make camera follow the cat

This commit is contained in:
nek0 2021-01-20 05:12:16 +01:00
parent bf04946a1b
commit 87b2b2ad05
3 changed files with 41 additions and 17 deletions

View File

@ -5,6 +5,8 @@ module Scenes.Test
import Affection as A
import Linear
import qualified Data.Vector.Storable as VS
import qualified Data.Vector as V
@ -33,6 +35,7 @@ instance Scene Test where
<*> newTVarIO Nothing
<*> newTVarIO V.empty
<*> newTVarIO V.empty
<*> newTVarIO (PVM identity identity identity)
<*> newTVarIO []
loadScene = load
@ -52,6 +55,17 @@ instance Scene Test where
nonPlayerCast <- readTVarIO (testCast level)
pituicat <- atomically $ readTVar (testPlayer level)
let cast = Cast (fromJust pituicat) `V.cons` nonPlayerCast
playerPos@(V2 px py) = realToFrac <$> (pcPos $ fromJust pituicat)
atomically $ modifyTVar (testMatrices level) $ \pvm ->
pvm
{ pvmV = mkTransformationMat
identity
(V3 (400 - px) (300 - py) 0)
}
(PVM p v m) <- atomically $ readTVar (testMatrices level)
setUniform sh "u_mvp" (p !*! v !*! m)
let (indices, vertices) = populate layers stageSet cast

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@ -34,12 +34,6 @@ load level progress = do
putTMVar progress (0.5, "Loaded test level map!")
void $ atomically $ swapTVar (testLoaded level) True
let projection = ortho 0 800 0 600 (-1) 1 :: M44 GL.GLfloat
view = mkTransformationMat
(identity :: M33 GL.GLfloat)
(V3 0 ((-64) * 32 + 600) 0)
model = mkTransformationMat (identity :: M33 GL.GLfloat) (V3 0 0 0)
vertexArray <- newVertexArray
bind vertexArray
@ -70,6 +64,23 @@ load level progress = do
, ShaderSource GL.FragmentShader "./res/shaders/frag.shader"
]
let projection = ortho 0 800 0 600 (-1) 1 :: M44 GL.GLfloat
view = mkTransformationMat
(identity :: M33 GL.GLfloat)
(V3 (400 - sx) (300 - sy) 0)
model = mkTransformationMat (identity :: M33 GL.GLfloat) (V3 0 0 0)
startpos@(V2 sx sy) = V2 100 1948
pituicat = Pituicat
(realToFrac <$> startpos)
(V2 0 0)
(V2 0 0)
(V2 0 0)
(V2 0 0)
100
tex
False
Nothing
bind shader
setUniform shader "u_mvp" (projection !*! view !*! model)
setUniformList
@ -82,17 +93,6 @@ load level progress = do
]
)
let pituicat = Pituicat
(V2 100 1948)
(V2 0 1)
(V2 0 0)
(V2 0 0)
(V2 0 0)
100
tex
False
Nothing
unbind vertexArray
unbind vertexBuffer
unbind indexBuffer
@ -104,6 +104,7 @@ load level progress = do
(GLAssets vertexArray vertexBuffer indexBuffer shader [tex])
writeTVar (testPlayer level) (Just pituicat)
writeTVar (testLoaded level) True
writeTVar (testMatrices level) (PVM projection view model)
void $ atomically $ do
void $ takeTMVar progress

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@ -2,6 +2,8 @@ module Scenes.Test.Types where
import Affection
import Linear
import Control.Concurrent.STM
import qualified Data.Vector as V
@ -17,6 +19,7 @@ data Test = Test
, testPlayer :: TVar (Maybe Pituicat)
, testStageSet :: TVar (V.Vector StageSet)
, testCast :: TVar (V.Vector Cast)
, testMatrices :: TVar PVM
, testClean :: TVar [UUID]
}
@ -27,3 +30,9 @@ data GLAssets = GLAssets
, glSP :: Shader
, glTx :: [Texture]
}
data PVM = PVM
{ pvmP :: M44 Float
, pvmV :: M44 Float
, pvmM :: M44 Float
}