loading screen
This commit is contained in:
parent
c6d4cae284
commit
fd8d5d81f0
7 changed files with 321 additions and 283 deletions
|
@ -79,7 +79,7 @@ let
|
|||
|
||||
f = { mkDerivation, astar, base, containers, linear
|
||||
, matrix, OpenGL, random, sdl2, stdenv, stm, text, unordered-containers
|
||||
, vector, JuicyPixels, JuicyPixels-extra, bytestring
|
||||
, vector, JuicyPixels, JuicyPixels-extra, bytestring, monad-loops
|
||||
}:
|
||||
mkDerivation {
|
||||
pname = "tracer-game";
|
||||
|
|
10
src/Init.hs
10
src/Init.hs
|
@ -43,11 +43,13 @@ foreign import ccall unsafe "glewInit"
|
|||
|
||||
load :: IO UserData
|
||||
load = do
|
||||
_ <- glewInit
|
||||
nvg <- createGL3 (S.fromList [Antialias, StencilStrokes])
|
||||
subs <- Subsystems
|
||||
<$> (Window <$> newTVarIO [])
|
||||
<*> (Mouse <$> newTVarIO [])
|
||||
_ <- glewInit
|
||||
nvg <- createGL3 (S.fromList [Antialias, StencilStrokes])
|
||||
_ <- createFont nvg "bedstead"
|
||||
(FileName "assets/font/Bedstead-Semicondensed.ttf")
|
||||
(ws, _) <- yieldSystemT (0, defStorage) (return ())
|
||||
mwallasc <- createImage nvg (FileName "assets/walls/wall_asc.png") 0
|
||||
mwalldesc <- createImage nvg (FileName "assets/walls/wall_desc.png") 0
|
||||
|
@ -66,10 +68,8 @@ load = do
|
|||
mmisctable3 <- createImage nvg (FileName "assets/misc/table3.png") 0
|
||||
mmisctable4 <- createImage nvg (FileName "assets/misc/table4.png") 0
|
||||
mmisctableC <- createImage nvg (FileName "assets/misc/tableCorner.png") 0
|
||||
_ <- createFont nvg "bedstead"
|
||||
(FileName "assets/font/Bedstead-Semicondensed.ttf")
|
||||
let mimgs = [ mwallasc, mwalldesc,
|
||||
mwallcornern, mwallcornere, mwallcorners, mwallcornerw,
|
||||
mwallcornern, mwallcornere, mwallcorners, mwallcornerw,
|
||||
mwalltne, mwalltse, mwalltsw, mwalltnw, mwallcross,
|
||||
mmiscbox1,
|
||||
mmisctable1, mmisctable2, mmisctable3, mmisctable4, mmisctableC
|
||||
|
|
10
src/NPC.hs
10
src/NPC.hs
|
@ -81,21 +81,21 @@ placeNPCs
|
|||
-> [ReachPoint]
|
||||
-> [Graph]
|
||||
-> Int
|
||||
-> Affection UserData [V2 Double]
|
||||
-> IO [V2 Double]
|
||||
placeNPCs imgmat tilemat rp gr count =
|
||||
doPlace 1 []
|
||||
where
|
||||
doPlace :: Int -> [V2 Double] -> Affection UserData [V2 Double]
|
||||
doPlace :: Int -> [V2 Double] -> IO [V2 Double]
|
||||
doPlace nr acc = do
|
||||
if nr <= count
|
||||
then do
|
||||
r <- liftIO $ randomRIO (1, M.nrows imgmat)
|
||||
c <- liftIO $ randomRIO (1, M.ncols imgmat)
|
||||
r <- randomRIO (1, M.nrows imgmat)
|
||||
c <- randomRIO (1, M.ncols imgmat)
|
||||
if null (imgObstacle $ imgmat M.! (r, c)) &&
|
||||
tilemat M.! (r, c) == Hall
|
||||
then doPlace (nr + 1) ((V2 (fromIntegral r) (fromIntegral c)) : acc)
|
||||
else do
|
||||
i <- liftIO $ randomRIO (0, length nonexits - 1)
|
||||
i <- randomRIO (0, length nonexits - 1)
|
||||
doPlace
|
||||
(nr + 1)
|
||||
((fmap fromIntegral $ pointCoord (nonexits !! i)) : acc)
|
||||
|
|
576
src/Test.hs
576
src/Test.hs
|
@ -8,7 +8,7 @@ import NanoVG hiding (V2(..))
