Refactor bullet particles

This commit is contained in:
jgk
2021-05-19 13:46:19 +02:00
parent 44f239c673
commit 4463dc7716
29 changed files with 637 additions and 535 deletions
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module Dodge.Particle.Bullet.Draw
( drawBul
) where
import Dodge.Data
import Picture
drawBul :: Particle -> Picture
drawBul pt = setLayer 1 . color thecolor $ thickLine (take 2 $ _btTrail' pt) (_btWidth' pt)
where
thecolor = _btColor' pt
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{- |
Effects of bullets upon impact with walls or creatures, and possibly force fields.
-}
module Dodge.Particle.Bullet.HitEffect
where
import Dodge.Data
--import Dodge.Base
import Dodge.WorldEvent
import Dodge.Particle.Bullet.Spawn
import Dodge.WorldEvent.DamageBlock
import Dodge.SoundLogic
import Dodge.RandomHelp
import Dodge.WorldEvent.Shockwave
import Dodge.Creature.State.Data
import Dodge.Creature.Property
import Geometry
import Picture
import System.Random
import Control.Lens
import Control.Monad.State
--import Data.Maybe
--import qualified Data.IntMap.Strict as IM
-- | Basic bullet hit creature effect.
bulHitCr :: Particle -> Point2 -> Creature -> World -> World
bulHitCr bt p cr w
| crIsArmouredFrom p cr
= createSparkCol 8 colID p1 (argV (p1 -.- p) + d1) Nothing . addDamageArmoured $ w
| otherwise = addDamage . makeHitSound . flashEff $ w
where
sp = head $ _btTrail' bt
bulVel = _btVel' bt
ep = sp +.+ bulVel
mvDams = [ PushDam 1 $ 2 *.* bulVel ]
addDamage = creatures . ix cid . crState . crDamage %~ ((Piercing 100 sp p ep : mvDams) ++ )
addDamageArmoured = creatures . ix cid . crState . crDamage %~ (mvDams ++)
makeHitSound = soundMultiFrom [CrHitSound 0] 15 10 0
flashEff = over worldEvents (bloodFlashAt p . )
cid = _crID cr
(d1,_) = randomR (-0.7,0.7) $ _randGen w
colID = _btColor' bt
--(colID,_) = randomR (0,11) $ _randGen w
p1 = p +.+ 2 *.* safeNormalizeV (p -.- _crPos cr)
{- | Bounce off armoured creatures, otherwise do damage. -}
bulBounceArmCr' :: Particle -> Point2 -> Creature -> World -> World
bulBounceArmCr' bt p cr w
| crIsArmouredFrom p cr = addBouncer . addDamageArmoured $ w
| otherwise = addDamage . makeHitSound . flashEff $ w
where
sp = head $ _btTrail' bt
bulVel = _btVel' bt
ep = sp +.+ bulVel
mvDams = [ PushDam 1 $ 2 *.* bulVel ]
addDamage = creatures . ix cid . crState . crDamage %~ ((Piercing 100 sp p ep : mvDams) ++ )
addDamageArmoured = creatures . ix cid . crState . crDamage %~ (mvDams ++)
makeHitSound = soundMultiFrom [CrHitSound 0] 15 10 0
flashEff = over worldEvents ((.) $ bloodFlashAt p)
cid = _crID cr
newDir = safeNormalizeV (p -.- _crPos cr)
pOut = p +.+ 2 *.* newDir
reflectVel = magV bulVel *.* newDir
addBouncer = worldEvents %~ ( over particles (bouncer :) . )
bouncer = (aGenBulAt Nothing (_btColor' bt) pOut reflectVel
(_btHitEffect' bt) (_btWidth' bt)
) {_btTimer' = _btTimer' bt - 1}
{- | Bullet pass through creatures. -}
bulPenCr' :: Particle -> Point2 -> Creature -> World -> World
bulPenCr' bt p cr w
= over (creatures . ix cid . crState . crDamage)
([Piercing 50 sp p ep
,Blunt 50 sp p ep
,TorqueDam 1 d1
,PushDam 1 $ 3 *.* (ep -.- sp)
]
++
)
$ soundMultiFrom [CrHitSound 0] 15 10 0
$ over worldEvents (addPiercer . )
w
where
(d1,_) = randomR (-0.7,0.7) $ _randGen w
