Add trajectory to grenades, various refactoring
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+6
-6
@@ -118,12 +118,12 @@ updateTriggers w
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cr = _creatures w IM.! 0 & crPos .~ V2 0 0
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updateLightSources :: World -> World
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updateLightSources w = set tempLightSources tlss w
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updateLightSources w = over tempLightSources f w
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where
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tlss = mapMaybe (\b -> _tlsUpdate b w b) $ _tempLightSources w
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f = mapMaybe (\b -> _tlsUpdate b w b)
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updateProjectiles :: World -> World
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updateProjectiles w = IM.foldl' (flip $ dbArg _pjUpdate) w $ _projectiles w
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updateProjectiles w = IM.foldl' (flip $ dbArg _pjUpdate) w $ _props w
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{-
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Apply internal particle updates, delete 'Nothing's. -}
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updateParticles :: World -> World
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@@ -151,7 +151,7 @@ ppEvents :: World -> World
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ppEvents w = IM.foldl' (flip $ \pp w' -> _ppEvent pp pp w') w $ _pressPlates w
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updateSeenWalls :: World -> World
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updateSeenWalls w = foldr markSeen w wallsToUpdate
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updateSeenWalls w = foldl' (flip markSeen) w wallsToUpdate
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where
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vPos = _cameraViewFrom w
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wallsToUpdate = concatMap (\p -> visibleWalls vPos (vPos +.+p) $ wallsAlongLine vPos (vPos +.+ p) w)
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@@ -224,10 +224,10 @@ clClSpringVel a v b
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radDist = (_clRad a + _clRad b) / 2
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simpleCrSprings :: World -> World
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simpleCrSprings w = IM.foldr crSpring w $ _creatures w
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simpleCrSprings w = IM.foldl' (flip crSpring) w $ _creatures w
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crSpring :: Creature -> World -> World
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crSpring c w = IM.foldr (crCrSpring c) w cs
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crSpring c w = IM.foldl' (flip $ crCrSpring c) w cs
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where
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cs = creaturesNearPoint (_crPos c) w
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