94 lines
2.7 KiB
Haskell
94 lines
2.7 KiB
Haskell
{-# LANGUAGE TupleSections #-}
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{-
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Inanimate objects such as lamps, barrels, etc
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-}
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module Dodge.Creature.Inanimate
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where
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import Dodge.Data
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import Dodge.Creature.Picture
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--import Dodge.Creature.Stance.Data
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import Dodge.Creature.State.Data
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import Dodge.Picture.Layer
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import Dodge.Default
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import Dodge.Creature.State
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import Dodge.LightSources
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import Dodge.WorldEvent.Flash
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import Dodge.WorldEvent.Sound
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import Dodge.Creature.Update hiding (CRUpdate)
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import Picture
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import qualified IntMapHelp as IM
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--import Geometry
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import Geometry.Vector3D
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import Polyhedra
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import Control.Lens
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defaultInanimate :: Creature
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defaultInanimate = defaultCreature & crActionPlan .~ Inanimate
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lamp :: Float -> Creature
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lamp h = defaultInanimate
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{ _crUpdate = initialiseLamp h
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, _crHP = 100
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, _crPict = picAtCrPos (lampPic h)
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, _crRad = 3
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, _crMass = 3
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}
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lampPic :: Float -> Picture
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lampPic h = pictures
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[ setLayer 0 $ pictures . map (Poly3D . map ((, blue) . (-.-.- (2.5,2.5,0)))) $ boxXYZ 5 5 (h-1)
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, setLayer 1 $ setDepth h $ color white $ circleSolid 3
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]
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initialiseLamp :: Float -> CRUpdate
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initialiseLamp h w (f,g) cr = ( (addLS . f , g), Just $ cr & crUpdate .~ updateLamp h i)
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where
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i = IM.newKey $ _lightSources $ f w -- to give different lights different keys
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addLS = over lightSources (IM.insert i (lightAt (x,y,h) i))
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(x,y) = _crPos cr
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updateLamp :: Float -> Int -> CRUpdate
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updateLamp h i = unrandUpdate handleLS internalUpdate
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where
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handleLS cr w
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| _crHP cr < 0 = explosionFlashAt cPos
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$ mkSoundBreakGlass cPos w & lightSources %~ IM.delete i
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| otherwise = w & lightSources . ix i . lsPos .~ f cPos
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where
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cPos = _crPos cr
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f (x,y) = (x,y,h)
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internalUpdate cr
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| _crHP cr < 0 = Nothing
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| otherwise = Just $ doDamage cr
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barrel :: Creature
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barrel = defaultInanimate
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{ _crUpdate = updateBarrel
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, _crHP = 500
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, _crPict = picAtCrPos $ onLayer CrLayer $ pictures
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[ color orange $ circleSolid 10
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, setDepth 0.049 . color (greyN 0.5) $ circleSolid 8
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, color (greyN 0.5) $ circleSolid 8
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]
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, _crState = defaultState
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{_crSpState = Barrel []
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}
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, _crInv = IM.empty -- IM.fromList [(0,frontArmour)]
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}
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explosiveBarrel :: Creature
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explosiveBarrel = defaultInanimate
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{ _crUpdate = updateExpBarrel
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, _crHP = 400
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, _crPict = picAtCrPos $ pictures
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[ color red $ circleSolid 8
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, setDepth 0.049 . color (greyN 0.5) $ circleSolid 10
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, color orange $ circleSolid 10
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]
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, _crState = defaultState
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{_crSpState = Barrel []
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}
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, _crInv = IM.empty -- IM.fromList [(0,frontArmour)]
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,_crApplyDamage = \_ c -> (id, c)
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}
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