Move radar blips into own grouping, work on data-ifying particles
This commit is contained in:
+25
-24
@@ -635,16 +635,17 @@ data BeamType
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{- Objects without ids.
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Update themselves, perhaps with side effects. -}
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data Particle
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= Particle
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{ _ptDraw :: Particle -> Picture
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, _ptUpdate :: World -> Particle -> (World, Maybe Particle)
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}
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| RadarCircleParticle
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-- = Particle
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-- { _ptDraw :: Particle -> Picture
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-- , _ptUpdate :: World -> Particle -> (World, Maybe Particle)
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-- }
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= RadarCircleParticle
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{ _ptDraw :: Particle -> Picture
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, _ptUpdate :: World -> Particle -> (World, Maybe Particle)
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, _ptTimer :: Int
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, _ptRad :: Float
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, _ptPos :: Point2
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, _ptColor :: Color
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}
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| LaserParticle
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{ _ptDraw :: Particle -> Picture
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@@ -668,13 +669,13 @@ data Particle
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, _ptPoints :: [Point2]
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, _ptColor :: Color
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}
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| LinearParticle
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{ _ptDraw :: Particle -> Picture
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, _ptUpdate :: World -> Particle -> (World, Maybe Particle)
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, _ptPoints :: [Point2]
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, _ptTimer :: Int
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, _ptColor :: Color
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}
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-- | LinearParticle
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-- { _ptDraw :: Particle -> Picture
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-- , _ptUpdate :: World -> Particle -> (World, Maybe Particle)
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-- , _ptPoints :: [Point2]
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-- , _ptTimer :: Int
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-- , _ptColor :: Color
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-- }
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| BulletPt
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{ _ptDraw :: Particle -> Picture
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, _ptUpdate :: World -> Particle -> (World, Maybe Particle)
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@@ -739,18 +740,18 @@ data Particle
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, _ptAlpha :: Float
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, _ptTran3 :: Point3
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}
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| PtZ
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{ _ptDraw :: Particle -> Picture
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, _ptUpdate :: World -> Particle -> (World, Maybe Particle)
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, _ptVel :: Point2
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, _ptColor :: Color
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, _ptPos :: Point2
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, _ptCrIgnore :: Maybe Int
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, _ptWidth :: Float
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, _ptTimer :: Int
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, _ptHitEff :: HitEffect
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, _ptZ :: Float
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}
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-- | PtZ
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-- { _ptDraw :: Particle -> Picture
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-- , _ptUpdate :: World -> Particle -> (World, Maybe Particle)
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-- , _ptVel :: Point2
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-- , _ptColor :: Color
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-- , _ptPos :: Point2
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-- , _ptCrIgnore :: Maybe Int
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-- , _ptWidth :: Float
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-- , _ptTimer :: Int
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-- , _ptHitEff :: HitEffect
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-- , _ptZ :: Float
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-- }
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| Shockwave
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{ _ptDraw :: Particle -> Picture
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, _ptUpdate :: World -> Particle -> (World, Maybe Particle)
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@@ -0,0 +1,16 @@
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{-# LANGUAGE TemplateHaskell #-}
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{-# LANGUAGE StrictData #-}
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module Dodge.Data.RadarBlip where
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import Color
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import Geometry
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import Control.Lens
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data RadarBlip = RadarBlip
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{ _rbColor :: Color
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, _rbTime :: Int
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, _rbMaxTime :: Int
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, _rbRad :: Float
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, _rbPos :: Point2
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}
