118 lines
4.1 KiB
Haskell
118 lines
4.1 KiB
Haskell
{- | Flashes.
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projected naming conventions: three base types of light:
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glare : "low lighting", draws lines around creatures and walls
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flare : coloured light drawn on top of picture in fixed shapes
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light : removal of shadows
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duration (subject to modification):
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flash : short, abrupt changes in alpha
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glow : continuous, potentially long, fading, slow changes in alpha
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flicker : potentially long, moving, abrupt changes in alpha
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-}
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module Dodge.WorldEvent.Flash
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where
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import Dodge.Data
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--import Dodge.Base
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import Dodge.Picture
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import Dodge.LightSources.Lamp
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import Dodge.WorldEvent.ThingsHit
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import Dodge.WorldEvent.HelperParticle
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import Picture
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import Geometry
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import Data.Maybe (maybeToList)
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import Control.Lens
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glareAt :: Int -> Float -> Float -> Color -> Int -> Float -> Point2 -> World -> World
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glareAt t len wdth col nrays rad p w = foldr (glareLine' t len wdth col p) w ps
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where
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ps = map (p +.+) $ nRaysRad nrays rad
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{- White flash. -}
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sparkFlashAt :: Point2 -> World -> World
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sparkFlashAt =
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glareAt 2 10 5 (withAlpha 0.05 white) 20 30
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{- Red flash. -}
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bloodFlashAt :: Point2 -> World -> World
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bloodFlashAt p =
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over particles (flashFlareAt red 0.4 p : )
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. glareAt 2 10 5 (withAlpha 0.05 red) 20 30 p
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{- Cyan flash. -}
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teslaGunFlashAt :: Point2 -> World -> World
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teslaGunFlashAt p =
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over particles (flashFlareAt cyan 0.3 p : )
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. glareAt 2 10 5 (withAlpha 0.1 cyan) 20 30 p
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{- Yellow flash. -}
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laserGunFlashAt :: Point2 -> World -> World
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laserGunFlashAt p =
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over particles (flashFlareAt yellow 0.2 p : )
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. glareAt 2 10 5 (withAlpha 0.05 yellow) 20 30 p
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glareLine' :: Int -> Float -> Float -> Color -> Point2 -> Point2 -> World -> World
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glareLine' t len wdth col a b w = w & particles %~ (maybeToList linePt ++)
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where
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linePt :: Maybe Particle
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linePt = glareBetween t len wdth col a b w
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glareBetween :: Int -> Float -> Float -> Color -> Point2 -> Point2 -> World -> Maybe Particle
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glareBetween 0 _ _ _ _ _ _ = Nothing
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glareBetween t len wdth col a b w = Just $ Particle
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{_ptDraw = const $ lowLightPic len wdth col (a,b) w
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,_ptUpdate = \ w' _ -> (w',glareBetween (t-1) len wdth col a b w')
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}
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lowLightPic :: Float -> Float -> Color -> (Point2, Point2) -> World -> Picture
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lowLightPic len wdth col (a,b) w = case thingsHit a b w of
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((p, E3x2 wall):_)
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-> setCol . lineOfThickness wdth $ [alongSegBy len p wa, alongSegBy len p wb]
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where
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(wa,wb) = _wlLine wall
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((p, E3x1 cr):_)
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-> setCol . uncurryV translate cp . rotate (-0.25 * pi + argV (p -.- cp))
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$ thickArc 0 (pi/2) (_crRad cr) wdth
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where
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cp = _crPos cr
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_ -> blank
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where setCol = color col . setDepth (-0.5) . setLayer 2
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flashFlareAt :: Color -> Float -> Point2 -> Particle
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flashFlareAt col alphax (V2 x y) = Particle
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{ _ptDraw = const $ setLayer 2 . setDepth (-0.9) . translate x y
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$ circleSolidCol (withAlpha 0 col) (withAlpha alphax col) 30
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, _ptUpdate = ptTimer' 1
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}
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explosionFlashAt :: Point2 -> World -> World
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explosionFlashAt p = over tempLightSources ((:) $ tLightTimedIntensity 20 150 intensityFunc p)
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where
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intensityFunc x
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| x < 10 = 1 / (10 - fromIntegral x)
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| otherwise = 1
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flameGlareAt :: Point2 -> World -> World
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flameGlareAt = glareAt 1 10 5 (withAlpha 0.05 orange) 8 40
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lowLightDirected :: Color -> Point2 -> Point2 -> [Float] -> World -> World
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lowLightDirected col a b angles w
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= foldr (\angle w' -> glareLine' 2 10 5 col a (a +.+ rotateV angle b) w') w angles
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muzzleFlashAt :: Point2 -> World -> World
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muzzleFlashAt p = over particles (muzzleFlashPt p : )
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. glareAt 2 10 5 (withAlpha 0.5 white) 20 30 p
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muzzleFlashPt :: Point2 -> Particle
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muzzleFlashPt (V2 x y) = Particle
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{ _ptDraw = const $ setDepth 0
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. setLayer 2
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. translate x y
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$ circleSolidCol (withAlpha 0 white) (withAlpha 0.2 white) 20
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, _ptUpdate = ptTimer' 1
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}
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laserScopeTargetGlow :: Color -> Point2 -> World -> World
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laserScopeTargetGlow col = glareAt 2 3 1 (withAlpha 0.1 col) 15 5
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