437 lines
14 KiB
Haskell
437 lines
14 KiB
Haskell
module Dodge.Item.Draw.SPic where
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import Color
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import Data.Maybe
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import Dodge.Data.Item
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import Dodge.Item.Weapon.FractionLoaded
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import Geometry
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import LensHelp
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import Picture
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import Shape
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import ShapePicture
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import qualified Data.Map.Strict as M
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itemSPic :: Item -> SPic
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itemSPic it =
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M.foldMapWithKey (modulesSPic it) (_iyModules $ _itType it) <> case it ^. itType . iyBase of
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NoItemType -> over _1 (colorSH magenta) defSPic
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CRAFT _ -> defSPic
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HELD ht -> heldItemSPic ht it
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LEFT lt -> leftItemSPic lt it
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EQUIP et -> equipItemSPic et it
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Consumable{} -> defSPic
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equipItemSPic :: EquipItemType -> Item -> SPic
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equipItemSPic et _ = case et of
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MAGSHIELD -> defSPic
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FLAMESHIELD -> defSPic
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FRONTARMOUR ->
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( emptySH
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, setDepth 20 $
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pictures
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[ color yellow $ thickArc 0 (pi / 2) 10 5
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, color yellow $ thickArc (3 * pi / 2) (2 * pi) 10 5
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]
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)
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WRISTARMOUR -> defSPic
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INVISIBILITYEQUIPMENT _ -> noPic (colorSH chartreuse $ upperPrismPoly 3 $ rectWH 2 2)
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BRAINHAT -> noPic (colorSH yellow $ upperPrismPoly 3 $ rectWH 4 4)
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HAT -> noPic (colorSH yellow $ upperPrismPoly 3 $ rectWH 4 4)
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TARGETINGHAT _ -> noPic (colorSH yellow $ upperPrismPoly 3 $ rectWH 4 4)
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HEADLAMP -> noPic headLampShape
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POWERLEGS -> legsSPic yellow
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SPEEDLEGS -> legsSPic green
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JUMPLEGS -> legsSPic red
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JETPACK -> noPic $ colorSH yellow backpackShape
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BATTERYPACK -> noPic $ colorSH blue backpackShape
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FUELPACK ->
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noPic $ colorSH yellow $ upperPrismPoly 10 $ polyCirc 3 5
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AUTODETECTOR dt -> noPic (colorSH (detectorColor dt) $ upperPrismPoly 3 $ rectWH 2 2)
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backpackShape :: Shape
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backpackShape = upperPrismPoly 10 $ rectNSWE 5 (-5) (-4) 4
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leftItemSPic :: LeftItemType -> Item -> SPic
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leftItemSPic lt _ = case lt of
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BLINKER -> defSPic
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_ -> defSPic
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magazinePosition :: HeldItemType -> Maybe (Point3, Point3)
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magazinePosition hit = case hit of
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FLATSHIELD -> Nothing
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FORCEFIELDGUN -> Nothing
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TORCH -> Nothing
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BANGSTICK _ -> Nothing
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PISTOL -> Just (V3 5 2 0, V3 0 1 0)
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REVOLVER -> Nothing
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REVOLVERX _ -> Nothing
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MACHINEPISTOL -> Just (V3 5 2 0, V3 0 1 0)
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AUTOPISTOL -> Just (V3 5 2 0, V3 0 1 0)
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SMG -> Just (V3 7 (-2) 0 , V3 0 0 0)
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BANGCONE -> Nothing
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BLUNDERBUSS -> Nothing
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GRAPECANNON _ -> Nothing
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MINIGUNX _ -> Nothing
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VOLLEYGUN _ -> Nothing
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RIFLE -> Nothing
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REPEATER -> Just (V3 10 (-2) 0 , V3 0 0 0)
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AUTORIFLE -> Just (V3 10 (-2) 0 , V3 0 0 0)
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BURSTRIFLE -> Just (V3 10 (-2) 0 , V3 0 0 0)
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BANGROD -> Nothing
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ELEPHANTGUN -> Nothing
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AMR -> Just (V3 10 (-2) 0 , V3 0 0 0)
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AUTOAMR -> Just (V3 10 (-2) 0 , V3 0 0 0)
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SNIPERRIFLE -> Nothing
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MACHINEGUN -> Just (V3 10 (-2) 0 , V3 0 0 0)
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FLAMESPITTER -> Nothing
