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loop/src/Dodge/Item/Draw.hs
T
2021-06-25 18:43:45 +02:00

62 lines
2.2 KiB
Haskell

module Dodge.Item.Draw
where
import Dodge.Data
import Dodge.Item.Data
import Dodge.Picture.Layer
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
-> Creature
-> Int -- ^ Position of item in inventory
-> Picture
pictureWeaponOnAim p cr posInInv
| isSelected && _posture (_crStance cr) == Aiming && isTwisting
= shoulderD twistWep
| isSelected && _posture (_crStance cr) == Aiming && isOneHand
= shoulderD oneHandWep
| isSelected && _posture (_crStance cr) == Aiming
= shoulderD drawnWep
| isSelected && isOneHand
= handD holsteredOneHandWep
| isSelected
= handD holsteredWep
| otherwise = blank
where
shoulderD = setDepth $ negate 0.005
handD = setDepth 0.01
isSelected = _crInvSel cr == posInInv
drawnWep = uncurry translate (_crRad cr,0) 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 + 1.2) 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
-> Creature
-> Int -- ^ Position of item in inventory
-> Picture
pictureItem p cr posInInv
| _crInvSel cr == posInInv = onLayer PtLayer drawnWep
| otherwise = blank
where
drawnWep = uncurry translate (_crRad cr,0) p