Add support for left click actions

This commit is contained in:
2021-05-25 14:23:04 +02:00
parent 62c4baaec8
commit f737897b18
9 changed files with 141 additions and 34 deletions
+33 -1
View File
@@ -25,6 +25,39 @@ boostPoint x cr w = case mayp2 of
p1 = cpos +.+ x *.* safeNormalizeV (mouseWorldPos w -.- cpos)
mayp2 = reflectPointWalls cpos p1 $ wallsAlongLine cpos p1 w
boostSelfL
:: Float -- ^ boost amount
-> Creature
-> Int -- ^ item inventory id
-> World
-> World
boostSelfL x cr invid w = case boostPoint x cr w of
Left p -> wWithShock p
& creatures . ix cid %~
( (crPos .~ p)
. (crInv . ix invid %~
(wpLoadedAmmo .~ 0)
. (itEffect . itEffectCounter .~ 1)
. (itAttachment .~ Just (ItInt pid))
)
)
Right p -> wWithShock p & creatures . ix cid . crPos .~ p
& creatures . ix cid %~
( (crPos .~ p)
. (crInv . ix invid %~
(wpLoadedAmmo -~ 1)
. (itEffect . itEffectCounter .~ 1)
. (itAttachment .~ Just (ItInt pid))
)
)
where
cid = _crID cr
--cpos = _crPos cr
r = _crRad cr
pid = fromMaybe (IM.newKey $ _projectiles w)
(cr ^? crInv . ix invid . itAttachment . _Just . itInt)
wWithShock p' = addBoostShockwave pid p' (r *.* unitVectorAtAngle (_crDir cr)) w
boostSelf
:: Float -- ^ boost amount
-> Creature
@@ -51,7 +84,6 @@ boostSelf x cr w = case boostPoint x cr w of
)
where
cid = _crID cr
--cpos = _crPos cr
r = _crRad cr
pid = fromMaybe (IM.newKey $ _projectiles w)
(cr ^? crInv . ix (_crInvSel cr) . itAttachment . _Just . itInt)
+17 -19
View File
@@ -78,8 +78,7 @@ itemLaserScopeEffect
| _wpLoadedAmmo it == 0 = 1
| otherwise = fromIntegral (_wpReloadState it) / fromIntegral (_wpReloadTime it)
col = mixColors reloadFrac (1-reloadFrac) red green
{- |
Automatically send out radar pulses that detect walls. -}
{- | Automatically send out radar pulses that detect walls. -}
autoRadarEffect :: ItEffect
autoRadarEffect = ItInvEffect {_itInvEffect = f 50 ,_itEffectCounter = 0 }
where
@@ -90,28 +89,27 @@ autoRadarEffect = ItInvEffect {_itInvEffect = f 50 ,_itEffectCounter = 0 }
f t _ cr i w = w
& creatures . ix (_crID cr) . crInv . ix i
. itEffect . itInvEffect .~ f (t-1)
{- |
Automatically send out sonar pulses that detect creatures. -}
{- | Automatically send out sonar pulses that detect creatures. -}
autoSonarEffect :: ItEffect
autoSonarEffect = ItInvEffect {_itInvEffect = f 50 ,_itEffectCounter = 0 }
where
f :: Int -> ItEffect -> Creature -> Int -> World -> World
f 0 _ cr i w = aSonarPulse cr
w & creatures . ix (_crID cr) . crInv . ix i
. itEffect . itInvEffect .~ f 140
f t _ cr i w = w & creatures . ix (_crID cr) . crInv . ix i
. itEffect . itInvEffect .~ f (t-1)
f 0 _ cr i w = aSonarPulse cr w
& creatures . ix (_crID cr) . crInv . ix i . itEffect . itInvEffect .~ f 140
f t _ cr i w = w
& creatures . ix (_crID cr) . crInv . ix i . itEffect . itInvEffect .~ f (t-1)
bezierTargetEffect :: ItEffect
bezierTargetEffect = ItInvEffect
{_itInvEffect = setBezierTarget
rbSetTarget :: ItEffect
rbSetTarget = ItInvEffect
{_itInvEffect = setTarg
,_itEffectCounter = 0
}
setBezierTarget :: ItEffect -> Creature -> Int -> World -> World
setBezierTarget _ cr invid w
| _crInvSel cr /= invid = w
| SDL.ButtonRight `S.member` _mouseButtons w = w