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FLAMETHROWER -> Nothing
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FLAMETORRENT -> Nothing
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FLAMEWALL -> Nothing
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BLOWTORCH -> Nothing
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SPARKGUN -> Nothing
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TESLAGUN -> Nothing
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LASGUN -> Nothing
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LASCIRCLE -> Nothing
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DUALBEAM -> Nothing
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LASWIDE _ -> Nothing
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--SONICGUN -> noPic baseSonicShape
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TRACTORGUN -> Nothing
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LAUNCHER -> Nothing
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LAUNCHERX _ -> Nothing
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REMOTELAUNCHER -> Nothing
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POISONSPRAYER -> Nothing
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DRONELAUNCHER -> Nothing
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SHATTERGUN -> Nothing
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HELDDETECTOR _ -> Nothing
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KEYCARD _ -> Nothing
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BINOCULARS -> Nothing
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heldItemSPic :: HeldItemType -> Item -> SPic
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heldItemSPic ht it = case ht of
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FLATSHIELD -> flatShieldEquipSPic
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FORCEFIELDGUN -> defSPic
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TORCH -> noPic torchShape
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BANGSTICK i -> noPic $ baseStickShapeX it i <> stickClip it
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PISTOL -> noPic $ baseStickShape <> makeTinClipAt pi (V3 5 2 0) it
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REVOLVER -> noPic $ baseStickShape <> revolverClip it
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REVOLVERX _ -> noPic $ baseStickShape <> revolverClip it
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MACHINEPISTOL -> noPic $ baseStickShape <> makeTinClipAt pi (V3 5 2 0) it
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AUTOPISTOL -> noPic $ baseStickShape <> makeTinClipAt pi (V3 5 2 0) it
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SMG -> noPic (baseSMGShape <> makeTinClipAt 0 (V3 7 (-2) 0) it)
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BANGCONE ->
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noPic $
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colorSH cyan $
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upperPrismPoly 3 (rectXH 5 2)
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<> upperPrismPoly 6 (reverse $ rectNSWE 4 (-4) 5 15)
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BLUNDERBUSS ->
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noPic $
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colorSH cyan $
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upperPrismPoly 3 (rectXH 20 2)
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<> upperPrismPoly 6 (reverse $ rectNSWE 4 (-4) 20 30)
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GRAPECANNON _ ->
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noPic $
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colorSH cyan $
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upperPrismPoly 3 (rectXH 20 2)
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<> upperPrismPoly 6 (reverse $ rectNSWE 4 (-4) 20 30)
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MINIGUNX i -> miniGunXPictItem i it
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VOLLEYGUN i -> volleyGunSPic i it
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RIFLE -> noPic $ baseRifleShape <> makeSingleClipAt (V3 5 0 3) it
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REPEATER -> noPic $ baseRifleShape <> makeTinClipAt 0 (V3 10 (-2) 0) it
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AUTORIFLE -> noPic $ baseRifleShape <> makeTinClipAt 0 (V3 10 (-2) 0) it
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BURSTRIFLE -> noPic $ baseRifleShape <> makeTinClipAt 0 (V3 10 (-2) 0) it
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BANGROD -> noPic $ baseRodShape <> makeSingleClipAt (V3 5 0 3) it
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ELEPHANTGUN -> noPic $ baseAMRShape <> makeSingleClipAt (V3 5 0 3) it
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AMR -> noPic $ baseAMRShape <> makeTinClipAt 0 (V3 10 (-2) 0) it
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AUTOAMR -> noPic $ baseAMRShape <> makeTinClipAt 0 (V3 10 (-2) 0) it
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SNIPERRIFLE -> noPic $ baseAMRShape <> makeSingleClipAt (V3 5 0 3) it
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MACHINEGUN -> noPic $ baseAMRShape <> makeTinClipAt 0 (V3 10 (-2) 0) it
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FLAMESPITTER -> flamerPic it
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FLAMETHROWER -> flamerPic it
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FLAMETORRENT -> flamerPic it
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FLAMEWALL -> flamerPic it
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BLOWTORCH -> flamerPic it
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SPARKGUN -> teslaGunPic
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TESLAGUN -> teslaGunPic
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LASGUN -> lasGunPic it
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LASCIRCLE -> lasGunPic it
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DUALBEAM -> dualBeamPic it
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LASWIDE _ -> lasGunPic it
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--SONICGUN -> noPic baseSonicShape
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TRACTORGUN -> tractorGunPic it
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LAUNCHER -> launcherPic it
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LAUNCHERX _ -> launcherPic it
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REMOTELAUNCHER -> launcherPic it
