drawing animation properly
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81abbaf91e
commit
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4 changed files with 351 additions and 177 deletions
68
src/Init.hs
68
src/Init.hs
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@ -12,7 +12,7 @@ import qualified Graphics.Rendering.OpenGL as GL
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import NanoVG hiding (V2(..), V3(..))
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import NanoVG.Internal.Image (ImageFlags(..))
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import Linear
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import Linear hiding (E(..))
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import Codec.Picture as CP
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import Codec.Picture.Extra
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@ -77,23 +77,64 @@ load = do
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when (any isNothing mimgs) $ do
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logIO Error "Failed to load image assets"
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exitFailure
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playerImgs <- loadPlayerSprite "assets/intruder.png" 64 74 nvg
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(zipWith (\a b -> (a, [b])) [0..] $ [ImgIntrE .. ImgIntrN] ++ [ImgIntrNE])
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-- playerImgs <- loadPlayerSprite "assets/intruder.png" 64 74 nvg
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-- (zipWith (\a b -> (a, [b])) [0..] $ [ImgIntrE .. ImgIntrN] ++ [ImgIntrNE])
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let imgs = zipWith (\a b -> (a, fromJust b)) [ImgWallAsc ..] mimgs
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directions = [E .. N] ++ [NE]
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animIds = map (AnimId 0 "standing") directions
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animConfigs = map
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(\i -> AnimationConfig (0, i * 74) (64, 74) 1 0 APLoop)
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[0 .. length animIds]
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animations <- loadAnimationSprites "assets/intruder.png" nvg
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(zip animIds animConfigs)
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return UserData
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{ state = Menu
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, subsystems = subs
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, assetImages = M.fromList
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(imgs ++ playerImgs)
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, assetFonts = M.fromList
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{ state = Menu
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, subsystems = subs
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, assetImages = M.fromList imgs
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, assetAnimations = M.fromList animations
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, assetFonts = M.fromList
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[ (FontBedstead, "bedstead")
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]
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, nano = nvg
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, uuid = []
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, worldState = ws
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, stateData = None
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, nano = nvg
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, uuid = []
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, worldState = ws
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, stateData = None
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}
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loadAnimationSprites
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:: FilePath -- Path to Sprite map
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-> Context -- NanoVG context
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-> [(AnimId, AnimationConfig)]
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-> IO [(AnimId, Animation)]
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loadAnimationSprites fp nvg idconfs = do
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eimg <- readImage fp
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case eimg of
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Left err -> do
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logIO Error err
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exitFailure
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Right dimg -> do
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let img = convertRGBA8 dimg
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mapM
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(\(id, (AnimationConfig (xoffs, yoffs) (w, h) count dur pb)) -> do
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let crs = map
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(\i -> crop (xoffs + (i * w)) yoffs w h img)
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[0 .. (count - 1)]
