162 lines
5.9 KiB
Haskell
162 lines
5.9 KiB
Haskell
{- |
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Drawing of creatures.
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Takes into account damage etc. -}
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module Dodge.Creature.Picture
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( basicCrPict
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, circLine
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, picAtCrPos
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) where
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import Dodge.Data
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--import Dodge.Creature.Stance.Data
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import Dodge.Creature.State.Data
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import Dodge.Creature.Stance.Data
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import Dodge.Creature.Test
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--import Dodge.Creature.AlertLevel.Data
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import Dodge.Picture.Layer
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import Dodge.Item.Data
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import Picture
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import Geometry
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import Control.Lens
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import Data.List
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import qualified Data.IntMap.Strict as IM
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basicCrPict
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:: Color -- ^ Creature color
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-> Creature
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-> World
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-> Picture
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basicCrPict col cr w = pictures $
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targetingPic ++
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[ tr . piercingMod $ bluntScale $ naked col cr
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, trFeet $ feet cr
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, tr $ arms col cr
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, tr $ drawEquipment cr
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]
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where
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targetingPic = IM.elems $ IM.mapMaybeWithKey f $ _crInv cr
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f invid it = fmap ((\g -> g invid it cr w) . snd) (it ^? itTargeting . _Just)
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tr = uncurry translate (_crPos cr) . rotate (_crDir cr)
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trFeet = uncurry translate (_crPos cr) . rotate (_crMvDir cr)
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cdir = _crDir cr
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bluntDam :: Maybe Point2
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bluntDam = find isBluntDam (concat pastDams) >>= (\dm -> (-.-) <$> dm ^? dmFrom <*> dm ^? dmTo)
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bluntScale = case fmap argV bluntDam of
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Just a -> rotate (a + cdir) . scale 0.8 1.2 . rotate (negate $ cdir + a)
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_ -> id
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isBluntDam Blunt{} = True
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isBluntDam _ = False
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piercingDam = find isPiercingDam (concat pastDams) >>= (\dm -> (-.-) <$> dm ^? dmFrom <*> dm ^? dmTo)
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isPiercingDam Piercing{} = True
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isPiercingDam _ = False
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piercingMod = case fmap argV piercingDam of
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Just a -> rotate (a + cdir) . scale 0.8 1.2 . rotate (negate $ cdir + a)
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_ -> id
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pastDams = _crPastDamage $ _crState cr
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feet :: Creature -> Picture
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feet cr = case cr ^? crStance . carriage of
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Just (Walking sa LeftForward) -> setL
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[ translate (f sa) off $ circleSolid 5
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, translate (-f sa) (-off) $ circleSolid 5
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]
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Just (Walking sa RightForward) -> setL
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[ translate (-f sa) off $ circleSolid 5
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, translate (f sa) (-off) $ circleSolid 5
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]
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_ -> setL
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[ translate 0 off $ circleSolid 5
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, translate 0 (-off) $ circleSolid 5
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]
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where
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setL = onLayerL [levLayer CrLayer, (-5)] . color (greyN 0.3) . pictures
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off = 5
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sLen = _strideLength $ _crStance cr
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f i = 6 * fromIntegral (sLen - i) / fromIntegral sLen
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arms :: Color -> Creature -> Picture
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arms col cr
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| aimingTwist = blank
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| otherwise = case cr ^? crStance . carriage of
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Just (Walking sa LeftForward) -> setL
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[ translate (-f sa) (-off) . sc $ circleSolid 4
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]
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Just (Walking sa RightForward) -> setL
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[ translate (-f sa) off . sc $ circleSolid 4
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]
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_ -> blank
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where
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sc = scale 1 1
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setL = onLayerL [levLayer CrLayer, (-4)] . color (light4 col) . pictures
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off = 8
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sLen = _strideLength $ _crStance cr
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f i = negate 2 + negate 6 * fromIntegral (sLen - i) / fromIntegral sLen
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aimingTwist = crIsAiming' cr -- && crIt ^? itAimStance == Just TwoHandTwist
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--crIt = _crInv cr IM.! _crInvSel cr
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naked :: Color -> Creature -> Picture
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naked col cr
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| strikeMelee = onCrL . color white $ circleSolid $ _crRad cr
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| pdam > 200 = onCrL . color red $ circleSolid $ _crRad cr
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| pdam > 99 = onCrL . color white $ circleSolid $ _crRad cr
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| aimingOneHand = rotate (negate twistA * 0.5) $ pictures
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[ translate (0.25 * crad) 0 $ circleSolid (crad * 0.5)
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, onCrL . translate 8 (-8) . color col' $ circleSolid 4
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, translate 0 3 . rotate (negate 0.2) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
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, translate 0 (negate 3) . rotate (0.2) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
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]
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| aimingTwist = translate 0 (0.5* crad) . rotate twistA $ pictures
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[ aboveIt . translate (negate 0.25 * crad) 0.25 $
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circleSolid (crad * 0.5)
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, onCrL . translate 12 (4) . color col' $ circleSolid 4
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, onCrL . translate 4 (-10) . color col' $ circleSolid 4
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, onCrL . rotate (negate 0.2) . translate 2 3 . rotate (negate 0.4) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
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, onCrL . rotate (negate 0.2) . translate 0 (negate 3) . rotate (0.2) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
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]
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| otherwise = onCrL $ pictures
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[ translate (0.25 * crad) 0 $ circleSolid (crad * 0.5)
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, translate 0 3 . rotate (negate 0.2) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
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, translate 0 (negate 3) . rotate (0.2) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
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]
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where
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aboveIt = onLayer HPtLayer
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onCrL = onLayer CrLayer
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twistA = negate 1
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aimingOneHand = crIsAiming' cr && crIt ^? itAimStance == Just OneHand
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aimingTwist = crIsAiming' cr && crIt ^? itAimStance == Just TwoHandTwist
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crIt = _crInv cr IM.! _crInvSel cr
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strikeMelee = case _crMeleeCooldown cr of
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Nothing -> False
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Just x -> x > 5
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pdam = sum $ concatMap (map _dmAmount) pastDams
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crad = _crRad cr
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pastDams = _crPastDamage $ _crState cr
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col' = light . light . light $ light col
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light4 :: Color -> Color
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light4 = light . light . light . light
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--drawAwakeLevel
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-- :: Creature
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-- -> Picture
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--drawAwakeLevel cr = case cr ^? crAttentionDir of
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-- Just (AttentiveTo [0]) -> setPos . color red $ circleSolid 5
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-- _ -> setPos . color blue $ circleSolid 5
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-- where
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-- setPos = translate 0 (_crRad cr)
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drawEquipment
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:: Creature
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-> Picture
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drawEquipment cr = pictures $ map f $ IM.toList (_crInv cr)
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where
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f (i,it) = case it ^? itEquipPict of
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Just g -> g cr i
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_ -> blank
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circLine :: Float -> Picture
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circLine x = line [(0,0),(x,0)]
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picAtCrPos :: Picture -> Creature -> World -> Picture
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picAtCrPos thePic cr _ = uncurry translate (_crPos cr) $ rotate (_crDir cr) thePic
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