Add different weapon positions based on handedness

This commit is contained in:
jgk
2021-06-07 20:28:54 +02:00
parent c9ca94e82e
commit fb7a90df71
7 changed files with 90 additions and 34 deletions
+2 -2
View File
@@ -158,7 +158,8 @@ startCr = defaultCreature
startInventory :: IM.IntMap Item
startInventory = IM.fromList (zip [0..20]
(
[hvAutoGun
[autoGun
,hvAutoGun
,pistol
,teslaGun
,blinkGun
@@ -170,7 +171,6 @@ startInventory = IM.fromList (zip [0..20]
,grenade
,spawnGun lamp
,lasGun
,autoGun
,flamer
,poisonSprayer
,launcher
+47 -20
View File
@@ -29,6 +29,7 @@ basicCrPict col cr w = pictures $
targetingPic ++
[ tr . piercingMod $ bluntScale $ naked col cr
, trFeet $ feet cr
, tr $ arms col cr
, tr $ drawEquipment cr
]
where
@@ -54,41 +55,68 @@ basicCrPict col cr w = pictures $
feet :: Creature -> Picture
feet cr = case cr ^? crStance . carriage of
Just (Walking _ LeftForward) -> setL
[ translate up off $ circleSolid 5
, translate (-up) (-off) $ circleSolid 5
Just (Walking sa LeftForward) -> setL
[ translate (f sa) off $ circleSolid 5
, translate (-f sa) (-off) $ circleSolid 5
]
Just (Walking _ RightForward) -> setL
[ translate (-up) off $ circleSolid 5
, translate (up) (-off) $ circleSolid 5
Just (Walking sa RightForward) -> setL
[ translate (-f sa) off $ circleSolid 5
, translate (f sa) (-off) $ circleSolid 5
]
_ -> setL
[ translate 0 off $ circleSolid 5
, translate 0 (-off) $ circleSolid 5
]
where
setL = onLayerL [levLayer CrLayer, (-2)] . color (greyN 0.2) . pictures
setL = onLayerL [levLayer CrLayer, (-5)] . color (greyN 0.3) . pictures
off = 5
up = 5
sLen = _strideLength $ _crStance cr
f i = 6 * fromIntegral (sLen - i) / fromIntegral sLen
arms :: Color -> Creature -> Picture
arms col cr
| aimingTwist = blank
| otherwise = case cr ^? crStance . carriage of
Just (Walking sa LeftForward) -> setL
[ translate (-f sa) (-off) . sc $ circleSolid 4
]
Just (Walking sa RightForward) -> setL
[ translate (-f sa) off . sc $ circleSolid 4
]
_ -> blank
where
sc = scale 1 1
setL = onLayerL [levLayer CrLayer, (-4)] . color (light4 col) . pictures
off = 8
sLen = _strideLength $ _crStance cr
f i = negate 2 + negate 6 * fromIntegral (sLen - i) / fromIntegral sLen
aimingTwist = crIsAiming' cr -- && crIt ^? itAimStance == Just TwoHandTwist
--crIt = _crInv cr IM.! _crInvSel cr
naked :: Color -> Creature -> Picture
naked col cr
| strikeMelee = onCrL . color white $ circleSolid $ _crRad cr
| pdam > 200 = onCrL . color red $ circleSolid $ _crRad cr
| pdam > 99 = onCrL . color white $ circleSolid $ _crRad cr
| aimingTwist = rotate twistA $ pictures
| aimingOneHand = rotate (negate twistA * 0.5) $ pictures
[ translate (0.25 * crad) 0 $ circleSolid (crad * 0.5)
, onCrL . translate 8 (-8) . color col' $ circleSolid 4
, translate 0 3 . rotate (negate 0.2) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
, translate 0 (negate 3) . rotate (0.2) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
]
| aimingTwist = translate 0 (0.5* crad) . rotate twistA $ pictures
[ aboveIt . translate (negate 0.25 * crad) 0.25 $
circleSolid (crad * 0.5)
, onCrL . translate 0 3 . rotate (negate 0.2) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr, circLine $ _crRad cr
, onCrL . translate 0 (negate 3) . rotate (0.2) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr, circLine $ _crRad cr