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mresimgs <- mapM
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(\cr ->
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createImageMem nvg (ImagePremultiplied) (toStrict $ encodePng cr))
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crs
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imgs <- if any isNothing mresimgs
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then do
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logIO Error ("failed to load: " ++ fp ++ " " ++ show id)
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exitFailure
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else
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return $ catMaybes mresimgs
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return $
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( id
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, Animation dur imgs pb
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)
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) idconfs
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loadPlayerSprite
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:: FilePath -- Path to spritemap
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-> Int -- width of single sprite
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@ -112,7 +153,8 @@ loadPlayerSprite fp w h nvg rids = do
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ret <- mapM (\(row, ids) -> do
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mapM (\(num, id) -> do
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let cr = crop (num * w) (row * h) w h img
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mresimg <- createImageMem nvg (ImagePremultiplied) (toStrict $ encodePng cr)
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mresimg <-
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createImageMem nvg (ImagePremultiplied) (toStrict $ encodePng cr)
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case mresimg of
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Nothing -> do
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logIO Error ("Failed to load: " ++ fp ++ " " ++ show id)
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98
src/NPC.hs
98
src/NPC.hs
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@ -26,55 +26,55 @@ import Types.Interior
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import Types.Map
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import Types.ReachPoint
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drawNPCs
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:: Map ImgId Image
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-> Context
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-> UserData
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-> [(V2 Double, Direction)]
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-> Double
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-> Double
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-> Int
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-> Int
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-> Maybe ImgId
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-> IO ()
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drawNPCs ai ctx ud npcposrots prow pcol row col img = do
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let fnpcposrots = filter
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(\((V2 nr nc, dir)) ->
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let x = realToFrac $ 640 + ((nc - pcol) + (nr - prow)) * 32
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y = realToFrac $ 360 + ((nr - prow) - (nc - pcol)) * 16
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in ((realToFrac x > -tileWidth && realToFrac y > -tileHeight) &&
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(realToFrac x < 1280 && realToFrac (y - (74 - realToFrac tileHeight)) < 720)) &&
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((all (\m -> prow > (fromIntegral (floor prow :: Int)) + m) minrs &&
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all (\m -> pcol < (fromIntegral (floor pcol :: Int)) + m) mincs) ||
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(all (\m -> prow > (fromIntegral (floor prow :: Int)) + m) minrs &&
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all (\m -> pcol < (fromIntegral (floor pcol :: Int)) + m) maxcs)) &&
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(floor nr == row && floor nc == col)
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)
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npcposrots
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mapM_
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(\((V2 nr nc, dir)) -> do
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let x = realToFrac $ 640 + ((nc - pcol) + (nr - prow)) * 32
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y = realToFrac $ 360 + ((nr - prow) - (nc - pcol)) * 16
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beginPath ctx
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paint <- imagePattern ctx (x - 32) (y - 58) 64 74 0
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(ai Map.! (dirToImgId dir)) 1