|
|||
import Control.Monad (when, void)
|
||||
import Control.Monad.IO.Class (liftIO)
|
||||
import Control.Concurrent.MVar
|
||||
import Control.Concurrent (forkOS)
|
||||
import Control.Concurrent (forkIO)
|
||||
|
||||
import Data.Map.Strict as Map
|
||||
import qualified Data.Set as S
|
||||
|
@ -35,12 +35,33 @@ import NPC
|
|||
loadMap :: Affection UserData ()
|
||||
loadMap = do
|
||||
ud <- getAffection
|
||||
let (Subsystems _ m) = subsystems ud
|
||||
ctx = nano ud
|
||||
uu <- partSubscribe m movePlayer
|
||||
future <- liftIO $ newEmptyMVar
|
||||
_ <- liftIO $ forkIO $ loadMapFork ud future
|
||||
-- liftIO $ whileM_ (isJust <$> tryTakeMVar future) $ do
|
||||
-- beginFrame (nano ud) 1280 720 1
|
||||
-- fontSize ctx 100
|
||||
-- fontFace ctx (assetFonts ud Map.! FontBedstead)
|
||||
-- textAlign ctx (S.fromList [AlignCenter,AlignTop])
|
||||
-- fillColor ctx (rgb 255 128 0)
|
||||
-- textBox ctx 0 300 1280 ("Loading")
|
||||
-- endFrame (nano ud)
|
||||
-- (nws, mendat) <- liftIO $ takeMVar future
|
||||
putAffection ud
|
||||
{ stateData = None
|
||||
, uuid = [uu]
|
||||
, menuMVar = future
|
||||
}
|
||||
|
||||
loadMapFork :: UserData -> MVar (SystemState Entity IO, StateData) -> IO ()
|
||||
loadMapFork ud future = do
|
||||
let fc = FloorConfig
|
||||
(10, 10)
|
||||
[]
|
||||
(50, 50)
|
||||
(Subsystems _ m) = subsystems ud
|
||||
(mat, gr) <- liftIO $ buildHallFloorIO fc
|
||||
(mat, gr) <- buildHallFloorIO fc
|
||||
let imgmat = convertTileToImg mat
|
||||
exits = Prelude.foldl
|
||||
(\acc coord@(r, c) -> if imgmat M.! coord == Just ImgEmpty
|
||||
|
@ -49,12 +70,12 @@ loadMap = do
|
|||
)
|
||||
[]
|
||||
((,) <$> [1 .. nrows mat] <*> [1 .. ncols mat])
|
||||
(inter, rps) <- liftIO $ placeInteriorIO mat imgmat exits gr
|
||||
liftIO $ logIO A.Debug ("number of reachpoints: " ++ show (length rps))
|
||||
(inter, rps) <- placeInteriorIO mat imgmat exits gr
|
||||
logIO A.Debug ("number of reachpoints: " ++ show (length rps))
|
||||
let nnex = Prelude.filter (\p -> pointType p /= RoomExit) rps
|
||||
npcposs <- placeNPCs inter mat rps gr 50 -- (length nnex)
|
||||
liftIO $ A.logIO A.Debug $ "number of placed NPCs: " ++ show (length npcposs)
|
||||
(nws, _) <- liftIO $ yieldSystemT (worldState ud) $ do
|
||||
A.logIO A.Debug $ "number of placed NPCs: " ++ show (length npcposs)
|
||||
(nws, _) <- yieldSystemT (worldState ud) $ do
|
||||
void $ createEntity $ newEntity
|
||||
{ pos = Just (V2 10.5 10.5)
|
||||
, vel = Just (V2 0 0)
|
||||
|
@ -65,7 +86,7 @@ loadMap = do
|
|||
void $ mapM_ (\npcpos@(V2 nr nc) -> do
|
||||
fact <- liftIO $ randomRIO (0.5, 1.5)
|
||||
future <- liftIO newEmptyMVar
|
||||
_ <- liftIO $ forkOS $ getPath (fmap floor npcpos) future nnex inter
|
||||
_ <- liftIO $ forkIO $ getPath (fmap floor npcpos) future nnex inter
|
||||
void $ createEntity $ newEntity
|
||||
{ pos = Just (V2 (nr + 0.5) (nc + 0.5))
|
||||
, vel = Just (V2 0 0)
|
||||
|
