cam now moves with height.
- cam still has NaN-Issues
This commit is contained in:
parent
b7be183c25
commit
d83c87db1d
12
src/Main.hs
12
src/Main.hs
@ -43,6 +43,7 @@ import Render.Render (initRendering,
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import Render.Types
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import UI.Callbacks
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import Map.Graphics
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import Map.Creation (exportedMap)
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import Types
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import Importer.IQM.Parser
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--import Data.Attoparsec.Char8 (parseTest)
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@ -53,7 +54,7 @@ import Importer.IQM.Parser
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--------------------------------------------------------------------------------
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testParser :: String -> IO ()
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testParser a = putStrLn . show =<< parseIQM a
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testParser a = print =<< parseIQM a
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{-do
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f <- B.readFile a
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putStrLn "reading in:"
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@ -85,7 +86,8 @@ main =
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(SDL.Size fbWidth fbHeight) <- SDL.glGetDrawableSize window'
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initRendering
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--generate map vertices
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glMap' <- initMapShader 4 =<< getMapBufferObject
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curMap <- exportedMap
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glMap' <- initMapShader 4 =<< getMapBufferObject curMap
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eventQueue <- newTQueueIO :: IO (TQueue SDL.Event)
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now <- getCurrentTime
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--font <- TTF.openFont "fonts/ttf-04B_03B_/04B_03B_.TTF" 10
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@ -125,7 +127,7 @@ main =
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, _yAngle = pi/2
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, _zDist = 10
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, _frustum = frust
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, _camObject = createFlatCam 25 25
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, _camObject = createFlatCam 25 25 curMap
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}
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, _io = IOState
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{ _clock = now
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@ -153,7 +155,7 @@ main =
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, _glFramebuffer = frameBuffer
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}
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, _game = GameState
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{
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{ _currentMap = curMap
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}
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, _ui = UIState
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{ _uiHasChanged = True
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@ -216,7 +218,7 @@ run = do
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- 0.2 * kyrot * mults
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mody y' = y' + 0.2 * kxrot * mults
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- 0.2 * kyrot * multc
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modify $ camera.camObject %~ (\c -> moveBy c (\(x,y) -> (modx x,mody y)))
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modify $ camera.camObject %~ (\c -> moveBy c (\(x,y) -> (modx x,mody y)) (state ^. game.currentMap))
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{-
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--modify the state with all that happened in mt time.
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@ -85,9 +85,8 @@ fgNormalIndex = (ToFloat, mapVertexArrayDescriptor 3 4) --normal after color
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fgVertexIndex :: (IntegerHandling, VertexArrayDescriptor GLfloat)
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fgVertexIndex = (ToFloat, mapVertexArrayDescriptor 3 7) --vertex after normal
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getMapBufferObject :: IO (BufferObject, NumArrayIndices)
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getMapBufferObject = do
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eMap <- exportedMap
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getMapBufferObject :: PlayMap -> IO (BufferObject, NumArrayIndices)
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getMapBufferObject eMap = do
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myMap' <- return $ convertToGraphicsMap $ convertToStripeMap eMap
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! myMap <- return $ generateTriangles myMap'
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len <- return $ fromIntegral $ P.length myMap `div` numComponents
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@ -1,8 +1,6 @@
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module Map.Types
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where
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import Types
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import Data.Array
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type PlayMap = Array (Xindex, Zindex) Node
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@ -71,3 +69,64 @@ data TileType = Ocean
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-- TODO: Record Syntax?
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data Node = Node (Xindex, Zindex) (XCoord, ZCoord, YCoord) TileType BuildInfo PlayerInfo PathInfo ResInfo StorInfo
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deriving (Show)
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data Structure = Flag -- Flag
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| Woodcutter -- Huts
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| Forester
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| Stonemason
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| Fisher
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| Hunter
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| Barracks
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| Guardhouse
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| LookoutTower
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| Well
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| Sawmill -- Houses
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| Slaughterhouse
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| Mill
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| Bakery
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| IronSmelter
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| Metalworks
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| Armory
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| Mint
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| Shipyard
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| Brewery
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| Storehouse
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| Watchtower
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| Catapult
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| GoldMine -- Mines
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| IronMine
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| GraniteMine
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| CoalMine
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| Farm -- Castles
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| PigFarm
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| DonkeyBreeder
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| Harbor
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| Fortress
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deriving (Show, Eq)
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data Amount = Infinite -- Neverending supply
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| Finite Int -- Finite supply
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-- Extremely preliminary, expand when needed
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data Commodity = WoodPlank
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| Sword
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| Fish
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deriving Eq
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data Resource = Coal
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| Iron
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| Gold
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| Granite
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| Water
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| Fishes
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deriving (Show, Eq)
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instance Show Amount where
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show (Infinite) = "inexhaustable supply"
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show (Finite n) = show n ++ " left"
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instance Show Commodity where
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show WoodPlank = "wooden plank"
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show Sword = "sword"
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show Fish = "fish"
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@ -24,6 +24,7 @@ import Render.Types
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import Graphics.GLUtil.BufferObjects (makeBuffer)
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import Importer.IQM.Parser
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import Importer.IQM.Types
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import Map.Map (giveMapHeight)
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mapVertexShaderFile :: String
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mapVertexShaderFile = "shaders/map/vertex.shader"