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rect ctx (x - realToFrac (tileWidth / 2)) (y - 58)
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(realToFrac tileWidth) 74
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fillPaint ctx paint
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-- circle ctx x y 5
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-- closePath ctx
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-- fillColor ctx (rgba 255 0 0 255)
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fill ctx
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)
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fnpcposrots
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where
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tileWidth = 64 :: Double
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tileHeight = 32 :: Double
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mb = imgObstacle img
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minrs = Prelude.map (fst . matmin) mb
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maxrs = Prelude.map (fst . matmax) mb
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mincs = Prelude.map (snd . matmin) mb
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maxcs = Prelude.map (snd . matmax) mb
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-- drawNPCs
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-- :: Map ImgId Image
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-- -> Context
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-- -> UserData
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-- -> [(V2 Double, Direction)]
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-- -> Double
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-- -> Double
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-- -> Int
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-- -> Int
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-- -> Maybe ImgId
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-- -> IO ()
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-- drawNPCs ai ctx ud npcposrots prow pcol row col img = do
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-- let fnpcposrots = filter
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-- (\((V2 nr nc, dir)) ->
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-- let x = realToFrac $ 640 + ((nc - pcol) + (nr - prow)) * 32
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-- y = realToFrac $ 360 + ((nr - prow) - (nc - pcol)) * 16
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-- in ((realToFrac x > -tileWidth && realToFrac y > -tileHeight) &&
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-- (realToFrac x < 1280 && realToFrac (y - (74 - realToFrac tileHeight)) < 720)) &&
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-- ((all (\m -> prow > (fromIntegral (floor prow :: Int)) + m) minrs &&
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-- all (\m -> pcol < (fromIntegral (floor pcol :: Int)) + m) mincs) ||
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-- (all (\m -> prow > (fromIntegral (floor prow :: Int)) + m) minrs &&
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-- all (\m -> pcol < (fromIntegral (floor pcol :: Int)) + m) maxcs)) &&
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-- (floor nr == row && floor nc == col)
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-- )
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-- npcposrots
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-- mapM_
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-- (\((V2 nr nc, dir)) -> do
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-- let x = realToFrac $ 640 + ((nc - pcol) + (nr - prow)) * 32
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-- y = realToFrac $ 360 + ((nr - prow) - (nc - pcol)) * 16
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-- beginPath ctx
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-- paint <- imagePattern ctx (x - 32) (y - 58) 64 74 0
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-- (ai Map.! (dirToImgId dir)) 1
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-- rect ctx (x - realToFrac (tileWidth / 2)) (y - 58)
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-- (realToFrac tileWidth) 74
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-- fillPaint ctx paint
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-- -- circle ctx x y 5
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-- -- closePath ctx
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-- -- fillColor ctx (rgba 255 0 0 255)
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-- fill ctx
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-- )
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-- fnpcposrots
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-- where
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-- tileWidth = 64 :: Double
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-- tileHeight = 32 :: Double
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-- mb = imgObstacle img
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-- minrs = Prelude.map (fst . matmin) mb
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-- maxrs = Prelude.map (fst . matmax) mb
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-- mincs = Prelude.map (snd . matmin) mb
