjStartPos = p
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, _pjVel = v
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@@ -193,8 +193,7 @@ useTimeCheck f cr w = case theItem ^? itUseTime of
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setUseTime = creatures . ix cid . crInv . ix (_crInvSel cr) . itUseTime +~ useRate
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theItem = _crInv cr IM.! _crInvSel cr
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useRate = fromMaybe 0 $ theItem ^? itUseRate
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{- |
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Applies a world effect after a hammer position check. -}
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{- | Applies a world effect after a hammer position check. -}
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hammerCheck
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:: (Creature -> World -> World) -- ^ Underlying effect
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-> Creature
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@@ -206,8 +205,7 @@ hammerCheck f cr w = case (_crInv cr IM.! _crInvSel cr) ^? itHammer of
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where
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cid = _crID cr
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setHammerDown = creatures . ix cid . crInv . ix (_crInvSel cr) . itHammer .~ HammerDown
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{- |
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Applies a world effect after an ammo check. -}
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{- | Applies a world effect after an ammo check. -}
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shoot
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:: (Creature -> World -> World)
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-- ^ Underlying effect
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@@ -228,6 +226,42 @@ shoot f cr w
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&& _itUseTime item == 0
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&& _wpLoadedAmmo item > 0
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reloadCondition = _wpLoadedAmmo item == 0
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{- | Applies a world effect after a hammer position check.
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Arbitrary inventory position. -}
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hammerCheckL
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:: (Creature -> Int -> World -> World) -- ^ Underlying effect
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-> Creature
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-> Int
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-> World
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-> World
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hammerCheckL f cr invid w = case (_crInv cr IM.! invid) ^? itHammer of
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Just HammerUp -> f cr invid $ setHammerDown w
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_ -> setHammerDown w
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where
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cid = _crID cr
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setHammerDown = creatures . ix cid . crInv . ix invid . itHammer .~ HammerDown
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{- | Applies a world effect after an ammo check.
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Arbitrary inventory position. -}
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shootL
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:: (Creature -> Int -> World -> World)
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-- ^ Underlying effect
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-> Creature
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-> Int -- ^ Inventory position
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-> World
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-> World
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shootL f cr invid w
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| fireCondition = f cr invid w & pointerToItem %~
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( (wpLoadedAmmo -~ 1) . (itUseTime .~ _itUseRate item) )
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| reloadCondition = fromMaybe w $ startReloadingWeapon cr w
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| otherwise = w
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where
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cid = _crID cr
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item = _crInv cr IM.! invid
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pointerToItem = creatures . ix cid . crInv . ix invid
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fireCondition = _wpReloadState item == 0
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&& _itUseTime item == 0
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&& _wpLoadedAmmo item > 0
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reloadCondition = _wpLoadedAmmo item == 0
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withMuzFlare
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:: (Creature -> World -> World) -- ^ Underlying effect
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@@ -21,6 +21,7 @@ updatePressedButtons :: S.Set MouseButton -> World -> World
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updatePressedButtons pkeys w
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| lbPressed && rbPressed
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= useItem (_yourID w) w
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| lbPressed = useLeftItem (_yourID w) w
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| mbPressed = w & clickMousePos .~ _mousePos w
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& cameraRot -~ rotation
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| otherwise = w
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