Cleanup and reorganise
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@@ -26,7 +26,7 @@ import Control.Monad.State
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bulHitCr :: Particle -> Point2 -> Creature -> World -> World
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bulHitCr bt p cr w
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| crIsArmouredFrom p cr
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= createSparkCol 8 colID p1 (argV (p1 -.- p) + d1) . addDamageArmoured $ w
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= colSpark 8 colID p1 (argV (p1 -.- p)) $ addDamageArmoured w
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| otherwise = addDamage . bulletHitSound p $ w
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where
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sp = head $ _btTrail' bt
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@@ -36,7 +36,6 @@ bulHitCr bt p cr w
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addDamage = creatures . ix cid . crState . crDamage %~ ((Piercing 100 sp p ep : mvDams) ++ )
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addDamageArmoured = creatures . ix cid . crState . crDamage %~ (mvDams ++)
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cid = _crID cr
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(d1,_) = randomR (-0.7,0.7) $ _randGen w
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colID = _btColor' bt
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p1 = p +.+ 2 *.* safeNormalizeV (p -.- _crPos cr)
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@@ -135,16 +134,14 @@ bulConCr' bt p cr w
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bulHitWall :: Particle -> Point2 -> Wall -> World -> World
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bulHitWall bt p wl w = damageBlocksBy 5 wl
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. smokeCloudAt dustcol 20 200 1 (addZ 20 pOut)
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. createSparkCol 8 theCol pOut (reflectDir wl)
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$ set randGen g
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$ colSpark' 0.2 8 theCol pOut (reflectDir wl)
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w
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where
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dustcol = _wlColor wl & _4 .~ 1
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theCol = brightX 100 1.5 white
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sp = head $ _btTrail' bt
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pOut = p +.+ safeNormalizeV (sp -.- p)
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(a, g) = randomR (-0.2,0.2) $ _randGen w
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reflectDir wall = a + argV (reflectIn (uncurry (-.-) (_wlLine wall)) (p -.- sp) )
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reflectDir wall = argV (reflectIn (uncurry (-.-) (_wlLine wall)) (p -.- sp) )
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{- | Bounce off walls, do damage to blocks. -}
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bulBounceWall' :: Particle -> Point2 -> Wall -> World -> World
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bulBounceWall' bt p wl w = damageBlocksBy 5 wl $ over worldEvents addBouncer w
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@@ -201,6 +198,5 @@ hvBulHitWall bt p x w = damageBlocksBy 5 x $ set randGen g $ foldr ($) w (spark
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sv = unitVectorAtAngle $ reflectDir x
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cs' = take 10 $ randomRs (0,11) $ _randGen w
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cs = map (brightX 100 1.5 . numColor) cs'
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ds = randomRs (-0.7,0.7) $ _randGen w
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ts = randomRs (4,8) $ _randGen w
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sparks pos vel = zipWith3 (\t c d -> createSparkCol t c pos (argV vel + d)) ts cs ds
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sparks pos vel = zipWith (\t c -> colSpark t c pos (argV vel)) ts cs
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