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-- maxcs = Prelude.map (snd . matmax) mb
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placeNPCs
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:: M.Matrix (Maybe ImgId)
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315
src/Test.hs
315
src/Test.hs
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@ -18,6 +18,7 @@ import qualified Data.Text as T
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import Data.Matrix as M
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import Data.Ecstasy as E
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import Data.Maybe
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import Data.List (sortOn)
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import System.Random (randomRIO)
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@ -39,8 +40,8 @@ loadMap :: Affection UserData ()
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loadMap = do
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ud <- getAffection
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let fc = FloorConfig
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(20, 20)
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[(5,5), (35, 35)]
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(10, 10)
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[]
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(50, 50)
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(Subsystems _ m) = subsystems ud
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(mat, gr) <- liftIO $ buildHallFloorIO fc
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@ -56,20 +57,19 @@ loadMap = do
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(inter, rps) <- liftIO $ placeInteriorIO mat imgmat exits gr
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liftIO $ logIO A.Debug ("number of reachpoints: " ++ show (length rps))
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let nnex = Prelude.filter (\p -> pointType p /= RoomExit) rps
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playerAnim = Animations
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{ animStand = Map.fromList
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(zip [NE .. N] [ImgIntrNE .. ImgIntrN])
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}
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-- playerAnim = Animations
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-- { animStand = Map.fromList
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-- (zip [NE .. N] [ImgIntrNE .. ImgIntrN])
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-- }
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npcposs <- placeNPCs inter mat rps gr 50 -- (length nnex)
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liftIO $ A.logIO A.Debug $ "number of placed NPCs: " ++ show (length npcposs)
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(nws, _) <- liftIO $ yieldSystemT (worldState ud) $ do
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createEntity $ newEntity
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{ pos = Just (V2 20.5 20.5)
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{ pos = Just (V2 10.5 10.5)
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, vel = Just (V2 0 0)
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, player = Just ()
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, rot = Just SE
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, anim = Just playerAnim
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, animCurrFrame = Just (0, 0)
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, anim = Just $ AnimState (AnimId 0 "standing" SE) 0 0
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}
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void $ mapM_ (\npcpos@(V2 nr nc) -> do
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-- ttl <- liftIO $ randomRIO (5, 30)
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@ -82,8 +82,7 @@ loadMap = do
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, velFact = Just fact
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, rot = Just SE
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, npcState = Just (NPCStanding 0 future)
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, anim = Just playerAnim
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, animCurrFrame = Just (0, 0)
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, anim = Just $ AnimState (AnimId 0 "standing" SE) 0 0
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}
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) npcposs
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uu <- partSubscribe m movePlayer
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@ -138,7 +137,7 @@ drawMap :: Affection UserData ()
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drawMap = do
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ud <- getAffection
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dt <- getDelta
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(_, (playerPos, playerRot, npcposrots)) <- liftIO $ yieldSystemT (worldState ud) $ do
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(_, (playerPos, playerRot, posanims)) <- liftIO $ yieldSystemT (worldState ud) $ do