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POISONSPRAYER -> flamerPic it
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DRONELAUNCHER -> defSPic
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SHATTERGUN -> shatterGunSPic
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HELDDETECTOR dt -> noPic (colorSH (detectorColor dt) $ upperPrismPoly 3 $ rectWH 2 2)
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KEYCARD _ -> noShape (setDepth 0 $ translate (-5) (-5) $ rotate (pi / 2.5) keyPic)
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BINOCULARS -> mempty -- TODO
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torchShape :: Shape
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torchShape =
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colorSH blue $
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translateSHf 0 1.5 side
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<> translateSHf 0 (-1.5) side
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<> translateSHz 2.5 top
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<> translateSHz (-0.5) bot
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<> back
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where
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side = upperPrismPoly 3 $ rectXH 10 0.5
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top = upperPrismPoly 0.5 $ rectXH 10 2
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bot = upperPrismPoly 0.5 $ rectXH 9 2
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back = upperPrismPoly 3 $ rectXH 1 2
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modulesSPic :: Item -> ModuleSlot -> ItemModuleType -> SPic
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modulesSPic it _ imt = case imt of
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ATTACHTORCH -> noPic (overPosSH (+.+.+ _dimAttachPos (_itDimension it)) torchShape)
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_ -> mempty
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baseStickShapeX :: Item -> Int -> Shape
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baseStickShapeX it i = foldMap f [0 .. i -1]
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where
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f j = rotateSH ang baseStickShape
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where
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ang = fromIntegral j * barrelspread - (fromIntegral i - 1) * barrelspread * 0.5
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barrelspread = it ^?! itParams . gunBarrels . brlSpread . spreadAngle
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baseStickShape :: Shape
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baseStickShape = colorSH green $ upperPrismPoly 3 $ rectXH 10 2
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stickClip :: Item -> Shape
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stickClip it = case it ^? itUse . heldConsumption . laLoaded of
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Just x | x > 0 -> foldMap f [0 .. x -1]
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_ -> mempty
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where
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f i = rotateSH ang $ translateSH (V3 5 0 3) $ upperPrismPoly 2 $ square 1.5
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where
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ang =
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barrelspread * fromIntegral i
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- 0.5 * barrelspread * fromIntegral (_brlNum (_gunBarrels (_itParams it)) -1)
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barrelspread = it ^?! itParams . gunBarrels . brlSpread . spreadAngle
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defSPic :: SPic
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defSPic = noPic $ colorSH green $ upperPrismPoly 3 $ square 4
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shatterGunSPic :: SPic
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shatterGunSPic =
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noPic $
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colorSH blue $
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upperPrismPoly 5 (rectNESW xb 8 xa 0)
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<> upperPrismPoly 5 (rectNESW (- xa) 8 (- xb) 0)
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where
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xa = 1
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xb = 9
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defCane :: Item -> SPic
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defCane it = noPic $ baseCaneShape <> makeSingleClipAt (V3 5 0 3) it
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baseCaneShape :: Shape
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baseCaneShape = colorSH red $ upperPrismPoly 3 $ rectXH 15 1.5
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baseRifleShape :: Shape
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baseRifleShape = colorSH red $ upperPrismPoly 3 $ rectXH 25 2
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makeSingleClipAt :: Point3 -> Item -> Shape
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makeSingleClipAt p it = case it ^? itUse . heldConsumption . laLoaded of
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Just 0 -> mempty
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_ -> translateSH p $ upperPrismPoly 1 $ square 1.5
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makeTinClipAt :: Float -> Point3 -> Item -> Shape
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makeTinClipAt r p it =
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translateSH p . overPosSH (rotate3z r) $
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(upperPrismPoly 1 $
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reverse $
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rectNSWE 0 (- y) (-2) 2) <> tips
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where
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y = fromIntegral y' * 0.3
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y' = fromMaybe 0 $ it ^? itUse . heldConsumption . laLoaded
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tips = fromMaybe mempty $ do
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ebt <- it ^? itUse . heldConsumption . laAmmoType . amBullet . buSpawn . spawnEBT
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return $ colorSH (bulletPayloadColor ebt) $ upperPrismPoly 1.1 $
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reverse $