cid = _crID cr
sp = head $ _btTrail' bt
ep = sp +.+ _btVel' bt
addPiercer = over particles (piercer :)
piercer = (aGenBulAt (Just cid) (_btColor' bt) p (_btVel' bt)
(_btHitEffect' bt) (_btWidth' bt)
) {_btTimer' = _btTimer' bt - 1}
{- | Heavy bullet effects when hitting creature:
piercing, blunt, twisting and pushback damage all applied. -}
hvBulHitCr' :: Particle -> Point2 -> Creature -> World -> World
hvBulHitCr' bt p cr w
= over (creatures . ix cid . crState . crDamage)
([Piercing 200 sp p ep
,Blunt 100 sp p ep
,TorqueDam 1 d1
,PushDam 1 $ 3 *.* (ep -.- sp)
]
++
)
$ soundMultiFrom [CrHitSound 0] 15 10 0
w
where
(d1,_) = randomR (-0.7,0.7) $ _randGen w
cid = _crID cr
sp = head $ _btTrail' bt
ep = sp +.+ _btVel' bt
{- | Create a flamelet when hitting a creature. -}
bulIncCr' :: Particle -> Point2 -> Creature -> World -> World
bulIncCr' bt p cr w
= over (creatures . ix cid . crState . crDamage)
( Piercing 60 sp p ep : )
$ soundMultiFrom [CrHitSound 0] 15 10 0
$ incFlamelets
w
where
cid = _crID cr
sp = head $ _btTrail' bt
ep = sp +.+ _btVel' bt
v = evalState (randInCirc 1) $ _randGen w
incFlamelets = over worldEvents $ (.) (makeFlameletTimed p v Nothing 3 20)
{- | Creates a shockwave when hitting a creature. -}
bulConCr' :: Particle -> Point2 -> Creature -> World -> World
bulConCr' bt p cr w
= over (creatures . ix cid . crState . crDamage)
( Piercing 60 sp p ep : )
$ soundMultiFrom [CrHitSound 0] 15 10 0
$ mkwave
w
where
cid = _crID cr
sp = head $ _btTrail' bt
ep = sp +.+ _btVel' bt
mkwave = over worldEvents $ (.) (makeShockwaveAt [] p 15 4 1 white)
{- | Hitting wall effects: create a spark, damage blocks. -}
bulHitWall' :: Particle -> Point2 -> Wall -> World -> World
bulHitWall' bt p x w = damageBlocksBy 5 x
$ createSpark 8 12 pOut (reflectDir x) Nothing
$ set randGen g
w
where
sp = head $ _btTrail' bt
pOut = p +.+ safeNormalizeV (sp -.- p)
(a, g) = randomR (-0.2,0.2) $ _randGen w
reflectDir wall = a + argV (reflectIn (uncurry (-.-) (_wlLine wall)) (p -.- sp) )
{- | Bounce off walls, do damage to blocks. -}
bulBounceWall' :: Particle -> Point2 -> Wall -> World -> World
bulBounceWall' bt p wl w = damageBlocksBy 5 wl $ over worldEvents addBouncer w
where
sp = head $ _btTrail' bt
pOut = p +.+ safeNormalizeV (sp -.- p)
bouncer = (aGenBulAt Nothing (_btColor' bt) pOut reflectVel
(_btHitEffect' bt) (_btWidth' bt)
) {_btTimer' = _btTimer' bt - 1}
wallV = uncurry (-.-) (_wlLine wl)
reflectVel = reflectIn wallV (_btVel' bt)
addBouncer = ( over particles (bouncer : ) . )
-- the hack is to get around the fact that the particles list gets reset after
-- all projectiles in it are checked, so we cannot add to it as we accumulate over
-- this list
{- | Create flamelet on wall. -}
bulIncWall'
:: Particle
-> Point2 -- Impact point
-> Wall
-> World
-> World
bulIncWall' bt p wl w = damageBlocksBy 5 wl $ incFlamelets w
where
sp = head $ _btTrail' bt
pOut = p +.+ safeNormalizeV (sp -.- p)
wallV = uncurry (-.-) (_wlLine wl)
reflectVel = safeNormalizeV $ reflectIn wallV (_btVel' bt)
incFlamelets = over worldEvents $ (.) (makeFlameletTimed pOut reflectVel Nothing 3 20)
{- | Create a shockwave on wall-}
bulConWall'
:: Particle
-> Point2 -- ^ Impact point
-> Wall
-> World
-> World
bulConWall' _ p wl = damageBlocksBy 1 wl .