--, shoulderRot . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr, circLine $ _crRad cr
, onCrL . translate 12 (4) . color col' $ circleSolid 4
, onCrL . translate 4 (-10) . color col' $ circleSolid 4
, onCrL . rotate (negate 0.2) . translate 2 3 . rotate (negate 0.4) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
, onCrL . rotate (negate 0.2) . translate 0 (negate 3) . rotate (0.2) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
]
| otherwise = onCrL $ pictures
[ translate (0.25 * crad) 0 $ circleSolid (crad * 0.5)
, translate 0 3 . rotate (negate 0.2) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr, circLine $ _crRad cr
, translate 0 (negate 3) . rotate (0.2) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr, circLine $ _crRad cr
--, shoulderRot . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr, circLine $ _crRad cr
, translate 0 3 . rotate (negate 0.2) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
, translate 0 (negate 3) . rotate (0.2) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
]
where
aboveIt = onLayer HPtLayer
@@ -97,10 +125,6 @@ naked col cr
aimingOneHand = crIsAiming' cr && crIt ^? itAimStance == Just OneHand
aimingTwist = crIsAiming' cr && crIt ^? itAimStance == Just TwoHandTwist
crIt = _crInv cr IM.! _crInvSel cr
shoulderRot = case cr ^? crStance . carriage of
Just (Walking _ LeftForward) -> rotate 0.1
Just (Walking _ RightForward) -> rotate $ negate 0.1
_ -> id
strikeMelee = case _crMeleeCooldown cr of
Nothing -> False
Just x -> x > 5
@@ -109,6 +133,9 @@ naked col cr
pastDams = _crPastDamage $ _crState cr
col' = light . light . light $ light col
light4 :: Color -> Color
light4 = light . light . light . light
--drawAwakeLevel
-- :: Creature
-- -> Picture
+2 -2
View File
@@ -14,9 +14,9 @@ updateWalkCycle cr = case cr ^? crStance . carriage of
maxStride = _strideLength $ _crStance cr
normalGait :: FootForward -> FootForward
normalGait LeftForward = WasLeftForward
normalGait LeftForward = RightForward
normalGait WasLeftForward = RightForward
normalGait RightForward = WasRightForward
normalGait RightForward = LeftForward
normalGait WasRightForward = LeftForward
footstepSideEffect :: Creature -> World -> World
+1 -1
View File
@@ -112,7 +112,7 @@ defaultCreature = Creature
, _crStance = Stance
{_carriage=Walking 0 WasLeftForward
,_posture=AtEase
,_strideLength = 9
,_strideLength = 20
}
, _crActionPlan = ActionPlan [] [] WatchAndWait [LiveLongAndProsper]
, _crMeleeCooldown = Nothing
+22 -3
View File
@@ -7,6 +7,7 @@ import Dodge.Creature.Stance.Data
import Picture
import qualified Data.IntMap.Strict as IM
import Control.Lens
{- | Places an item picture onto a creature when the item is selected. -}
pictureWeaponOnAim
:: Picture
@@ -17,18 +18,36 @@ pictureWeaponOnAim p cr posInInv
| isSelected && _posture (_crStance cr) == Aiming
&& isTwisting
= onLayer PtLayer twistWep
| isSelected && _posture (_crStance cr) == Aiming
&& isOneHand
= onLayer PtLayer oneHandWep
| isSelected && _posture (_crStance cr) == Aiming
= onLayer PtLayer drawnWep
| isSelected && isOneHand
= onLayerL [levLayer CrLayer, -3] holsteredOneHandWep
| isSelected
= onLayer PtLayer holsteredWep
= onLayerL [levLayer CrLayer, -3] holsteredWep