@ -75,10 +96,7 @@ loadMap = do
|
|||
, anim = Just $ AnimState (AnimId 0 "standing" SE) 0 0
|
||||
}
|
||||
) npcposs
|
||||
uu <- partSubscribe m movePlayer
|
||||
putAffection ud
|
||||
{ worldState = nws
|
||||
, stateData = MenuData
|
||||
putMVar future (nws, MenuData
|
||||
{ mapMat = mat
|
||||
, imgMat = M.fromList (nrows inter) (ncols inter) $
|
||||
Prelude.map
|
||||
|
@ -86,9 +104,7 @@ loadMap = do
|
|||
(M.toList inter)
|
||||
, initCoords = (0, 500)
|
||||
, reachPoints = rps
|
||||
}
|
||||
, uuid = [uu]
|
||||
}
|
||||
})
|
||||
|
||||
mouseToPlayer :: V2 Int32 -> Affection UserData ()
|
||||
mouseToPlayer mv2 = do
|
||||
|
@ -126,76 +142,86 @@ movePlayer _ = return ()
|
|||
drawMap :: Affection UserData ()
|
||||
drawMap = do
|
||||
ud <- getAffection
|
||||
dt <- getDelta
|
||||
(_, (playerPos, posanims)) <- liftIO $ yieldSystemT (worldState ud) $ do
|
||||
pc <- fmap head $ efor allEnts $ do
|
||||
with player
|
||||
with pos
|
||||
query pos
|
||||
posanims <- efor allEnts $ do
|
||||
with anim
|
||||
with pos
|
||||
stat <- query anim
|
||||
pos' <- query pos
|
||||
return (pos', stat)
|
||||
return (pc, posanims)
|
||||
let V2 pr pc = playerPos
|
||||
mat = imgMat (stateData ud)
|
||||
ctx = nano ud
|
||||
cols = fromIntegral (ncols mat)
|
||||
rows = fromIntegral (nrows mat)
|
||||
tileWidth = 64 :: Double
|
||||
tileHeight = 32 :: Double
|
||||
x = realToFrac $ 640 + ((1 - pc) + (1 - pr)) * (tileWidth / 2)
|
||||
y = realToFrac $ 360 + ((1 - pr) - (1 - pc)) * (tileHeight / 2)
|
||||
partposanims = M.fromList
|
||||
(nrows $ mapMat $ stateData ud)
|
||||
(ncols $ mapMat $ stateData ud)
|
||||
((reverse . fst)
|
||||
(Prelude.foldl
|
||||
(\(done, proc) coord ->
|
||||
let (ndone, nproc) = processList proc coord
|
||||
in (ndone : done, nproc)
|
||||
let ctx = nano ud
|
||||
case stateData ud of
|
||||
None -> liftIO $ do
|
||||
beginFrame (nano ud) 1280 720 1
|
||||
fontSize ctx 100
|
||||
fontFace ctx (assetFonts ud Map.! FontBedstead)
|
||||
textAlign ctx (S.fromList [AlignCenter,AlignTop])
|
||||
fillColor ctx (rgb 255 128 0)
|
||||
textBox ctx 0 300 1280 ("Loading")
|
||||
endFrame (nano ud)
|
||||
_ -> do
|
||||
dt <- getDelta
|
||||
(_, (playerPos, posanims)) <- liftIO $ yieldSystemT (worldState ud) $ do
|
||||
pc <- fmap head $ efor allEnts $ do
|
||||
with player
|
||||
with pos
|
||||
query pos
|
||||
posanims <- efor allEnts $ do
|
||||
with anim
|
||||
with pos
|
||||
stat <- query anim
|
||||
pos' <- query pos
|
||||
return (pos', stat)
|
||||
return (pc, posanims)
|
||||
let V2 pr pc = playerPos
|
||||
mat = imgMat (stateData ud)
|
||||
cols = fromIntegral (ncols mat)
|
||||
rows = fromIntegral (nrows mat)
|
||||
tileWidth = 64 :: Double
|
||||
tileHeight = 32 :: Double
|
||||
x = realToFrac $ 640 + ((1 - pc) + (1 - pr)) * (tileWidth / 2)
|
||||
y = realToFrac $ 360 + ((1 - pr) - (1 - pc)) * (tileHeight / 2)
|
||||
partposanims = M.fromList
|
||||