& creatures . ix (_crID cr) . crInv . ix invid . itAttachment
%~ maybe (Just $ ItTargetPos $ mouseWorldPos w) Just
| otherwise = w & creatures . ix (_crID cr) . crInv . ix invid . itAttachment .~ Nothing
where
setTarg :: ItEffect -> Creature -> Int -> World -> World
setTarg _ cr invid w
| _crInvSel cr /= invid = w
| SDL.ButtonRight `S.member` _mouseButtons w = w
& creatures . ix (_crID cr) . crInv . ix invid . itAttachment
%~ maybe (Just $ ItTargetPos $ mouseWorldPos w) Just
| otherwise = w & creatures . ix (_crID cr) . crInv . ix invid . itAttachment .~ Nothing
+2 -1
View File
@@ -6,6 +6,7 @@ import Dodge.Picture.Layer
import Dodge.SoundLogic
import Dodge.Item.Attachment.Data
import Dodge.Item.Draw
import Dodge.Default.Shell
--import Dodge.Default
import Picture
import Geometry
@@ -63,7 +64,7 @@ throwGrenade
throwGrenade explosion cr w = setWp $ removePict $ over projectiles addG w
where
n = _crID cr
addG = IM.insert i $ Shell
addG = IM.insert i $ defaultShell
{ _pjPos = p
, _pjStartPos = p
, _pjVel = v
+38 -4
View File
@@ -193,8 +193,7 @@ useTimeCheck f cr w = case theItem ^? itUseTime of
setUseTime = creatures . ix cid . crInv . ix (_crInvSel cr) . itUseTime +~ useRate
theItem = _crInv cr IM.! _crInvSel cr
useRate = fromMaybe 0 $ theItem ^? itUseRate
{- |
Applies a world effect after a hammer position check. -}
{- | Applies a world effect after a hammer position check. -}
hammerCheck
:: (Creature -> World -> World) -- ^ Underlying effect
-> Creature
@@ -206,8 +205,7 @@ hammerCheck f cr w = case (_crInv cr IM.! _crInvSel cr) ^? itHammer of
where
cid = _crID cr
setHammerDown = creatures . ix cid . crInv . ix (_crInvSel cr) . itHammer .~ HammerDown
{- |
Applies a world effect after an ammo check. -}
{- | Applies a world effect after an ammo check. -}
shoot
:: (Creature -> World -> World)
-- ^ Underlying effect
@@ -228,6 +226,42 @@ shoot f cr w
&& _itUseTime item == 0
&& _wpLoadedAmmo item > 0
reloadCondition = _wpLoadedAmmo item == 0
{- | Applies a world effect after a hammer position check.
Arbitrary inventory position. -}
hammerCheckL
:: (Creature -> Int -> World -> World) -- ^ Underlying effect
-> Creature
-> Int
-> World
-> World
hammerCheckL f cr invid w = case (_crInv cr IM.! invid) ^? itHammer of
Just HammerUp -> f cr invid $ setHammerDown w
_ -> setHammerDown w
where
cid = _crID cr
setHammerDown = creatures . ix cid . crInv . ix invid . itHammer .~ HammerDown
{- | Applies a world effect after an ammo check.
Arbitrary inventory position. -}
shootL
:: (Creature -> Int -> World -> World)
-- ^ Underlying effect
-> Creature
-> Int -- ^ Inventory position
-> World
-> World
shootL f cr invid w
| fireCondition = f cr invid w & pointerToItem %~
( (wpLoadedAmmo -~ 1) . (itUseTime .~ _itUseRate item) )
| reloadCondition = fromMaybe w $ startReloadingWeapon cr w
| otherwise = w
where
cid = _crID cr
item = _crInv cr IM.! invid
pointerToItem = creatures . ix cid . crInv . ix invid
fireCondition = _wpReloadState item == 0
&& _itUseTime item == 0
&& _wpLoadedAmmo item > 0
reloadCondition = _wpLoadedAmmo item == 0
withMuzFlare
:: (Creature -> World -> World) -- ^ Underlying effect