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(pc, dir) <- fmap head $ efor allEnts $ do
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with player
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with pos
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@ -146,14 +145,19 @@ drawMap = do
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pos' <- query pos
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rot' <- query rot
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pure (pos', rot')
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-- (_, npcposs) <- yieldSystemT (worldState ud) $ do
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npcsrots <- efor allEnts $ do
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with npcState
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-- npcsrots <- efor allEnts $ do
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-- with npcState
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-- with pos
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-- pos' <- query pos
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-- rot' <- query rot
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-- pure (pos', rot')
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posanims <- efor allEnts $ do
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with anim
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with pos
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state <- query anim
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pos' <- query pos
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rot' <- query rot
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pure (pos', rot')
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return (pc, dir, npcsrots)
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return (pos', state)
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return (pc, dir, posanims)
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let V2 pr pc = playerPos
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mat = imgMat (stateData ud)
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ctx = nano ud
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@ -180,8 +184,9 @@ drawMap = do
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fill ctx
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mapM_ (\(i, ls) -> mapM_
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(\(j, t) -> do
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drawTile (assetImages ud) ctx pr pc i j t (dirToImgId playerRot)
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drawNPCs (assetImages ud) ctx ud npcposrots pr pc i j t
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drawTile ud ctx posanims pr pc i j t
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-- drawNPCs (assetImages ud) ctx ud npcposrots pr pc i j t
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-- drawAnims ctx (assetAnimations ud) (worldState ud) posanims pr pc i j t
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)
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(reverse $ zip [1..] ls))
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(zip [1..] (toLists mat))
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@ -192,6 +197,149 @@ drawMap = do
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fillColor ctx (rgb 255 128 0)
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textBox ctx 0 0 200 ("FPS: " `T.append` (T.pack $ Prelude.take 5 $ show (1/dt)))
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drawTile
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:: UserData
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-> Context
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-> [(V2 Double, AnimState)]
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-> Double
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-> Double
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-> Int
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-> Int
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-> Maybe ImgId
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-> IO ()
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drawTile ud ctx posanims pr pc row col img =
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when ((realToFrac x > -tileWidth && realToFrac y > -tileHeight) &&
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(realToFrac x < 1280 && realToFrac (y - (74 - realToFrac tileHeight)) < 720)) $
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do
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let lt = Prelude.filter (\(V2 nr nc, _) ->
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(any (\m -> nr < (fromIntegral (floor nr :: Int)) + m) maxrs &&
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any (\m -> nc > (fromIntegral (floor nc :: Int)) + m) maxcs)
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-- (all (\m -> nr < (fromIntegral (floor nr :: Int)) + m) minrs &&
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-- all (\m -> nc > (fromIntegral (floor nc :: Int)) + m) mincs) ||
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-- (all (\m -> nr < (fromIntegral (floor nr :: Int)) + m) maxrs &&
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-- all (\m -> nc > (fromIntegral (floor nc :: Int)) + m) maxcs)