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rectNSWE 0 (- y) (-2) (-1)
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bulletPayloadColor :: EnergyBallType -> Color
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bulletPayloadColor ebt = case ebt of
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IncBall -> orange
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TeslaBall -> cyan
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ConcBall -> white
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volleyGunSPic :: Int -> Item -> SPic
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volleyGunSPic i it =
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noPic $
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colorSH
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red
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( foldMap
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( (\y -> upperPrismPoly 3 $ map (+.+ V2 0 y) $ rectXH 15 2)
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. (\k -> fromIntegral k * 5 - ((fromIntegral i - 1) * 2.5))
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)
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[0 .. i -1]
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)
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<> caneClipX i it
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caneClipX :: Int -> Item -> Shape
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caneClipX i it = case it ^? itUse . heldConsumption . laLoaded of
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Just la
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| la > 0 ->
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foldMap
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( (\y -> translateSH (V3 5 0 3) . upperPrismPoly 1 $ map (+.+ V2 0 y) $ square 1.5)
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. (\k -> fromIntegral k * 5 - ((fromIntegral i - 1) * 2.5))
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)
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[0 .. la -1]
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_ -> mempty
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miniGunXPictItem :: Int -> Item -> SPic
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miniGunXPictItem i it = miniGunXPict i spin (_laLoaded $ _heldConsumption (_itUse it))
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where
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spin = (-10) * _laLoaded (_heldConsumption (_itUse it)) + _warmTime (_heldDelay $ _itUse it)
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miniGunXPict :: Int -> Int -> Int -> SPic
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miniGunXPict i spin _ =
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( colorSH red (rotateSHx a barrels)
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<> baseRifleShape
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, -- <> clip (-1) 0
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-- <> clip (-7) 0
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mempty
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)
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where
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aBarrel = translateSH (V3 15 2 2) baseCaneShape
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barrels = foldMap (\an -> aBarrel & rotateSHx (2 * pi * fromIntegral an / fromIntegral i)) [1 .. i]
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a = fromIntegral spin / 100
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--x = fromIntegral am / 10
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-- clip y z = translateSH (V3 0 (-1) z) (rotateSHx (negate $ pi/4)
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-- . upperPrismPoly 2
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-- $ rectNESW (negate $ 3 + 0.25 * x) y 3 (y-5))
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baseSonicShape :: Shape
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baseSonicShape = colorSH rose $ upperPrismPoly 3 $ rectXH 25 2
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revolverClip :: Item -> Shape
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revolverClip it = case it ^? itUse . heldConsumption . laLoaded of
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Just al | al > 0 -> translateSH (V3 5 0 1) $ foldMap f [1 .. al]
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_ -> mempty
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where
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f i = rotateSHx (fromIntegral i * pi / 3 + pi / 6) . translateSH (V3 0 0 2) $ upperPrismPoly 1 $ square 1
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baseSMGShape :: Shape
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baseSMGShape = colorSH green $ upperPrismPoly 3 $ rectXH 20 2
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flamerPic :: Item -> SPic
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flamerPic it =
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( colorSH yellow $
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translateSHf tx ty (upperPrismPoly tz $ polyCirc 3 r)
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<> upperPrismPoly 5 (rectNESW 2 18 (-2) 0)
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, color black $ translate3 (V3 tx ty (tz + 0.01)) $ circleSolid (r * am)
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)
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where
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tx = 4
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ty = - 6
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tz = 3
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r = 5
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am = fractionLoadedAmmo2 it
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launcherPic :: Item -> SPic
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launcherPic _ =
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( colorSH cyan $
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prismPoly
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(map (+.+.+ V3 20 0 5) $ polyCircx 4 5)
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(map (+.+.+ V3 0 0 5) $ polyCircx 4 5)
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, mempty
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)
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baseRodShape :: Shape
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baseRodShape = colorSH orange $ upperPrismPoly 3 $ rectXH 20 2
