no more floortiles

This commit is contained in:
nek0 2018-03-03 11:06:38 +01:00
parent bd54ab1474
commit 061d5c3ede
2 changed files with 87 additions and 72 deletions

View file

@ -12,7 +12,7 @@ import Control.Monad.IO.Class (liftIO)
import Data.Map.Strict as Map
import qualified Data.Set as S
import qualified Data.Text as T
import Data.Matrix as M (toLists, (!), Matrix, safeGet)
import Data.Matrix as M
import Data.Ecstasy as E
import Data.Maybe (fromJust)
@ -35,7 +35,7 @@ import Util
loadMap :: Affection UserData ()
loadMap = do
ud <- getAffection
let fc = FloorConfig (20, 20) [(5,5), (35, 35)] (40,40)
let fc = FloorConfig (20, 20) [(5,5), (35, 35)] (50,75)
(Subsystems _ m) = subsystems ud
matrix <- liftIO $ buildHallFloorIO fc
(nws, _) <- yieldSystemT (worldState ud) $ do
@ -55,17 +55,6 @@ loadMap = do
, uuid = [uu]
}
relativizeMouseCoords :: V2 Int32 -> IO (V2 Double)
relativizeMouseCoords (V2 ix iy) = do
(GL.Position vx vy, GL.Size vw vh) <- SDL.get GL.viewport
let rx = ix - vx
ry = iy - vy
hx = fromIntegral vw / 2
hy = fromIntegral vh / 2
dx = fromIntegral rx - hx
dy = fromIntegral ry - hy
return $ V2 (dx / hx) (dy / hy)
mouseToPlayer :: V2 Int32 -> Affection UserData ()
mouseToPlayer mv2 = do
ud <- getAffection
@ -104,11 +93,40 @@ drawMap :: Affection UserData ()
drawMap = do
ud <- getAffection
dt <- getDelta
let matrix = imgMat (stateData ud)
mapM_ (\(i, ls) -> mapM_ (uncurry $ drawTile i) (reverse $ zip [1..] ls))
(zip [1..] (toLists matrix))
(_, playerPos) <- yieldSystemT (worldState ud) $ do
efor $ \_ -> do
with player
pos' <- E.get pos
pure pos'
let V2 pr pc = head playerPos
matrix = imgMat (stateData ud)
ctx = nano ud
cols = fromIntegral (ncols matrix)
rows = fromIntegral (nrows matrix)
tileWidth = 64 :: Double
tileHeight = 32 :: Double
x = realToFrac $ 640 + ((1 - pc) + (1 - pr)) * (tileWidth / 2)
y = realToFrac $ 360 + ((1 - pr) - (1 - pc)) * (tileHeight / 2)
liftIO $ do
let ctx = nano ud
beginPath ctx
moveTo ctx x y
lineTo ctx
(x + cols * (realToFrac tileWidth / 2))
(y - realToFrac tileHeight / 2 * cols)
lineTo ctx
(x + realToFrac tileWidth / 2 * (cols + rows))
(y + (rows - cols) * (realToFrac tileHeight / 2))
lineTo ctx
(x + realToFrac tileWidth / 2 * rows)
(y + realToFrac tileHeight / 2 * rows)
closePath ctx
fillColor ctx (rgb 255 255 255)
fill ctx
mapM_ (\(i, ls) -> mapM_
(\(j, t) -> drawTile
((mapMat $ stateData ud) M.! (i, j)) (assetImages ud) ctx pr pc i j t)
(reverse $ zip [1..] ls))
(zip [1..] (toLists matrix))
fontSize ctx 20
fontFace ctx (assetFonts ud Map.! FontBedstead)
textAlign ctx (S.fromList [AlignCenter,AlignTop])
@ -146,61 +164,42 @@ updateMap dt = do
{ worldState = nws
}
drawTile :: Int -> Int -> Maybe ImgId -> Affection UserData ()
drawTile row col img = do
ud <- getAffection
(_, playerPos) <- yieldSystemT (worldState ud) $ do
efor $ \_ -> do
with player
pos' <- E.get pos
pure pos'
let V2 pr pc = head playerPos
ctx = nano ud
tile = (mapMat $ stateData ud) M.! (row, col)
(xinit, yinit) = initCoords $ stateData ud
tileWidth = 64 :: Double
drawTile :: TileState -> Map ImgId Image -> Context -> Double -> Double -> Int -> Int -> Maybe ImgId -> IO ()