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makeLenses ''RadarBlip
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@@ -14,14 +14,17 @@ makeLaserScope
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-> Point2 -- ^ End point
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-> Float -- ^ Fraction of red/green
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-> Particle
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makeLaserScope p ep relFrac = Particle
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makeLaserScope p ep relFrac = PtTargetLaser
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{_ptDraw = const $ setLayer BloomLayer $ setDepth 20 $ pictures
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[lineAlphaThick 0.5 0.5
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,lineAlphaThick 0.2 1.5
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,lineAlphaThick 0.1 2
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]
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,_ptUpdate = \w pt -> (w, Just $ pt & ptUpdate .~ \w' _ -> (w',Nothing))
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, _ptPoints = [p,ep]
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, _ptColor = col
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}
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where
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lineAlphaThick a w =
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color (withAlpha a $ mixColors relFrac (1-relFrac) red green) $ thickLine w [p,ep]
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col = mixColors relFrac (1-relFrac) red green
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@@ -198,12 +198,14 @@ targetLaserUpdate _ cr w t
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(mp, ps) = reflectLaserAlong 0.2 sp ep w
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sp = _crPos cr +.+ 15 *.* unitVectorAtAngle (_crDir cr)
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ep = sp +.+ 5000 *.* normalizeV (mouseWorldPos w -.- sp)
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addLaserPic = instantParticles .:~ Particle
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addLaserPic = instantParticles .:~ PtTargetLaser
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{ _ptDraw = const $ setLayer BloomNoZWrite $ pictures
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[ setDepth 19 . color (brightX 0 0.5 col) $ thickLine 5 (sp:ps)
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, setDepth 19.5 . color (brightX 5 1 col) $ thickLine 1 (sp:ps)
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]
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, _ptUpdate = ptSimpleTime 1
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, _ptPoints = (sp:ps)
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, _ptColor = col
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}
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--wpammo = _itConsumption it
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-- reloadFrac
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@@ -36,6 +36,7 @@ aRadarPulse blipsF bf col cr = instantParticles .:~ RadarCircleParticle
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, _ptTimer = 100
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, _ptRad = 0
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, _ptPos = _crPos cr
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, _ptColor = col
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}
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drawPulse :: Color -> Particle -> Picture
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drawPulse col pt = setLayer DebugLayer $ pictures sweepPics
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@@ -0,0 +1,200 @@
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module Dodge.Particle.Draw where
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import Dodge.Data
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import Geometry
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import Picture
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drawParticle :: Particle -> Picture
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drawParticle pt = case pt of
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PtFlame {} -> drawFlame pt
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Shockwave {} -> drawShockwave pt
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PtStaticBall {} -> drawStaticBall pt
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PtIncBall {} -> drawFlameletZ pt
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PtMuzFlare {} -> drawMuzFlare pt
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PtCircFlare {} -> drawCircFlare pt
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PtInvShockwave {} -> drawInverseShockwave pt
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BulletPt {} -> drawBul pt
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PtTeslaArc {} -> drawTeslaArc pt
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PtTargetLaser {} -> drawTargetLaser pt
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LaserParticle {} -> drawLaser pt
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ShockLine {} -> drawSonicWave pt
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RadarCircleParticle {} -> drawPulse pt
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drawFlame
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:: Particle
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-> Picture
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drawFlame pt = pictures
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[ glow
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, aPic BloomNoZWrite prot2 25 (V2 (scaleChange + 1) 2 ) $ V4 2 (-1) (-1) 0.5
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, aPic BloomNoZWrite prot 22 (V2 (scaleChange + 0.5) 1 ) $ V4 1 0.5 0 2
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, aPic BloomLayer prot3 20 (V2 scaleChange 0.5) $ V4 1 1 1 1
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]
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where
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rotd = _ptOriginalVel pt -- rotate direction
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ep = _ptPos pt
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aPic :: Layer -> (Point2 -> Point2) -> Float -> Point2 -> Color -> Picture
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aPic lay offset depth (V2 scalex scaley) col
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= setLayer lay
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. setDepth depth
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. uncurryV translate (offset ep)
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. rotate (pi * 0.5 + argV rotd)