(nrows $ mapMat $ stateData ud)
|
||||
(ncols $ mapMat $ stateData ud)
|
||||
((reverse . fst)
|
||||
(Prelude.foldl
|
||||
(\(done, proc) coord ->
|
||||
let (ndone, nproc) = processList proc coord
|
||||
in (ndone : done, nproc)
|
||||
)
|
||||
([], posanims)
|
||||
((,)
|
||||
<$> [1 .. (nrows $ mapMat $ stateData ud)]
|
||||
<*> [1 .. (ncols $ mapMat $ stateData ud)]
|
||||
)
|
||||
)
|
||||
)
|
||||
([], posanims)
|
||||
((,)
|
||||
<$> [1 .. (nrows $ mapMat $ stateData ud)]
|
||||
<*> [1 .. (ncols $ mapMat $ stateData ud)]
|
||||
)
|
||||
)
|
||||
)
|
||||
processList
|
||||
:: [(V2 Double, AnimState)]
|
||||
-> (Int, Int)
|
||||
-> ([(V2 Double, AnimState)], [(V2 Double, AnimState)])
|
||||
processList list coord@(r, c) =
|
||||
let delimiter (V2 nr nc, _) =
|
||||
floor nr == r && floor nc == c
|
||||
in L.partition delimiter list
|
||||
liftIO $ do -- draw floor
|
||||
beginPath ctx
|
||||
moveTo ctx (x + realToFrac tileWidth / 2) y
|
||||
lineTo ctx
|
||||
(x + cols * (realToFrac tileWidth / 2))
|
||||
(y - (realToFrac tileHeight / 2) * (cols - 1))
|
||||
lineTo ctx
|
||||
(x + (realToFrac tileWidth / 2) * (cols + rows - 1))
|
||||
(y + (rows - cols) * (realToFrac tileHeight / 2))
|
||||
lineTo ctx
|
||||
(x + (realToFrac tileWidth / 2) * rows)
|
||||
(y + (realToFrac tileHeight / 2) * (rows - 1))
|
||||
closePath ctx
|
||||
fillColor ctx (rgb 255 255 255)
|
||||
fill ctx
|
||||
mapM_ (\(i, ls) -> mapM_
|
||||
(\(j, t) -> drawTile ud ctx (partposanims M.! (i, j)) pr pc i j t)
|
||||
(reverse $ zip [1..] ls))
|
||||
(zip [1..] (toLists mat))
|
||||
fontSize ctx 20
|
||||
fontFace ctx (assetFonts ud Map.! FontBedstead)
|
||||
textAlign ctx (S.fromList [AlignCenter,AlignTop])
|
||||
fillColor ctx (rgb 255 128 0)
|
||||
textBox ctx 0 0 200 ("FPS: " `T.append` T.pack (Prelude.take 5 $ show (1/dt)))
|
||||
processList
|
||||
:: [(V2 Double, AnimState)]
|
||||
-> (Int, Int)
|
||||
-> ([(V2 Double, AnimState)], [(V2 Double, AnimState)])
|
||||
processList list coord@(r, c) =
|
||||
let delimiter (V2 nr nc, _) =
|
||||
floor nr == r && floor nc == c
|
||||
in L.partition delimiter list
|
||||
liftIO $ do -- draw floor
|
||||
beginPath ctx
|
||||
moveTo ctx (x + realToFrac tileWidth / 2) y
|
||||
lineTo ctx
|
||||
(x + cols * (realToFrac tileWidth / 2))
|
||||
(y - (realToFrac tileHeight / 2) * (cols - 1))
|
||||
lineTo ctx
|
||||
(x + (realToFrac tileWidth / 2) * (cols + rows - 1))
|
||||
(y + (rows - cols) * (realToFrac tileHeight / 2))
|
||||
lineTo ctx
|
||||
(x + (realToFrac tileWidth / 2) * rows)
|
||||
(y + (realToFrac tileHeight / 2) * (rows - 1))
|
||||
closePath ctx
|
||||
fillColor ctx (rgb 255 255 255)
|
||||
fill ctx
|
||||
mapM_ (\(i, ls) -> mapM_
|
||||
(\(j, t) -> drawTile ud ctx (partposanims M.! (i, j)) pr pc i j t)
|
||||
(reverse $ zip [1..] ls))
|
||||
(zip [1..] (toLists mat))
|
||||
fontSize ctx 20
|
||||
fontFace ctx (assetFonts ud Map.! FontBedstead)
|
||||