drawTile tile ai ctx pr pc row col img = do
let tileWidth = 64 :: Double
tileHeight = 32 :: Double
liftIO $ do
save ctx
save ctx
let x = realToFrac $ 640 + ((fromIntegral col - pc) +
(fromIntegral row - pr)) * (tileWidth / 2)
y = realToFrac $ 360 - (tileHeight / 2) + ((fromIntegral row - pr) -
(fromIntegral col - pc)) * (tileHeight / 2)
unless (img == Nothing) $ do
let dist = distance (V2 (fromIntegral row) (fromIntegral col))
(V2 (realToFrac pr - 0.5) (realToFrac pc + 0.5)) / 4
fact = if floor pr <= row && floor pc >= col
then min 1 dist
else 1
paint <- imagePattern
ctx x (y - (74 * fact - realToFrac tileHeight)) 64 74 0
(ai Map.! fromJust img)
fact
beginPath ctx
let x = realToFrac $ 640 + ((fromIntegral col - pc) +
(fromIntegral row - pr)) * (tileWidth / 2)
y = realToFrac $ 360 - (tileHeight / 2) + ((fromIntegral row - pr) -
(fromIntegral col - pc)) * (tileHeight / 2)
fillColor ctx (case tile of
Wall -> rgba 128 128 128 255
Door -> rgba 255 128 128 255
Hall -> rgba 255 255 255 255
Offi -> rgba 0 255 0 255
Toil -> rgba 0 0 255 255
Kitc -> rgba 255 0 0 255
Elev -> rgba 0 0 0 255
_ -> rgba 255 255 0 255
)
moveTo ctx x (y + realToFrac tileHeight / 2)
lineTo ctx (x + realToFrac tileWidth / 2) (y + realToFrac tileHeight)
lineTo ctx (x + realToFrac tileWidth) (y + realToFrac tileHeight / 2)
lineTo ctx (x + realToFrac tileWidth / 2) y
closePath ctx
fill ctx
unless (img == Nothing) $ do
let dist = distance (V2 (fromIntegral row) (fromIntegral col))
(V2 (realToFrac pr - 0.5) (realToFrac pc + 0.5)) / 4
fact = if floor pr <= row && floor pc >= col
then min 1 dist
else 1
paint <- imagePattern
ctx x (y - (74 * fact - realToFrac tileHeight)) 64 74 0
(assetImages ud Map.! fromJust img)
fact
beginPath ctx
rect ctx x (y - (74 * fact - realToFrac tileHeight)) 64 74
fillPaint ctx paint
fill ctx
when (floor pr == row && floor pc == col) $ do
beginPath ctx
circle ctx 640 360 5
if fact < 1
then do
moveTo ctx x (y + (realToFrac tileHeight - 74 * fact))
lineTo ctx (x + realToFrac tileWidth) (y + (realToFrac tileHeight - 74 * fact))
lineTo ctx (x + realToFrac tileWidth) (y + realToFrac tileHeight / 2)
lineTo ctx (x + realToFrac tileWidth / 2) (y + realToFrac tileHeight)
lineTo ctx x (y + realToFrac tileHeight / 2)
closePath ctx
fillColor ctx (rgba 0 255 255 255)
fill ctx
restore ctx
else
rect ctx x (y - (74 - realToFrac tileHeight)) (realToFrac tileWidth) 74
fillPaint ctx paint
fill ctx
when (floor pr == row && floor pc == col) $ do
beginPath ctx
circle ctx 640 360 5
closePath ctx
fillColor ctx (rgba 0 255 255 255)
fill ctx
restore ctx

View file

@ -4,6 +4,11 @@ import Affection as A
import Data.Matrix as M
import qualified SDL
import qualified Graphics.Rendering.OpenGL as GL hiding (get)
import Linear
-- internal imports
import Types
@ -93,3 +98,14 @@ neighWalls row col mat =
, (0, 1)
, (1, 0)
]
relativizeMouseCoords :: V2 Int32 -> IO (V2 Double)
relativizeMouseCoords (V2 ix iy) = do
(GL.Position vx vy, GL.Size vw vh) <- SDL.get GL.viewport
let rx = ix - vx
ry = iy - vy
hx = fromIntegral vw / 2
hy = fromIntegral vh / 2
dx = fromIntegral rx - hx
dy = fromIntegral ry - hy
return $ V2 (dx / hx) (dy / hy)