over worldEvents ( makeShockwaveAt [] p 15 4 1 white . )
hvBulHitWall'
:: Particle
-> Point2 -- ^ Impact point
-> Wall
-> World
-> World
hvBulHitWall' bt p x w = damageBlocksBy 5 x $ set randGen g $ foldr ($) w (sparks pOut sv)
where
sp = head $ _btTrail' bt
pOut = p +.+ safeNormalizeV (sp -.- p)
(a, g) = randomR (-0.2,0.2) $ _randGen w
reflectDir wall = a +
argV (reflectIn (uncurry (-.-) (_wlLine wall)) (p -.- sp) )
sv = unitVectorAtAngle $ reflectDir x
cs = take 10 $ randomRs (0,11) $ _randGen w
ds = randomRs (-0.7,0.7) $ _randGen w
ts = randomRs (4,8) $ _randGen w
sparks pos vel = zipWith3 (\t c d -> createSpark t c pos (argV vel + d) Nothing) ts cs ds
bulHitFF' :: Particle -> Point2 -> ForceField -> World -> World
bulHitFF' _ _ _ = id
{- | Typical effect: destroy on impact, damage creatures and blocks, create spark on walls. -}
basicBulletEffect :: HitEffect
basicBulletEffect = destroyOnImpact bulHitCr bulHitWall' bulHitFF'
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module Dodge.Particle.Bullet.Spawn
where
import Dodge.Data
import Dodge.Particle.Bullet.Draw
import Dodge.Particle.Bullet.Update
import Geometry
import Picture
import Control.Lens
aGenBulAt
:: Maybe Int -- ^ Pass-through creature id
-> Color
-> Point2 -- ^ Start position
-> Point2 -- ^ Velocity
-> HitEffect
-> Float -- ^ Bullet width
-> Particle
aGenBulAt maycid _ pos vel hiteff width = Bul'
{ _ptDraw = drawBul
, _ptUpdate' = mvGenBullet'
, _btVel' = vel
, _btColor' = white
, _btTrail' = [pos]
, _btPassThrough' = maycid
, _btWidth' = width
, _btTimer' = 100
, _btHitEffect' = hiteff
}
aCurveBulAt
:: Maybe Int -- ^ Pass-through creature id
-> Color
-> Point2 -- ^ Start position
-> Point2 -- ^ Control position
-> Point2 -- ^ Target position
-> HitEffect
-> Float -- ^ Bullet width
-> Particle
aCurveBulAt maycid col pos control targ hiteff width = Bul'
{ _ptDraw = drawBul
, _ptUpdate' = \w -> mvGenBullet' w . setVel
, _btVel' = (0,0)
, _btColor' = col
, _btTrail' = [pos]
, _btPassThrough' = maycid
, _btWidth' = width
, _btTimer' = 100
, _btHitEffect' = hiteff
}
where
setVel pt = pt & btVel' .~ bf (fromIntegral $ _btTimer' pt - 1) -.- bf (fromIntegral $ _btTimer' pt)
bf t = bQuadToF (pos,control,targ) $ (100 - t) * 0.05
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{-
Bullet update.
-}
module Dodge.Particle.Bullet.Update
where
import Dodge.Data
--import Dodge.Base
import Dodge.WorldEvent.ThingsHit
--import Picture
import Geometry
import Control.Lens
--import Data.Maybe
--import Data.List
--import Data.Bifunctor
--import qualified Data.IntMap.Strict as IM
{-
Update for a generic bullet.
-}
mvGenBullet' :: World -> Particle -> (World, Maybe Particle)
mvGenBullet' w bt
| t <= 0 = (w, Nothing)
| t < 4 = (w, Just $ set btPassThrough' Nothing
$ set btTrail' (p:p:ps)
$ set btTimer' (t-1) bt
)
| otherwise = hiteff bt (thingsHitExceptCr mcr p (p +.+ vel) w) w
where
mcr = _btPassThrough' bt
(p:ps) = _btTrail' bt
vel = _btVel' bt
hiteff = _btHitEffect' bt
t = _btTimer' bt