textAlign ctx (S.fromList [AlignCenter,AlignTop])
|
||||
fillColor ctx (rgb 255 128 0)
|
||||
textBox ctx 0 0 200 ("FPS: " `T.append` T.pack (Prelude.take 5 $ show (1/dt)))
|
||||
|
||||
drawTile
|
||||
:: UserData
|
||||
|
@ -268,203 +294,213 @@ drawTile ud ctx posanims pr pc row col img =
|
|||
|
||||
updateMap :: Double -> Affection UserData ()
|
||||
updateMap dt = do
|
||||
let direction :: V2 Double -> Direction -> Direction
|
||||
direction vel'@(V2 vr _) rot' = if sqrt (vel' `dot` vel') > 0
|
||||
then
|
||||
let xuu =
|
||||
acos ((vel' `dot` V2 0 1) / sqrt (vel' `dot` vel')) / pi * 180
|
||||
xu = if vr < 0 then 360 - xuu else xuu
|
||||
d
|
||||
| xu < 22.5 = NE
|
||||
| xu > 22.5 && xu < 67.5 = E
|
||||
| xu > 67.5 && xu < 112.5 = SE
|
||||
| xu > 112.5 && xu < 157.5 = S
|
||||
| xu > 157.5 && xu < 202.5 = SW
|
||||
| xu > 202.5 && xu < 247.5 = W
|
||||
| xu > 247.5 && xu < 292.5 = NW
|
||||
| xu > 292.5 && xu < 337.5 = N
|
||||
| xu > 337.5 = NE
|
||||
| otherwise = NE
|
||||
in d
|
||||
else rot'
|
||||
ud <- getAffection
|
||||
(nws, _) <- liftIO $ yieldSystemT (worldState ud) $ do
|
||||
emap allEnts $ do
|
||||
with anim
|
||||
stat <- query anim
|
||||
let an = assetAnimations ud Map.! asId stat
|
||||
ntime = asElapsedTime stat + dt
|
||||
nstate = if ntime > fromIntegral (asCurrentFrame stat) *
|
||||
(animDuration an / fromIntegral (length $ animSprites an))
|
||||
then
|
||||
let nframe = asCurrentFrame stat + 1
|
||||
in case animPlay an of
|
||||
APLoop ->
|
||||
let (nnframe, nntime) =
|
||||
if nframe >= length (animSprites an)
|
||||
then (0, 0)
|
||||
else (nframe, ntime)
|
||||
in stat
|
||||
{ asCurrentFrame = nnframe
|
||||
, asElapsedTime = nntime
|
||||
}
|
||||
APOnce ->
|
||||
let nnframe = if nframe >= length (animSprites an)
|
||||
then nframe - 1
|
||||
else nframe
|
||||
in stat
|
||||
{ asCurrentFrame = nnframe
|
||||
, asElapsedTime = ntime
|
||||
}
|
||||
else
|
||||
stat
|
||||
{ asElapsedTime = ntime
|
||||
}
|
||||
return $ unchanged
|
||||
{ anim = Set nstate
|
||||
}
|
||||
emap allEnts $ do
|
||||
without player
|
||||
with vel
|
||||
with velFact
|
||||
with pos
|
||||
with rot
|
||||
with anim
|
||||
pos' <- query pos
|
||||
vel' <- query vel
|
||||
rot' <- query rot
|
||||
fact' <- query velFact
|
||||
stat <- query anim
|
||||
let npos = pos' + fmap (* (dt * fact')) vel'
|
||||
aId = asId stat
|
||||
nstat = case aiName aId of
|
||||
"walking"
|
||||
| sqrt (vel' `dot` vel') > 0 ->
|
||||
isFut <- liftIO $ isEmptyMVar (menuMVar ud)
|
||||
if not isFut && stateData ud == None
|
||||
then do
|
||||
Just (nws, mendat) <- liftIO $ tryTakeMVar (menuMVar ud)
|
||||
putAffection ud
|
||||
{ worldState = nws
|
||||
, stateData = mendat
|
||||
}
|
||||
else do
|
||||
let direction :: V2 Double -> Direction -> Direction
|
||||
direction vel'@(V2 vr _) rot' = if sqrt (vel' `dot` vel') > 0
|
||||
then
|
||||
let xuu =
|
||||
acos ((vel' `dot` V2 0 1) /
|
||||
