Replace buggy circle seg intersection with a simpler test
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@@ -3,7 +3,7 @@ module Dodge.Projectile.Update (
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updateProjectile,
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) where
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import Control.Lens
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import LensHelp
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import Control.Monad
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import Data.Foldable
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import Data.Maybe
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@@ -42,18 +42,44 @@ upProjectile pu pj = case pu of
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-- the following requires that this is at the top of the update list, which is
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-- not ideal
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DestroyPU _ _ -> cWorld . lWorld . projectiles . ix (_prjID pj) . prjUpdates . ix 0 . pjuTimer -~ 1
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ApplyGravityPU -> applyGravityPU pj
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where
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time = _prjTimer pj
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act st et = time <= st && time >= et
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applyGravityPU :: Projectile -> World -> World
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applyGravityPU pj w
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| newz <= 0 && abs (pj ^. prjZVel) < 1 = w
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& topj . prjVel %~ decvel
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& topj . prjSpin %~ decspin
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| newz < 0 = w & topj . prjZ .~ 0
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& topj . prjZVel %~ bouncez
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& topj . prjVel %~ decvel
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& topj . prjSpin %~ decspin
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& soundStart (ShellSound (pj ^. prjID)) (pj ^. prjPos) click1S Nothing
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| otherwise = w & topj . prjZ .~ newz
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& topj . prjZVel -~ 0.5
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where
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topj = cWorld . lWorld . projectiles . ix (pj ^. prjID)
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bouncez z | z < -1 = -0.5 * z
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| otherwise = 0
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decvel v
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| magV v > 1 = rotateV (5 * pj ^. prjSpin) $ 0.8 * v
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| otherwise = 0
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decspin x
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| abs x < 0.01 = 0
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| otherwise = x * 0.9
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newz = pj ^. prjZ + pj ^. prjZVel
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--shellCollisionCheck :: (Projectile -> World -> World) -> Projectile -> World -> World
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shellCollisionCheck :: Maybe (NewInt ItmInt)
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-> Maybe (NewInt ItmInt)
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-> Maybe (NewInt ItmInt)
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-> Projectile -> World -> World
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shellCollisionCheck controlid detid screenid pj w
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| time > 330 && circOnSomeWall oldPos 4 w = g
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| time <= 330 && anythingHitCirc 2 oldPos newPos w = g
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-- | time > 330 && circOnSomeWall oldPos 4 w = g
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-- | time <= 330 && anythingHitCirc 2 oldPos newPos w = g
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| anythingHitCirc 2 oldPos newPos w = g
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| time <= 0 = g
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| otherwise = w
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where
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