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) sorted
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ge = Prelude.filter (\(V2 nr nc, _) -> not
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(any (\m -> nr < (fromIntegral (floor nr :: Int)) + m) maxrs &&
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any (\m -> nc > (fromIntegral (floor nc :: Int)) + m) maxcs)
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-- (all (\m -> nr < (fromIntegral (floor nr :: Int)) + m) minrs &&
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-- all (\m -> nc > (fromIntegral (floor nc :: Int)) + m) mincs) ||
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-- (all (\m -> nr < (fromIntegral (floor nr :: Int)) + m) maxrs &&
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-- all (\m -> nc > (fromIntegral (floor nc :: Int)) + m) maxcs)
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) sorted
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save ctx
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mapM_ drawAnim lt
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when (isJust img) drawImage
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mapM_ drawAnim ge
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-- mapM (\posanim@(V2 nr nc, as) -> do
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-- if (isNothing img)
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-- then drawAnim posanim
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-- else do
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-- if (Prelude.null mb)
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-- then do
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-- drawImage
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-- drawAnim posanim
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-- else do
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-- if (all (\m -> nr > (fromIntegral (floor nr :: Int)) + m) minrs &&
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-- all (\m -> nc < (fromIntegral (floor nc :: Int)) + m) mincs) ||
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-- (all (\m -> nr > (fromIntegral (floor nr :: Int)) + m) minrs &&
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-- all (\m -> nc < (fromIntegral (floor nc :: Int)) + m) maxcs)
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-- then do
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-- drawImage
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-- drawAnim posanim
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-- else do
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-- drawAnim posanim
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-- drawImage
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-- ) sorted
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restore ctx
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where
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ai = assetImages ud
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anims = assetAnimations ud
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tileWidth = 64 :: Double
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tileHeight = 32 :: Double
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filtered = Prelude.filter
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(\((V2 ar ac), _) -> floor ar == row && floor ac == col) posanims
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sorted = sortOn (\(V2 sr sc, _) -> sc + sr * maxCol) filtered
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maxCol = maximum (Prelude.map (\(V2 _ mc, _) -> mc) filtered)
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minrs = Prelude.map (fst . matmin) mb
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maxrs = Prelude.map (fst . matmax) mb
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mincs = Prelude.map (snd . matmin) mb
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maxcs = Prelude.map (snd . matmax) mb
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x = realToFrac $ 640 + ((fromIntegral col - pc) +
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(fromIntegral row - pr)) * (tileWidth / 2) :: CFloat
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y = realToFrac $ 360 - (tileHeight / 2) + ((fromIntegral row - pr) -
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(fromIntegral col - pc)) * (tileHeight / 2) :: CFloat
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dist = distance (V2 (fromIntegral row) (fromIntegral col))
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(V2 (realToFrac pr - 1) (realToFrac pc)) / 4
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fact =
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if (pr <= fromIntegral row + minimum maxrs &&
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pc >= fromIntegral col + maximum mincs) &&
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isWall (fromJust img)
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then min 1 dist
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else 1
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mb = imgObstacle img
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drawAnim (V2 nr nc, as) = do
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let ax = realToFrac $ 640 + ((nc - pc) + (nr - pr)) * 32