| otherwise = blank
where
isSelected = _crInvSel cr == posInInv
drawnWep = uncurry translate (_crRad cr,0) p
twistWep = uncurry translate (0.5 * _crRad cr,negate 0.5 * _crRad cr) p
holsteredWep = uncurry translate (_crRad cr,0) (scale 0.1 1 p)
twistWep = uncurry translate (0.5 * _crRad cr,0) p
--twistWep = uncurry translate (0.5 * _crRad cr,negate 0.5 * _crRad cr) p
oneHandWep = uncurry translate (1.5 * _crRad cr,0) p
holsteredWep = uncurry translate (_crRad cr,0) (rotate (sRot + 1) p)
holsteredOneHandWep = uncurry translate (_crRad cr * 0.7 + handPos,_crRad cr * negate 0.7) p
handPos = case cr^? crStance . carriage of
Just (Walking x LeftForward) -> f x * 50
_ -> 0
theIt = _crInv cr IM.! posInInv
isTwisting = _itAimStance theIt == TwoHandTwist
isOneHand = _itAimStance theIt == OneHand
sRot = case cr ^? crStance . carriage of
Just (Walking x LeftForward) -> f x
Just (Walking x RightForward) -> - f x
_ -> 0
f i = 0.1 * fromIntegral (sLen - i) / fromIntegral sLen
sLen = _strideLength $ _crStance cr
pictureItem
:: Picture
+10 -4
View File
@@ -160,15 +160,17 @@ lasGun = defaultAutoGun
, _itUse = \_ -> shoot aLaser
, _wpSpread = 0.001
, _wpRange = 20
, _itFloorPict = onLayer FlItLayer $ color blue $ polygon $ rectNESW 3 3 (-3) (-3)
, _itFloorPict = onLayer FlItLayer lasGunPic
, _itAimingSpeed = 0.4
, _itAimingRange = 1
, _itEquipPict = pictureWeaponOnAim $ color blue $ polygon $ rectNESW 3 3 (-3) (-3)
, _itEquipPict = pictureWeaponOnAim lasGunPic
, _itAttachment = Just $ ItCharMode $ Seq.fromList "/VZ"
, _itScrollUp = incCharMode
, _itScrollDown = decCharMode
, _itInvDisplay = basicWeaponDisplay
}
lasGunPic :: Picture
lasGunPic = color blue . polygon $ rectNESW 3 15 (-3) (-15)
forceFieldGun :: Item
forceFieldGun = defaultGun
{ _itName = "FORCEFIELD"
@@ -372,9 +374,12 @@ multGun = defaultGun
, _itAimingRange = 1
, _itZoom = defaultItZoom {_itAimZoomFac = 1.5}
, _itEquipPict = pictureWeaponOnAim multGunPic
, _itAimStance = TwoHandTwist
}
where
multGunPic = color red $ pictures
multGunPic :: Picture
multGunPic = color red $ pictures
[ polygon $ rectNESW 4 8 (-4) (-12)
, translate 8 0 $ pictures
[ polygon $ rectNSEW 12 8 2 (-2)
, polygon $ rectNSEW 7 3 2 (-2)
, polygon $ rectNSEW 2 (-2) 2 (-2)
@@ -382,6 +387,7 @@ multGun = defaultGun
, polygon $ rectNSEW (-8) (-12) 2 (-2)
, polygon [(-1.5,12),(-2,12),(-2,-12),(-1.5,-12)]
]
]
longGun :: Item
longGun = defaultGun
{ _itName = "LONGGUN"
+6 -2
View File
@@ -38,10 +38,10 @@ launcher = defaultGun
, _itUse = \it -> shootWithSound (fromIntegral launcherSound) $ aRocketWithItemParams it
, _wpSpread = 0.02
, _wpRange = 20
, _itFloorPict = onLayer FlItLayer $ color cyan $ polygon $ rectNESW 5 5 (-5) (-5)
, _itFloorPict = onLayer FlItLayer launcherPic
, _itAimingSpeed = 0.2
, _itAimingRange = 0.5
, _itEquipPict = pictureWeaponOnAim $ color cyan $ polygon $ rectNESW 5 5 (-5) (-5)
, _itEquipPict = pictureWeaponOnAim launcherPic
, _itHammer = NoHammer
, _itEffect = NoItEffect
, _wpAmmo = defaultShellAmmo
@@ -50,8 +50,12 @@ launcher = defaultGun
, _amPjParams = basicAmPjMoves
, _amPjDraw = shellPic
}
, _itAimStance = TwoHandTwist
}
launcherPic :: Picture
launcherPic = color cyan $ polygon $ rectNESW 5 10 (-5) (-10)
basicAmPjMoves :: [PjParam]
basicAmPjMoves =
[spinDrag