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baseAMRShape :: Shape
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baseAMRShape = colorSH orange $ upperPrismPoly 3 $ rectXH 30 2
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teslaGunPic :: SPic
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teslaGunPic =
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noPic $
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colorSH blue $
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upperPrismPoly 5 (rectNESW xb 8 xa 0)
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<> upperPrismPoly 5 (rectNESW (- xa) 8 (- xb) 0)
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where
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xa = 1
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xb = 9
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lasGunPic :: Item -> SPic
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lasGunPic it =
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( colorSH blue $
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upperPrismPoly 4 (rectNESW 3 30 1 0)
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<> upperPrismPoly 4 (rectNESW (-1) 30 (-3) 0)
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<> upperPrismPoly 1 (rectNESW 3 30 (-3) 0)
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, setLayer BloomNoZWrite . color col . setDepth 1.1 . polygon $ rectNESW 1 30 (-1) 0
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)
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where
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amFrac = fractionLoadedAmmo it
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col = brightX 2 1.5 $ mixColors amFrac (1 - amFrac) green red
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dualBeamPic :: Item -> SPic
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dualBeamPic it =
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( colorSH blue $
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upperPrismPoly 4 (rectNESW gap 3 (- gap) 1)
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<> upperPrismPoly 4 (rectNESW gap (-1) (- gap) (-3))
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<> upperPrismPoly 1 (rectNESW gap 3 (- gap) (-3))
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, setLayer BloomNoZWrite . color col . setDepth 1.1 . polygon $ rectNESW gap 1 (- gap) (-1)
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)
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where
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amFrac = fractionLoadedAmmo it
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col = brightX 2 1.5 $ mixColors amFrac (1 - amFrac) green red
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gap = _dbGap (_itParams it) - 3
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tractorGunPic :: Item -> SPic
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tractorGunPic it =
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( colorSH red $
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upperPrismPoly 4 (rectNESW 3 30 1 0)
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<> upperPrismPoly 4 (rectNESW (-1) 30 (-3) 0)
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<> upperPrismPoly 1 (rectNESW 3 30 (-3) 0)
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, setLayer BloomNoZWrite . color col . setDepth 1.1 . polygon $ rectNESW 1 30 (-1) 0
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)
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where
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amFrac = fractionLoadedAmmo it
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col = brightX 2 1.5 $ mixColors amFrac (1 - amFrac) green red
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flatShieldEquipSPic :: SPic
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flatShieldEquipSPic =
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( colorSH yellow $ upperPrismPoly 10 (rectWH 2 10)
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, mempty
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)
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headLampShape :: Shape
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headLampShape =
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colorSH yellow $
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translateSH (V3 5 2 4) (upperPrismPoly 4 $ rectWH 4 1)
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<> translateSH (V3 5 2 0) (upperPrismPoly 4 $ rectWH 4 1)
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<> translateSH (V3 5 (-2) 4) (upperPrismPoly 4 $ rectWH 4 1)
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<> translateSH (V3 5 (-2) 0) (upperPrismPoly 4 $ rectWH 4 1)
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detectorColor :: Detector -> Color
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detectorColor dt = case dt of
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ITEMDETECTOR -> blue
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CREATUREDETECTOR -> green
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WALLDETECTOR -> red
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keyPic :: Picture
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keyPic =
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color green $
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pictures
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[ translate (-4) 0 $ thickCircle 4 2
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, thickLine 2 $ map toV2 [(0, 0), (8, 0), (8, -4)]
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, thickLine 2 $ map toV2 [(4, 0), (4, -4)]
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]
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latchkeyPic :: Picture
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latchkeyPic =
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color yellow $
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pictures
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[ translate (-4) 0 $ thickCircle 4 2
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, thickLine 2 $ map toV2 [(0, 0), (8, 0), (8, -4)]
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, thickLine 2 $ map toV2 [(4, 0), (4, -4)]
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]
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legsSPic :: Color -> SPic
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legsSPic col = noPic $ translateSH (V3 0 4 0) $ colorSH col $ upperPrismPoly 3 $ rectWH 2 2
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