module Game.LambdaHack.Client.UI.Animation
( Animation, renderAnim
, pushAndDelay, blinkColorActor, twirlSplash, blockHit, blockMiss, subtleHit
, deathBody, shortDeathBody, actorX, teleport, swapPlaces, fadeout
#ifdef EXPOSE_INTERNAL
, blank, cSym, mapPosToOffset, mzipSingleton, mzipPairs
#endif
) where
import Prelude ()
import Game.LambdaHack.Common.Prelude
import Data.Bits
import qualified Data.EnumMap.Strict as EM
import Game.LambdaHack.Client.UI.Frame
import Game.LambdaHack.Client.UI.Overlay
import Game.LambdaHack.Common.Color
import Game.LambdaHack.Common.Misc
import Game.LambdaHack.Common.Point
import Game.LambdaHack.Common.Random
newtype Animation = Animation [IntOverlay]
deriving (Eq, Show)
renderAnim :: FrameForall -> Animation -> Frames
renderAnim basicFrame (Animation anim) =
let modifyFrame :: IntOverlay -> FrameForall
modifyFrame am = overlayFrame am basicFrame
modifyFrames :: (IntOverlay, IntOverlay) -> Maybe FrameForall
modifyFrames (am, amPrevious) =
if am == amPrevious then Nothing else Just $ modifyFrame am
in Just basicFrame : map modifyFrames (zip anim ([] : anim))
blank :: Maybe AttrCharW32
blank = Nothing
cSym :: Color -> Char -> Maybe AttrCharW32
cSym color symbol = Just $ attrChar2ToW32 color symbol
mapPosToOffset :: (Point, AttrCharW32) -> (Int, [AttrCharW32])
mapPosToOffset (Point{..}, attr) =
let lxsize = fst normalLevelBound + 1
in ((py + 1) * lxsize + px, [attr])
mzipSingleton :: Point -> Maybe AttrCharW32 -> IntOverlay
mzipSingleton p1 mattr1 = map mapPosToOffset $
let mzip (pos, mattr) = fmap (\attr -> (pos, attr)) mattr
in catMaybes [mzip (p1, mattr1)]
mzipPairs :: (Point, Point) -> (Maybe AttrCharW32, Maybe AttrCharW32)
-> IntOverlay
mzipPairs (p1, p2) (mattr1, mattr2) = map mapPosToOffset $
let mzip (pos, mattr) = fmap (\attr -> (pos, attr)) mattr
in catMaybes $ if p1 /= p2
then [mzip (p1, mattr1), mzip (p2, mattr2)]
else
[mzip (p1, mattr1)]
pushAndDelay :: Animation
pushAndDelay = Animation [[]]
blinkColorActor :: Point -> Char -> Color -> Color -> Animation
blinkColorActor pos symbol fromCol toCol =
Animation $ map (mzipSingleton pos)
[ cSym toCol symbol
, cSym toCol symbol
, cSym fromCol symbol
, cSym fromCol symbol
]
twirlSplash :: (Point, Point) -> Color -> Color -> Animation
twirlSplash poss c1 c2 = Animation $ map (mzipPairs poss)
[ (blank , cSym BrCyan '\'')
, (blank , cSym BrYellow '\'')
, (blank , cSym BrYellow '^')
, (cSym c1 '\\',cSym BrCyan '^')
, (cSym c1 '|', cSym BrCyan '^')
, (cSym c1 '%', blank)
, (cSym c1 '/', blank)
, (cSym c1 '-', blank)
, (cSym c1 '\\',blank)
, (cSym c2 '|', blank)
, (cSym c2 '%', blank)
]
blockHit :: (Point, Point) -> Color -> Color -> Animation
blockHit poss c1 c2 = Animation $ map (mzipPairs poss)
[ (blank , cSym BrCyan '\'')
, (blank , cSym BrYellow '\'')
, (blank , cSym BrYellow '^')
, (blank , cSym BrCyan '^')
, (cSym BrBlue '{', cSym BrCyan '\'')
, (cSym BrBlue '{', cSym BrYellow '\'')
, (cSym BrBlue '{', cSym BrYellow '\'')
, (cSym BrBlue '}', blank)
, (cSym BrBlue '}', blank)
, (cSym BrBlue '}', blank)
, (cSym c1 '\\',blank)
, (cSym c1 '|', blank)