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ay = realToFrac $ 360 + ((nr - pr) - (nc - pc)) * 16
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a = anims Map.! asId as
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beginPath ctx
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paint <- imagePattern ctx (ax - 32) (ay - 58) 64 74 0
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(animSprites a !! asCurrentFrame as) 1
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rect ctx (ax - 32) (ay - 58) 64 74
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fillPaint ctx paint
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fill ctx
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drawImage = do
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beginPath ctx
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paint <- imagePattern
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ctx x (y - (74 - realToFrac tileHeight))
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(realToFrac tileWidth) 74
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0
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(ai Map.! fromJust img)
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fact
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rect ctx x (y - (74 - realToFrac tileHeight)) (realToFrac tileWidth) 74
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fillPaint ctx paint
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fill ctx
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-- drawPlayer = do
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-- when (floor pr == row && floor pc == col) $ do
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-- beginPath ctx
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-- paint <- imagePattern
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-- ctx 608 302 64 74 0 (ai Map.! playerImg) 1
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-- rect ctx 608 302 64 74
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-- fillPaint ctx paint
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-- -- circle ctx 640 360 5
|
||||
-- -- closePath ctx
|
||||
-- -- fillColor ctx (rgba 0 255 255 255)
|
||||
-- fill ctx
|
||||
|
||||
drawAnims
|
||||
:: Context
|
||||
-> Map AnimId Animation
|
||||
-> SystemState Entity IO
|
||||
-> [(V2 Double, AnimState)]
|
||||
-> Double
|
||||
-> Double
|
||||
-> Int
|
||||
-> Int
|
||||
-> Maybe ImgId
|
||||
-> IO ()
|
||||
drawAnims ctx anims ws posanims pr pc r c tile =
|
||||
mapM_ (\(V2 nr nc, as) -> do
|
||||
let x = realToFrac $ 640 + ((nc - pc) + (nr - pr)) * 32
|
||||
y = realToFrac $ 360 + ((nr - pr) - (nc - pc)) * 16
|
||||
anim = anims Map.! asId as
|
||||
beginPath ctx
|
||||
paint <- imagePattern ctx (x - 32) (y - 58) 64 74 0
|
||||
(animSprites anim !! asCurrentFrame as) 1
|
||||
rect ctx (x - 32) (y - 58) 64 74
|
||||
fillPaint ctx paint
|
||||
fill ctx
|
||||
) filtered
|
||||
where
|
||||
filtered = Prelude.filter
|
||||
(\((V2 ar ac), _) -> floor ar == r && floor ac == c) posanims
|
||||
sorted = sortOn (\(V2 sr sc, _) -> sc + sr * maxCol) filtered
|
||||
maxCol = maximum (Prelude.map (\(V2 _ mc, _) -> mc) filtered)
|
||||
|
||||
updateMap :: Double -> Affection UserData ()
|
||||
updateMap dt = do
|
||||
let direction :: V2 Double -> Direction -> Direction
|
||||
|
@ -214,21 +362,63 @@ updateMap dt = do
|
|||
else rot'
|
||||
ud <- getAffection
|
||||
(nws, _) <- liftIO $ yieldSystemT (worldState ud) $ do
|
||||
emap allEnts $ do
|
||||
with anim
|
||||
state <- query anim
|
||||
let anim = assetAnimations ud Map.! asId state
|
||||
ntime = asElapsedTime state + dt
|
||||
nstate = if ntime > (fromIntegral $ asCurrentFrame state) *
|
||||
(animDuration anim / (fromIntegral $ length $ animSprites anim))
|
||||
then
|
||||
let nframe = asCurrentFrame state + 1
|
||||
in case animPlay anim of
|
||||
APLoop ->
|
||||
let (nnframe, nntime) =
|
||||
if nframe >= (length $ animSprites anim)
|
||||
then (0, 0)
|
||||
else (nframe, ntime)
|
||||
in state
|
||||
{ asCurrentFrame = nnframe
|
||||
, asElapsedTime = nntime
|
||||
}
|
||||
APOnce ->
|
||||
let nnframe = if nframe >= (length $ animSprites anim)
|
||||
then nframe - 1
|
||||
else nframe
|
||||
in state
|
||||
{ asCurrentFrame = nnframe
|
||||
, asElapsedTime = ntime
|
||||
}
|
||||
else
|
||||
state
|
||||
{ asElapsedTime = ntime
|
||||
}
|
||||
return $ unchanged
|
||||
{ anim = Set nstate
|
||||
}
|
||||
emap allEnts $ do
|
||||
without player
|
||||
with vel
|
||||
with velFact
|
||||
with pos
|
||||
with rot
|
||||
with anim
|
||||
pos'@(V2 pr pc) <- query pos
|
||||
vel' <- query vel
|
||||
rot' <- query rot
|
||||
fact' <- query velFact
|
||||
state <- query anim
|
||||
let npos@(V2 nr nc) = pos' + fmap (* (dt * fact')) vel'
|
||||
dpos = npos - pos'
|
||||
aId = asId state
|
||||
ent = unchanged
|
||||
{ pos = Set $ npos
|
||||
, rot = Set $ direction vel' rot'
|
||||
, anim = Set state
|
||||
{ asId = aId
|
||||
{ aiDirection = direction vel' rot'
|
||||
}
|
||||
}
|
||||
}
|
||||
return ent
|
||||
emap allEnts $ do
|
||||
|
@ -236,11 +426,14 @@ updateMap dt = do
|
|||
with vel
|
||||
with pos
|
||||
with rot
|
||||
with anim
|
||||
pos'@(V2 pr pc) <- query pos
|
||||
vel'@(V2 vr vc) <- query vel
|
||||
rot' <- query rot
|
||||
state <- query anim
|
||||