sqrt (vel' `dot` vel')) / pi * 180
|
||||
xu = if vr < 0 then 360 - xuu else xuu
|
||||
d
|
||||
| xu < 22.5 = NE
|
||||
| xu > 22.5 && xu < 67.5 = E
|
||||
| xu > 67.5 && xu < 112.5 = SE
|
||||
| xu > 112.5 && xu < 157.5 = S
|
||||
| xu > 157.5 && xu < 202.5 = SW
|
||||
| xu > 202.5 && xu < 247.5 = W
|
||||
| xu > 247.5 && xu < 292.5 = NW
|
||||
| xu > 292.5 && xu < 337.5 = N
|
||||
| xu > 337.5 = NE
|
||||
| otherwise = NE
|
||||
in d
|
||||
else rot'
|
||||
(nws, _) <- liftIO $ yieldSystemT (worldState ud) $ do
|
||||
emap allEnts $ do
|
||||
with anim
|
||||
stat <- query anim
|
||||
let an = assetAnimations ud Map.! asId stat
|
||||
ntime = asElapsedTime stat + dt
|
||||
nstate = if ntime > fromIntegral (asCurrentFrame stat) *
|
||||
(animDuration an / fromIntegral (length $ animSprites an))
|
||||
then
|
||||
let nframe = asCurrentFrame stat + 1
|
||||
in case animPlay an of
|
||||
APLoop ->
|
||||
let (nnframe, nntime) =
|
||||
if nframe >= length (animSprites an)
|
||||
then (0, 0)
|
||||
else (nframe, ntime)
|
||||
in stat
|
||||
{ asCurrentFrame = nnframe
|
||||
, asElapsedTime = nntime
|
||||
}
|
||||
APOnce ->
|
||||
let nnframe = if nframe >= length (animSprites an)
|
||||
then nframe - 1
|
||||
else nframe
|
||||
in stat
|
||||
{ asCurrentFrame = nnframe
|
||||
, asElapsedTime = ntime
|
||||
}
|
||||
else
|
||||
stat
|
||||
{ asId = aId
|
||||
{ aiDirection = direction vel' rot'
|
||||
}
|
||||
{ asElapsedTime = ntime
|
||||
}
|
||||
| otherwise ->
|
||||
stat
|
||||
{ asId = aId
|
||||
{ aiDirection = direction vel' rot'
|
||||
, aiName = "standing"
|
||||
return $ unchanged
|
||||
{ anim = Set nstate
|
||||
}
|
||||
emap allEnts $ do
|
||||
without player
|
||||
with vel
|
||||
with velFact
|
||||
with pos
|
||||
with rot
|
||||
with anim
|
||||
pos' <- query pos
|
||||
vel' <- query vel
|
||||
rot' <- query rot
|
||||
fact' <- query velFact
|
||||
stat <- query anim
|
||||
let npos = pos' + fmap (* (dt * fact')) vel'
|
||||
aId = asId stat
|
||||
nstat = case aiName aId of
|
||||
"walking"
|
||||
| sqrt (vel' `dot` vel') > 0 ->
|
||||
stat
|
||||
{ asId = aId
|
||||
{ aiDirection = direction vel' rot'
|
||||
}
|
||||
}
|
||||
, asCurrentFrame = 0
|
||||
}
|
||||
"standing"
|
||||
| sqrt (vel' `dot` vel') > 0 ->
|
||||
stat
|
||||
{ asId = aId
|
||||
{ aiDirection = direction vel' rot'
|
||||
, aiName = "walking"
|
||||
| otherwise ->
|
||||
stat
|
||||
{ asId = aId
|
||||
{ aiDirection = direction vel' rot'
|
||||
, aiName = "standing"
|
||||
}
|
||||
, asCurrentFrame = 0
|
||||
}
|
||||
, asCurrentFrame = 0
|
||||
}
|
||||
| otherwise ->
|
||||
stat
|
||||
{ asId = aId
|
||||
{ aiDirection = direction vel' rot'
|
||||
"standing"
|
||||
| sqrt (vel' `dot` vel') > 0 ->
|
||||
stat
|
||||
{ asId = aId
|
||||
{ aiDirection = direction vel' rot'
|
||||
, aiName = "walking"
|
||||
}
|
||||
, asCurrentFrame = 0
|
||||
}
|
||||
}
|
||||
x -> error ("unknown animation name" ++ x)
|
||||