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. scale scalex scaley
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. color col
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$ circleSolid 5
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glow = setLayer BloomNoZWrite $ setDepth 0.3 $ uncurryV translate ep
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$ circleSolidCol (withAlpha 0 orange) (withAlpha 0.02 orange) 50
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time = _ptTimer pt
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scaleChange
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| time < 80 = 3
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| otherwise = 3 - (fromIntegral time - 80) * 0.2
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prot p' = p' +.+ rotateV (fromIntegral time) (V2 0 1)
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prot2 p' = p' +.+ rotateV (negate $ fromIntegral time) (V2 0 1)
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prot3 p' = p' +.+ rotateV (2 + fromIntegral time * 0.1) (V2 0 2)
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drawShockwave :: Particle -> Picture
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drawShockwave pt = setDepth 20
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. setLayer BloomLayer
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. uncurryV translate (_ptPos pt)
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. color (_ptColor pt)
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$ thickCircle rad thickness
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where
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r = _ptRad pt
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thickness = tFraction**2 * r
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rad = r - (3/4) * r * tFraction
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tFraction = fromIntegral (_ptTimer pt) / fromIntegral (_ptMaxTime pt)
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drawStaticBall
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:: Particle
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-> Picture
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drawStaticBall pt = setLayer BloomNoZWrite
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. setDepth (_ptZ pt + 20)
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. uncurryV translate (_ptPos pt)
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$ circleSolidCol (_ptColor pt) (withAlpha 0.5 white) (_ptWidth pt+5)
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drawFlameletZ
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:: Particle
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-> Picture
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drawFlameletZ pt = pictures
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[ setLayer BloomLayer pic
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, setLayer BloomNoZWrite piu
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, setLayer BloomNoZWrite pi2
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]
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where
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z = _ptZ pt
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sp = _ptPos pt
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vel = _ptVel pt
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ep = sp +.+ vel
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size = _ptWidth pt
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siz2 = size + 0.2
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time = _ptTimer pt
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piu = setDepth (z + 25)
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. uncurryV translate ep
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. color (mixColors (fromIntegral (max 0 (time-2))) (10-fromIntegral time)
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(V4 2 0 0 1) (V4 2 0 0 0)
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)
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. rotate (negate (rot - 0.1 * fromIntegral time))
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. scale s1 s1
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$ polygon (rectNSWE siz2 (-siz2) (-siz2) siz2)
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pi2 = setDepth (z + 25)
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. uncurryV translate ep
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. color (mixColors (fromIntegral (max 0 (time-2))) (10-fromIntegral time)
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(V4 2 1 0 0.5) (V4 0 0 0 0)
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)
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. rotate (negate (rot + 0.2 * fromIntegral time))
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. scale s2 s2
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$ polygon (rectNSWE siz2 (-siz2) (-siz2) siz2)
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pic = setDepth (z + 20)
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. uncurryV translate ep
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. color (mixColors (fromIntegral (max 0 (time-2))) (10-fromIntegral time)
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(V4 1 1 1 3) (V4 1 0 0 1)
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)
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. rotate (negate ( 0.1 * fromIntegral time + rot))
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. scale (0.5* sc) (0.5 *sc)
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$ polygon $ map toV2 [(-size,-size),(size,-size),(size,size),(-size,size)]
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sc = (*) 2 $ log $ 1 + fromIntegral time / 20
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s1 = (*) 2 $ log $ 2 + fromIntegral time / 40
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s2 = 0.5 * (sc + s1)
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rot = _ptRot pt
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drawMuzFlare :: Particle -> Picture
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drawMuzFlare pt = setLayer BloomNoZWrite . translate3 tranv $ theShape
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where
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tranv = _ptTran3 pt
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col = _ptColor pt
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poly = _ptPoly pt
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theShape = color col $ polygon poly
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drawCircFlare :: Particle -> Picture
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drawCircFlare pt = setLayer BloomNoZWrite . translate3 tranv
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$ circleSolidCol (withAlpha 0 0) (withAlpha alphax col) 50