let npos@(V2 nr nc) = pos' + fmap (* dt) vel'
|
||||
dpos@(V2 dpr dpc) = npos - pos'
|
||||
aId = asId state
|
||||
len = sqrt (dpos `dot` dpos)
|
||||
lll = (,)
|
||||
<$> (
|
||||
|
@ -286,6 +479,11 @@ updateMap dt = do
|
|||
(A.log A.Verbose (show lll ++ " " ++ show len) lll)
|
||||
)
|
||||
, rot = Set (direction vel' rot')
|
||||
, anim = Set state
|
||||
{ asId = aId
|
||||
{ aiDirection = direction vel' rot'
|
||||
}
|
||||
}
|
||||
}
|
||||
return ent
|
||||
updateNPCs
|
||||
|
@ -299,83 +497,6 @@ updateMap dt = do
|
|||
{ worldState = nws
|
||||
}
|
||||
|
||||
drawTile
|
||||
:: Map ImgId Image
|
||||
-> Context
|
||||
-> Double
|
||||
-> Double
|
||||
-> Int
|
||||
-> Int
|
||||
-> Maybe ImgId
|
||||
-> ImgId
|
||||
-> IO ()
|
||||
drawTile ai ctx pr pc row col img playerImg =
|
||||
when ((realToFrac x > -tileWidth && realToFrac y > -tileHeight) &&
|
||||
(realToFrac x < 1280 && realToFrac (y - (74 - realToFrac tileHeight)) < 720)) $
|
||||
do
|
||||
save ctx
|
||||
if (isNothing img)
|
||||
then drawPlayer
|
||||
else do
|
||||
if (Prelude.null mb)
|
||||
then do
|
||||
drawImage
|
||||
drawPlayer
|
||||
else do
|
||||
if (all (\m -> pr > (fromIntegral (floor pr :: Int)) + m) minrs &&
|
||||
all (\m -> pc < (fromIntegral (floor pc :: Int)) + m) mincs) ||
|
||||
(all (\m -> pr > (fromIntegral (floor pr :: Int)) + m) minrs &&
|
||||
all (\m -> pc < (fromIntegral (floor pc :: Int)) + m) maxcs)
|
||||
then do
|
||||
drawImage
|
||||
drawPlayer
|
||||
else do
|
||||
drawPlayer
|
||||
drawImage
|
||||
restore ctx
|
||||
where
|
||||
tileWidth = 64 :: Double
|
||||
tileHeight = 32 :: Double
|
||||
minrs = Prelude.map (fst . matmin) mb
|
||||
maxrs = Prelude.map (fst . matmax) mb
|
||||
mincs = Prelude.map (snd . matmin) mb
|
||||
maxcs = Prelude.map (snd . matmax) mb
|
||||
x = realToFrac $ 640 + ((fromIntegral col - pc) +
|
||||
(fromIntegral row - pr)) * (tileWidth / 2) :: CFloat
|
||||
y = realToFrac $ 360 - (tileHeight / 2) + ((fromIntegral row - pr) -
|
||||
(fromIntegral col - pc)) * (tileHeight / 2) :: CFloat
|
||||
dist = distance (V2 (fromIntegral row) (fromIntegral col))
|
||||
(V2 (realToFrac pr - 1) (realToFrac pc)) / 4
|
||||
fact =
|
||||
if (pr <= fromIntegral row + minimum maxrs &&
|
||||
pc >= fromIntegral col + maximum mincs) &&
|
||||
isWall (fromJust img)
|
||||
then min 1 dist
|
||||
else 1
|
||||
mb = imgObstacle img
|
||||
drawImage = do
|
||||
beginPath ctx
|
||||
paint <- imagePattern
|
||||
ctx x (y - (74 - realToFrac tileHeight))
|
||||
(realToFrac tileWidth) 74
|
||||
0
|
||||
(ai Map.! fromJust img)
|
||||
fact
|
||||
rect ctx x (y - (74 - realToFrac tileHeight)) (realToFrac tileWidth) 74
|
||||
fillPaint ctx paint
|
||||
fill ctx
|
||||
drawPlayer = do
|
||||
when (floor pr == row && floor pc == col) $ do
|
||||
beginPath ctx
|
||||
paint <- imagePattern
|
||||
ctx 608 302 64 74 0 (ai Map.! playerImg) 1
|
||||
rect ctx 608 302 64 74
|
||||
fillPaint ctx paint
|
||||
-- circle ctx 640 360 5
|
||||
-- closePath ctx
|
||||
-- fillColor ctx (rgba 0 255 255 255)
|
||||
fill ctx
|
||||
|
||||
checkBoundsCollision
|
||||
:: V2 Double
|
||||
-> V2 Double
|
||||
|
|
|
@ -63,14 +63,14 @@ data ImgId
|
|||
| ImgMiscTable3
|
||||
| ImgMiscTable4
|
||||
| ImgMiscTableCorner
|
||||
| ImgIntrNE
|
||||
| ImgIntrE
|
||||
| ImgIntrSE
|
||||
| ImgIntrS
|
||||
| ImgIntrSW
|
||||
| ImgIntrW
|
||||
| ImgIntrNW
|
||||
| ImgIntrN
|
||||
-- | ImgIntrNE
|
||||
-- | ImgIntrE
|
||||
-- | ImgIntrSE
|
||||
-- | ImgIntrS
|
||||
-- | ImgIntrSW
|
||||
-- | ImgIntrW
|
||||
-- | ImgIntrNW
|
||||
-- | ImgIntrN
|
||||
deriving (Show, Eq, Ord, Enum)
|
||||
|
||||
isWall :: ImgId -> Bool
|
||||
|
@ -155,15 +155,15 @@ data Direction
|
|||
| N
|
||||
deriving (Show, Eq, Ord, Enum)
|
||||
|
||||
dirToImgId :: Direction -> ImgId
|
||||
dirToImgId E = ImgIntrE
|
||||
dirToImgId SE = ImgIntrSE
|
||||
dirToImgId S = ImgIntrS
|
||||
dirToImgId SW = ImgIntrSW
|
||||
dirToImgId W = ImgIntrW
|
||||
dirToImgId NW = ImgIntrNW
|
||||
dirToImgId N = ImgIntrN
|
||||
dirToImgId NE = ImgIntrNE
|
||||
-- dirToImgId :: Direction -> ImgId
|
||||
-- dirToImgId E = ImgIntrE
|
||||
-- dirToImgId SE = ImgIntrSE
|
||||
-- dirToImgId S = ImgIntrS
|
||||
-- dirToImgId SW = ImgIntrSW
|
||||
-- dirToImgId W = ImgIntrW
|
||||
-- dirToImgId NW = ImgIntrNW
|
||||
-- dirToImgId N = ImgIntrN
|
||||
-- dirToImgId NE = ImgIntrNE
|
||||
|
||||
data Entity f = Entity
|
||||
{ pos :: Component f 'Field (V2 Double)
|
||||
|
@ -248,14 +248,17 @@ generalUnSubscribe t uu =
|
|||
|
||||
data AnimId = AnimId
|
||||
{ aiVariation :: Int
|
||||
, aiName :: String -- CHANGE ME !!!
|
||||
, aiDirection :: Direction
|
||||
}
|
||||
deriving (Show, Eq, Ord)
|
||||
|
||||
data AnimState = AnimState
|
||||
{ asId :: AnimId
|
||||
, asCurrentFrame :: Int
|
||||
, asElapsedTime :: Double
|
||||
}
|
||||
deriving (Show)
|
||||
|
||||
data AnimPlayback
|
||||
= APLoop
|
||||
|
@ -264,5 +267,13 @@ data AnimPlayback
|
|||
data Animation = Animation
|
||||
{ animDuration :: Double
|
||||
, animSprites :: [Image]
|
||||
, animPLay :: AnimPlayback
|
||||
, animPlay :: AnimPlayback
|
||||
}
|
||||
|
||||
data AnimationConfig = AnimationConfig
|
||||
{ animConfOffset :: (Int, Int)
|
||||
, animConfSize :: (Int, Int)
|
||||
, animConfCount :: Int
|
||||
, animConfDuration :: Double
|
||||
, animConfPlay :: AnimPlayback
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue