Refactor
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@@ -297,41 +297,6 @@ doFlameDam amount pt p cr = over (creatures . ix (_crID cr) . crState . crDamage
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where sp = _btPos' pt
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ep = sp +.+ _btVel' pt
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makeSmokeAt'' :: Point2 -> Float -> Int -> Point2 -> World -> World
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makeSmokeAt'' vel scal time p w = over particles' ((:) smokeP) w
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where smokeP = Particle'
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--{ _ptPict' = onLayerL [levLayer PtLayer - 1] $ uncurry translate p $ color black $ circleSolid 1
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{ _ptPict' = onLayerL [levLayer PtLayer ] $ uncurry translate p $ color black $ circleSolid 1
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, _ptUpdate' = moveSmoke'' scal time p vel
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}
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moveSmoke'' :: Float -> Int -> Point2 -> Point2 -> World -> Particle' -> (World, Maybe Particle')
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moveSmoke'' scal time p vel w pt
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| time > 0 = (w, Just $ pt { _ptPict' = pic
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, _ptUpdate' = moveSmoke'' scal (time-1) pNew vel
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})
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| time > -50 = (w, Just $ pt { _ptPict' = pi1
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, _ptUpdate' = moveSmoke'' scal (time-1) pNew vel
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})
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| otherwise = (w, Nothing)
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where pNew = p +.+ vel
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pic = onLayerL [levLayer PtLayer]
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--pic = onLayerL [levLayer PtLayer - 1]
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$ uncurry translate pNew
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$ color (greyN 0.5) $ circleSolid $ (21 - fromIntegral time) * scal
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pi1 = pictures $ reverse
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[(onLayerL [levLayer PtLayer]
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$ uncurry translate pNew
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$ color (withAlpha (0.3 * (1 + fromIntegral time /50)) (greyN 0.5))
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$ circleSolid $ 21 * scal)
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,
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--(onLayerL [levLayer BgLayer+1]
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(onLayerL [levLayer PtLayer]
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$ uncurry translate pNew
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$ color (withAlpha (1 + fromIntegral time /50) (greyN 0.5))
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$ circleSolid $ 21 * scal)
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]
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makeColorSmokeAt :: Color -> Point2 -> Float -> Int -> Point2 -> World -> World
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makeColorSmokeAt col vel scal time p w = over projectiles (IM.insert n smP) w
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where n = newProjectileKey w
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