Cleanup bullet damage
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@@ -15,6 +15,7 @@ import Dodge.RandomHelp
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import Dodge.WorldEvent.Shockwave
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import Dodge.Creature.State.Data
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import Dodge.Creature.Property
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import Dodge.Wall.Reflect
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import Geometry
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--import Geometry.Vector3D
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import Picture
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@@ -118,18 +119,17 @@ bulIncCr' bt p cr w
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v = evalState (randInCirc 1) $ _randGen w
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incFlamelets = over worldEvents $ (.) (makeFlameletTimed p 20 v Nothing 3 20)
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{- | Creates a shockwave when hitting a creature. -}
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bulConCr' :: Particle -> Point2 -> Creature -> World -> World
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bulConCr' bt p cr w
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bulConCr :: Particle -> Point2 -> Creature -> World -> World
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bulConCr bt p cr w
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= over (creatures . ix cid . crState . crDamage)
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( Piercing 60 sp p ep : )
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( Blunt 10 sp p ep : )
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$ bulletHitSound p
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$ mkwave
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$ (worldEvents %~ (makeShockwaveAt [] p 15 4 1 white . ))
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w
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where
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cid = _crID cr
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sp = head $ _btTrail' bt
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ep = sp +.+ _btVel' bt
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mkwave = over worldEvents $ (.) (makeShockwaveAt [] p 15 4 1 white)
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{- | Hitting wall effects: create a spark, damage blocks. -}
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bulHitWall :: Particle -> Point2 -> Wall -> World -> World
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bulHitWall bt p = damageWall (Piercing 100 sp p ep)
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@@ -145,8 +145,7 @@ bulBounceWall bt p wl = damageWall (Blunt 50 sp p ep) wl . over worldEvents addB
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pOut = p +.+ safeNormalizeV (sp -.- p)
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bouncer = (aGenBulAt Nothing pOut reflectVel (_btHitEffect' bt) (_btWidth' bt)
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) {_btTimer' = _btTimer' bt - 1}
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wallV = uncurry (-.-) (_wlLine wl)
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reflectVel = reflectIn wallV (_btVel' bt)
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reflectVel = reflVelWall wl (_btVel' bt)
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addBouncer = ( over particles (bouncer : ) . )
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-- the hack is to get around the fact that the particles list gets reset after
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-- all projectiles in it are checked, so we cannot add to it as we accumulate over
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@@ -168,14 +167,17 @@ bulIncWall bt p wl = damageWall (Blunt 50 sp p ep) wl . incFlamelets
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reflectVel = safeNormalizeV $ reflectIn wallV (_btVel' bt)
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incFlamelets = over worldEvents $ (.) (makeFlameletTimed pOut 20 reflectVel Nothing 3 20)
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{- | Create a shockwave on wall-}
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bulConWall'
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bulConWall
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:: Particle
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-> Point2 -- ^ Impact point
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-> Wall
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-> World
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-> World
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bulConWall' _ p wl = damageBlocksBy 1 wl .
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bulConWall bt p wl = damageWall (Blunt 10 sp p ep) wl .
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over worldEvents ( makeShockwaveAt [] p 15 4 1 white . )
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where
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ep = sp +.+ _btVel' bt
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sp = head $ _btTrail' bt
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hvBulHitWall
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:: Particle
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@@ -183,14 +185,15 @@ hvBulHitWall
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-> Wall
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-> World
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-> World
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hvBulHitWall bt p x w = damageBlocksBy 5 x $ set randGen g $ foldr ($) w (sparks pOut sv)
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hvBulHitWall bt p wl w = damageWall (Piercing 200 sp p ep) wl
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. damageWall (Blunt 100 sp p ep) wl
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$ set randGen g $ foldr ($) w (sparks pOut sv)
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where
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ep = sp +.+ _btVel' bt
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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 +
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argV (reflectIn (uncurry (-.-) (_wlLine wall)) (p -.- sp) )
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sv = unitVectorAtAngle $ reflectDir x
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sv = unitVectorAtAngle $ a + reflDirWall sp p wl
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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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ts = randomRs (4,8) $ _randGen w
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@@ -9,6 +9,7 @@ import Dodge.Data
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import Dodge.Data.DamageType
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import Dodge.WorldEvent.SpawnParticle
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import Dodge.WorldEvent.Cloud
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import Dodge.Wall.Reflect
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import Geometry
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import Geometry.Vector3D
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import Color
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@@ -41,8 +42,6 @@ wallEff dt wl = case dt of
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pSparkCol = brightX 100 1.5 white
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lSparkCol = V4 20 (-5) 0 1
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reflDirWall :: Point2 -> Point2 -> Wall -> Float
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reflDirWall sp ep wl = argV (reflectIn (uncurry (-.-) (_wlLine wl)) (ep -.- sp))
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damageBlockWith :: DamageType -> Block -> Block
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damageBlockWith dt = case dt of
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@@ -0,0 +1,11 @@
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module Dodge.Wall.Reflect
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where
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import Geometry
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import Dodge.Data
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reflDirWall :: Point2 -> Point2 -> Wall -> Float
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reflDirWall sp ep wl = argV (reflectIn (uncurry (-.-) (_wlLine wl)) (ep -.- sp))
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-- point free nonsense
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reflVelWall :: Wall -> Point2 -> Point2
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reflVelWall = reflectIn . uncurry (-.-) . _wlLine
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