ent = unchanged
|
||||
{ pos = Set npos
|
||||
, rot = Set $ direction vel' rot'
|
||||
, anim = Set nstat
|
||||
}
|
||||
return ent
|
||||
emap allEnts $ do
|
||||
with player
|
||||
with vel
|
||||
with pos
|
||||
with rot
|
||||
with anim
|
||||
pos'@(V2 pr pc) <- query pos
|
||||
vel' <- query vel
|
||||
rot' <- query rot
|
||||
stat <- query anim
|
||||
let npos = pos' + fmap (* dt) vel'
|
||||
dpos@(V2 dpr dpc) = npos - pos'
|
||||
aId = asId stat
|
||||
nstat = case aiName aId of
|
||||
"walking"
|
||||
| sqrt (colldpos `dot` colldpos) > 0 ->
|
||||
stat
|
||||
{ asId = aId
|
||||
{ aiDirection = direction vel' rot'
|
||||
| otherwise ->
|
||||
stat
|
||||
{ asId = aId
|
||||
{ aiDirection = direction vel' rot'
|
||||
}
|
||||
}
|
||||
}
|
||||
| otherwise ->
|
||||
stat
|
||||
{ asId = aId
|
||||
{ aiDirection = direction vel' rot'
|
||||
, aiName = "standing"
|
||||
x -> error ("unknown animation name" ++ x)
|
||||
ent = unchanged
|
||||
{ pos = Set npos
|
||||
, rot = Set $ direction vel' rot'
|
||||
, anim = Set nstat
|
||||
}
|
||||
return ent
|
||||
emap allEnts $ do
|
||||
with player
|
||||
with vel
|
||||
with pos
|
||||
with rot
|
||||
with anim
|
||||
pos'@(V2 pr pc) <- query pos
|
||||
vel' <- query vel
|
||||
rot' <- query rot
|
||||
stat <- query anim
|
||||
let npos = pos' + fmap (* dt) vel'
|
||||
dpos@(V2 dpr dpc) = npos - pos'
|
||||
aId = asId stat
|
||||
nstat = case aiName aId of
|
||||
"walking"
|
||||
| sqrt (colldpos `dot` colldpos) > 0 ->
|
||||
stat
|
||||
{ asId = aId
|
||||
{ aiDirection = direction vel' rot'
|
||||
}
|
||||
}
|
||||
, asCurrentFrame = 0
|
||||
}
|
||||
"standing"
|
||||
| sqrt (colldpos `dot` colldpos) > 0 ->
|
||||
stat
|
||||
{ asId = aId
|
||||
{ aiDirection = direction vel' rot'
|
||||
, aiName = "walking"
|
||||
| otherwise ->
|
||||
stat
|
||||
{ asId = aId
|
||||
{ aiDirection = direction vel' rot'
|
||||
, aiName = "standing"
|
||||
}
|
||||
, asCurrentFrame = 0
|
||||
}
|
||||
, asCurrentFrame = 0
|
||||
}
|
||||
| otherwise ->
|
||||
stat
|
||||
{ asId = aId
|
||||
{ aiDirection = direction vel' rot'
|
||||
"standing"
|
||||
| sqrt (colldpos `dot` colldpos) > 0 ->
|
||||
stat
|
||||
{ asId = aId
|
||||
{ aiDirection = direction vel' rot'
|
||||
, aiName = "walking"
|
||||
}
|
||||
, asCurrentFrame = 0
|
||||
}
|
||||
}
|
||||
x -> error ("unknown animation name" ++ x)
|
||||
len = sqrt (dpos `dot` dpos)
|
||||
lll = (,)
|
||||
<$> (
|
||||
if dpr < 0
|
||||
then [(floor dpr :: Int) .. 0]
|
||||
else [0 .. (ceiling dpr :: Int)])
|
||||
<*> (
|
||||
if dpc < 0
|
||||
then [(floor dpc :: Int) .. 0]
|
||||
else [0 .. (ceiling dpc :: Int)])
|
||||
colldpos = dpos * Prelude.foldl
|
||||
(\acc a -> let ret = checkBoundsCollision2 pos' npos dt acc a
|
||||
in A.log A.Verbose (show ret) ret)
|
||||
(V2 1 1)
|
||||
(
|
||||
concatMap
|
||||
(\(dr, dc) ->
|
||||
let bs = fromMaybe [] (imgObstacle <$> M.safeGet
|
||||
(fromIntegral $ floor pr + dr)