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where
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col = _ptColor pt
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tranv = _ptTran3 pt
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alphax = _ptAlpha pt
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drawInverseShockwave :: Particle -> Picture
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drawInverseShockwave pt
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= setLayer BloomLayer $ setDepth 20 $ uncurryV translate p
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$ color cyan $ thickCircle rad thickness
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where
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p = _ptPos pt
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r = _ptRad pt
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t = _ptTimer pt
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rad = r - 0.1 * r * fromIntegral (10 - t)
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thickness = fromIntegral (10 - t) **2 * rad / 40
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drawBul :: Particle -> Picture
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drawBul pt = setLayer BloomNoZWrite
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. setDepth 20
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. color (_ptColor pt)
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-- $ thickLine (_ptWidth pt) (take 3 $ _ptTrail pt)
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$ thickLine (_ptWidth pt) (take 2 $ _ptTrail pt)
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drawTeslaArc :: Particle -> Picture
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drawTeslaArc pt = setLayer BloomNoZWrite $ pictures
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[ setDepth 20.5 $ color (brightX 2 1 $ _ptColor pt) $ thickLine 3 ps
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, setDepth 20 $ color (V4 0 0 0 0.5) $ thickLine 10 ps
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]
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where
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ps = _ptPoints pt
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drawTargetLaser :: Particle -> Picture
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drawTargetLaser pt = setLayer BloomNoZWrite $ pictures
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[ setDepth 19 . color (brightX 0 0.5 col) $ thickLine 5 (sp:ps)
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, setDepth 19.5 . color (brightX 5 1 col) $ thickLine 1 (sp:ps)
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]
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where
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col = _ptColor pt
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(sp:ps) = _ptPoints pt
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drawLaser :: Particle -> Picture
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--drawLaser pt = setLayer BloomNoZWrite $ pictures
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--[ setDepth 19 . color (brightX 0 0.5 col) $ thickLine 20 ps
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drawLaser pt =
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setLayer BloomNoZWrite $ pictures
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-- [ setDepth 19 . color (brightX 1 0.5 col) $ thickLine 20 ps
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[ setDepth 19.5 . color (brightX 10 1 col) $ thickLine 3 ps
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]
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where
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col = _ptColor pt
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ps = _ptPoints pt
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drawSonicWave :: Particle -> Picture
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drawSonicWave pt = foldMap (color (_ptColor pt) . setLayer BloomNoZWrite . setDepth 20
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. lineThick 20
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. map fst)
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$ _ptPointDirs pt
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drawPulse :: Particle -> Picture
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drawPulse pt = setLayer DebugLayer $ pictures sweepPics
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where
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col = _ptColor pt
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p = _ptPos pt
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r = _ptRad pt
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sweepPics = [colHelper 0.1 $ uncurryV translate p $ thickCircle r 15
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,colHelper 0.06 $ uncurryV translate p $ thickCircle (r-5) 5
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,colHelper 0.03 $ uncurryV translate p $ thickCircle (r-10) 5
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]
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colHelper y = color (withAlpha (y * globalAlpha) col)
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globalAlpha | x > 10 = 1
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| otherwise = fromIntegral x / 10
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x = _ptTimer pt
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@@ -20,7 +20,7 @@ import LensHelp
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--import Data.Maybe
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aTeslaArcAt :: Color -> [ArcStep] -> Particle
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aTeslaArcAt col thearc = LinearParticle
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aTeslaArcAt col thearc = PtTeslaArc
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{ _ptPoints = map (^. asPos) thearc
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, _ptDraw = drawTeslaArc
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, _ptUpdate = moveTeslaArc thearc
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@@ -0,0 +1,23 @@
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module Dodge.RadarBlip where
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import Dodge.Data.RadarBlip
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import Geometry.Data
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import LensHelp
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import Picture
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updateRadarBlip :: RadarBlip -> Maybe RadarBlip
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updateRadarBlip rb
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| _rbTime rb <= 0 = Nothing