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@ -4,6 +4,10 @@ module Render.Types (createFlatCam, createSphereCam, Camera, GLCamera(..)) where
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import Linear
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import Foreign.C (CFloat)
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import Render.Misc (lookAt)
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import Map.Map (giveMapHeight)
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import Map.Types (PlayMap)
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import GHC.Float
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import qualified Debug.Trace as D
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type Distance = Double
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type Pitch = Double
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@ -11,30 +15,32 @@ type Yaw = Double
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class GLCamera a where
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getCam :: a -> Distance -> Pitch -> Yaw -> M44 CFloat
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moveBy :: a -> (Position -> Position) -> a
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move :: a -> Position -> a
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moveBy :: a -> (Position -> Position) -> PlayMap -> a
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move :: a -> Position -> PlayMap -> a
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type Position = (Double, Double)
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type Radius = Double
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data Camera = Flat Position
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type Height = Double
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data Camera = Flat Position Height
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| Sphere Position Radius
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-- | create a Flatcam-Camera starting at given x/z-Coordinates
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createFlatCam :: Double -> Double -> Camera
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createFlatCam x z = Flat (x,z)
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createFlatCam :: Double -> Double -> PlayMap -> Camera
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createFlatCam x z map' = Flat (x,z) (float2Double $ giveMapHeight map' (double2Float x,double2Float z))
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-- | create a Flatcam-Camera starting at given pitch/azimuth/radius
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createSphereCam :: Double -> Double -> Double -> Camera
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createSphereCam p a r = Sphere (p,a) r
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createSphereCam p a = Sphere (p,a)
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instance GLCamera Camera where
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getCam (Flat (x',z')) dist' xa' ya' =
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getCam (Flat (x',z') y') dist' xa' ya' =
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lookAt (cpos ^+^ at') at' up
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where
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at' = V3 x 0 z
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at' = V3 x y z
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cpos = crot !* (V3 0 0 (-dist))
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crot = (
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(fromQuaternion $ axisAngle upmap (xa::CFloat))
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@ -44,6 +50,7 @@ instance GLCamera Camera where
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upmap = ((fromQuaternion $ axisAngle (V3 0 1 0) (ya::CFloat)) :: M33 CFloat)
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!* (V3 1 0 0)
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x = realToFrac x'
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y = realToFrac y'
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z = realToFrac z'
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dist = realToFrac dist'
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xa = realToFrac xa'
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@ -68,9 +75,13 @@ instance GLCamera Camera where
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dist = realToFrac dist'
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xa = realToFrac xa'
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ya = realToFrac ya'
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moveBy (Sphere (inc, az) r) f = undefined
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moveBy (Flat (x', z')) f = Flat (f (x',z'))
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move c (x', z') = moveBy c (\(x,z) -> (x+x',z+z'))
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moveBy (Sphere (inc, az) r) f map = undefined
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moveBy (Flat (x', z') y) f map = Flat (x,z) (float2Double y)
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where
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(x,z) = f (x', z')
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y = giveMapHeight map (fc x,fc z)
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fc = double2Float
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move c (x', z') map = moveBy c (\(x,z) -> (x+x',z+z')) map
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sphereToCart :: (Floating a) => a -> a -> a -> V3 a
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sphereToCart r inc az = V3
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63
src/Types.hs
63
src/Types.hs
@ -15,6 +15,7 @@ import Graphics.Rendering.OpenGL.GL.Texturing.Objects (TextureObject)
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import Render.Types
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import Importer.IQM.Types
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import UI.UIBase
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import Map.Types (PlayMap)
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data Coord3D a = Coord3D a a a
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@ -56,7 +57,7 @@ data IOState = IOState
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}
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data GameState = GameState
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{
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{ _currentMap :: !PlayMap
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}
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data MouseState = MouseState
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@ -186,63 +187,3 @@ $(makeLenses ''Position)
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$(makeLenses ''Env)
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$(makeLenses ''UIState)
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data Structure = Flag -- Flag
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| Woodcutter -- Huts
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| Forester
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| Stonemason
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| Fisher
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| Hunter
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| Barracks
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| Guardhouse
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| LookoutTower
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| Well
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| Sawmill -- Houses
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| Slaughterhouse
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| Mill
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| Bakery
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| IronSmelter
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| Metalworks
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| Armory
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| Mint
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| Shipyard
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| Brewery
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| Storehouse
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| Watchtower
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| Catapult
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| GoldMine -- Mines
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| IronMine
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| GraniteMine
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| CoalMine
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| Farm -- Castles
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| PigFarm
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| DonkeyBreeder
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| Harbor
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| Fortress
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deriving (Show, Eq)
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data Amount = Infinite -- Neverending supply
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| Finite Int -- Finite supply
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-- Extremely preliminary, expand when needed
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data Commodity = WoodPlank
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| Sword
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| Fish
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deriving Eq
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data Resource = Coal
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| Iron
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| Gold
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| Granite
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| Water
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| Fishes
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deriving (Show, Eq)
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instance Show Amount where
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show (Infinite) = "inexhaustable supply"
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show (Finite n) = show n ++ " left"
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instance Show Commodity where
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show WoodPlank = "wooden plank"
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show Sword = "sword"
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show Fish = "fish"
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