|
||||
(fromIntegral $ floor pc + dc)
|
||||
(imgMat (stateData ud)))
|
||||
in Prelude.map (\(Boundaries (minr, minc) (maxr, maxc))->
|
||||
Boundaries
|
||||
(minr + fromIntegral dr, minc + fromIntegral dc)
|
||||
(maxr + fromIntegral dr, maxc + fromIntegral dc)
|
||||
) bs
|
||||
| otherwise ->
|
||||
stat
|
||||
{ asId = aId
|
||||
{ aiDirection = direction vel' rot'
|
||||
}
|
||||
}
|
||||
x -> error ("unknown animation name" ++ x)
|
||||
len = sqrt (dpos `dot` dpos)
|
||||
lll = (,)
|
||||
<$> (
|
||||
if dpr < 0
|
||||
then [(floor dpr :: Int) .. 0]
|
||||
else [0 .. (ceiling dpr :: Int)])
|
||||
<*> (
|
||||
if dpc < 0
|
||||
then [(floor dpc :: Int) .. 0]
|
||||
else [0 .. (ceiling dpc :: Int)])
|
||||
colldpos = dpos * Prelude.foldl
|
||||
(\acc a -> let ret = checkBoundsCollision2 pos' npos dt acc a
|
||||
in A.log A.Verbose (show ret) ret)
|
||||
(V2 1 1)
|
||||
(
|
||||
concatMap
|
||||
(\(dr, dc) ->
|
||||
let bs = fromMaybe [] (imgObstacle <$> M.safeGet
|
||||
(fromIntegral $ floor pr + dr)
|
||||
(fromIntegral $ floor pc + dc)
|
||||
(imgMat (stateData ud)))
|
||||
in Prelude.map (\(Boundaries (minr, minc) (maxr, maxc))->
|
||||
Boundaries
|
||||
(minr + fromIntegral dr, minc + fromIntegral dc)
|
||||
(maxr + fromIntegral dr, maxc + fromIntegral dc)
|
||||
) bs
|
||||
)
|
||||
lll -- (A.log A.Verbose (show lll ++ " " ++ show len) lll)
|
||||
)
|
||||
lll -- (A.log A.Verbose (show lll ++ " " ++ show len) lll)
|
||||
)
|
||||
ent = unchanged
|
||||
{ pos = Set $ pos' + colldpos
|
||||
, rot = Set (direction vel' rot')
|
||||
, anim = Set nstat
|
||||
}
|
||||
return ent
|
||||
updateNPCs
|
||||
(imgMat $ stateData ud)
|
||||
(Prelude.filter
|
||||
(\p -> pointType p /= RoomExit)
|
||||
(reachPoints $ stateData ud)
|
||||
)
|
||||
dt
|
||||
putAffection ud
|
||||
{ worldState = nws
|
||||
}
|
||||
ent = unchanged
|
||||
{ pos = Set $ pos' + colldpos
|
||||
, rot = Set (direction vel' rot')
|
||||
, anim = Set nstat
|
||||
}
|
||||
return ent
|
||||
updateNPCs
|
||||
(imgMat $ stateData ud)
|
||||
(Prelude.filter
|
||||
(\p -> pointType p /= RoomExit)
|
||||
(reachPoints $ stateData ud)
|
||||
)
|
||||
dt
|
||||
putAffection ud
|
||||
{ worldState = nws
|
||||
}
|
||||
|
||||
checkBoundsCollision2
|
||||
:: V2 Double
|
||||
|
|
|
@ -8,7 +8,7 @@ data ReachPoint = ReachPoint
|
|||
, pointCoord :: V2 Int
|
||||
, pointDir :: Direction
|
||||
}
|
||||
deriving (Show)
|
||||
deriving (Eq, Show)
|
||||
|
||||
data PointType
|
||||
= RoomExit
|
||||
|
|
|
@ -14,3 +14,4 @@ data StateData
|
|||
, imgMat :: Matrix (Maybe ImgId)
|
||||
, reachPoints :: [ReachPoint]
|
||||
}
|
||||
deriving (Eq)
|
||||
|
|
|
@ -32,6 +32,7 @@ data UserData = UserData
|
|||
, uuid :: [UUID]
|
||||
, worldState :: SystemState Entity IO
|
||||
, stateData :: StateData
|
||||
, menuMVar :: MVar (SystemState Entity IO, StateData)
|
||||
}
|
||||
|
||||
data State
|
||||
|
|
Loading…
Reference in a new issue