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| otherwise = Just $ rb & rbTime -~ 1
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drawBlip :: RadarBlip -> Picture
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drawBlip pt = setDepth (-0.5)
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. setLayer DebugLayer
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. uncurryV translate p
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. color (withAlpha (fromIntegral t / fromIntegral maxt) col)
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$ circleSolid r
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where
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p = _rbPos pt
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t = _rbTime pt
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r = _rbRad pt
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col = _rbColor pt
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maxt = _rbMaxTime pt
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@@ -25,9 +25,16 @@ import LensHelp
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import System.Random
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muzFlareAt :: Color -> Point3 -> Float -> World -> World
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muzFlareAt col tranv dir w = w & instantParticles .:~ Particle
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muzFlareAt col tranv dir w = w & instantParticles .:~ PtMuzFlare
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{ _ptDraw = const $ setLayer BloomNoZWrite . translate3 tranv $ theShape
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, _ptUpdate = ptSimpleTime 2
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, _ptPoly =
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[ V2 0 0
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, V2 a (-b)
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, V2 c d
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]
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, _ptColor = col
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, _ptTran3 = tranv
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}
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where
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theShape = rotate dir . color col $ polygon
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@@ -38,10 +45,13 @@ muzFlareAt col tranv dir w = w & instantParticles .:~ Particle
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(a:b:c:d:_) = randomRs (2,20) (_randGen w)
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flareCircleAt :: Color -> Float -> Point3 -> World -> World
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flareCircleAt col alphax tranv = instantParticles .:~ Particle
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flareCircleAt col alphax tranv = instantParticles .:~ PtCircFlare
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{ _ptDraw = const . setLayer BloomNoZWrite . translate3 tranv
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$ circleSolidCol (withAlpha 0 0) (withAlpha alphax col) 50
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, _ptUpdate = ptSimpleTime 1
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, _ptColor = col
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, _ptAlpha = alphax
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, _ptTran3 = tranv
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}
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explosionFlashAt :: Point2 -> World -> World
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@@ -129,7 +129,7 @@ concBall p = return Shockwave
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aStaticBall :: Point2 -> State g Particle
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aStaticBall p = return PtZ
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aStaticBall p = return PtStaticBall
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{ _ptDraw = drawStaticBall
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, _ptUpdate = moveStaticBall
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, _ptVel = 0
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@@ -153,7 +153,7 @@ makeFlamelet
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-> World
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makeFlamelet (V2 x y) z vel maycid size time w = w
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& randGen .~ g
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& instantParticles .:~ PtZ
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& instantParticles .:~ PtIncBall
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{ _ptDraw = drawFlameletZ rot
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, _ptUpdate = moveFlamelet
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, _ptVel = vel
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@@ -164,6 +164,7 @@ makeFlamelet (V2 x y) z vel maycid size time w = w
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, _ptTimer = time
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, _ptHitEff = expireAndDamage $ simpleDam FLAMING 20
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, _ptZ = z
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, _ptRot = rot
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}
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where
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(rot ,g) = randomR (0,3) $ _randGen w
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@@ -255,7 +256,7 @@ cloudPoisonDamage c w = w & dodamagesto (S.filter f $ crsNearPoint clpos w)
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incBall :: RandomGen g => Point2 -> State g Particle
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incBall p = do
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rot <- state $ randomR (0,3)
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return PtZ
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return PtIncBall
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{ _ptDraw = drawFlameletZ rot
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, _ptUpdate = moveFlamelet
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, _ptVel = 0
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@@ -266,6 +267,7 @@ incBall p = do
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, _ptTimer = 20
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, _ptHitEff = expireAndDamage $ simpleDam FLAMING 20
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, _ptZ = 20
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, _ptRot = rot
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}
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drawFlameletZ
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:: Float -- ^ Rotation
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Reference in New Issue
Block a user