, (cSym c1 '/', blank)
, (cSym c1 '-', blank)
, (cSym c2 '\\',blank)
, (cSym c2 '|', blank)
, (cSym c2 '/', blank)
]
blockMiss :: (Point, Point) -> Animation
blockMiss poss = Animation $ map (mzipPairs poss)
[ (blank , cSym BrCyan '\'')
, (blank , cSym BrYellow '^')
, (cSym BrBlue '{', cSym BrYellow '\'')
, (cSym BrBlue '{', cSym BrCyan '\'')
, (cSym BrBlue '{', blank)
, (cSym BrBlue '}', blank)
, (cSym BrBlue '}', blank)
, (cSym Blue '}', blank)
, (cSym Blue '}', blank)
]
subtleHit :: Point -> Animation
subtleHit pos = Animation $ map (mzipSingleton pos)
[ cSym BrCyan '\''
, cSym BrYellow '\''
, cSym BrYellow '^'
, cSym BrCyan '^'
, cSym BrCyan '\''
]
deathBody :: Point -> Animation
deathBody pos = Animation $ map (mzipSingleton pos)
[ cSym Red '%'
, cSym Red '-'
, cSym Red '-'
, cSym Red '\\'
, cSym Red '\\'
, cSym Red '|'
, cSym Red '|'
, cSym Red '%'
, cSym Red '%'
, cSym Red '%'
, cSym Red '%'
, cSym Red ';'
, cSym Red ';'
]
shortDeathBody :: Point -> Animation
shortDeathBody pos = Animation $ map (mzipSingleton pos)
[ cSym Red '%'
, cSym Red '-'
, cSym Red '\\'
, cSym Red '|'
, cSym Red '%'
, cSym Red '%'
, cSym Red '%'
, cSym Red ';'
, cSym Red ','
]
actorX :: Point -> Animation
actorX pos = Animation $ map (mzipSingleton pos)
[ cSym BrRed 'X'
, cSym BrRed 'X'
, blank
, blank
]
teleport :: (Point, Point) -> Animation
teleport poss = Animation $ map (mzipPairs poss)
[ (cSym BrMagenta 'o', cSym Magenta '.')
, (cSym BrMagenta 'O', cSym Magenta '.')
, (cSym Magenta 'o', cSym Magenta 'o')
, (cSym Magenta '.', cSym BrMagenta 'O')
, (cSym Magenta '.', cSym BrMagenta 'o')
, (cSym Magenta '.', blank)
, (blank , blank)
]
swapPlaces :: (Point, Point) -> Animation
swapPlaces poss = Animation $ map (mzipPairs poss)
[ (cSym BrMagenta 'o', cSym Magenta 'o')
, (cSym BrMagenta 'd', cSym Magenta 'p')
, (cSym BrMagenta '.', cSym Magenta 'p')
, (cSym Magenta 'p', cSym Magenta '.')
, (cSym Magenta 'p', cSym BrMagenta 'd')
, (cSym Magenta 'p', cSym BrMagenta 'd')
, (cSym Magenta 'o', blank)
, (blank , blank)
]
fadeout :: Bool -> Int -> X -> Y -> Rnd Animation
fadeout out step lxsize lysize = do
let xbound = lxsize - 1
ybound = lysize + 2
edge = EM.fromDistinctAscList $ zip [1..] ".%&%;:,."
fadeChar !r !n !x !y =
let d = x - 2 * y
ndy = n - d - 2 * ybound
ndx = n + d - xbound - 1
mnx = if ndy > 0 && ndx > 0
then min ndy ndx
else max ndy ndx
v3 = (r `xor` (x * y)) `mod` 3
k | mnx < 3 || mnx > 10 = mnx
| (min x (xbound - x - y) + n + v3) `mod` 15 < 11
&& mnx > 6 = mnx - v3
| (x + 3 * y + v3) `mod` 30 < 19 = mnx + 1
| otherwise = mnx
in EM.findWithDefault ' ' k edge
rollFrame !n = do
r <- random
let fadeAttr !y !x = attrChar1ToW32 $ fadeChar r n x y
fadeLine !y =
let x1 :: Int
{-# INLINE x1 #-}
x1 = min xbound (n - 2 * (ybound - y))
x2 :: Int
{-# INLINE x2 #-}
x2 = max 0 (xbound - (n - 2 * y))
in [ (y * lxsize, map (fadeAttr y) [0..x1])
, (y * lxsize + x2, map (fadeAttr y) [x2..xbound]) ]
return $! concatMap fadeLine [0..ybound]
fs | out = [3, 3 + step .. lxsize - 14]
| otherwise = [lxsize - 14, lxsize - 14 - step .. 1]
++ [0]
Animation <$> mapM rollFrame fs