Gunsmoke as clouds
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+8
-9
@@ -81,7 +81,7 @@ data World = World
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, _tempLightSources :: ![TempLightSource]
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, _closeActiveObjects :: [Either FloorItem Button]
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, _remap :: Keycode -> Keycode
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} --deriving (Show)
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}
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data Corpse = Corpse
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{ _cpPos :: Point2
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@@ -468,14 +468,13 @@ type HitEffect = Particle' -> [(Point2, (Either3 Creature Wall ForceField))] ->
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-> (World,Maybe Particle')
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data Projectile =
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Projectile { _ptPos :: Point2
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, _ptStartPos :: Point2
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, _ptVel :: Point2
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, _ptPict :: Picture
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, _ptID :: Int
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, _ptUpdate :: World -> World
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}
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data Projectile = Projectile { _ptPos :: Point2
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, _ptStartPos :: Point2
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, _ptVel :: Point2
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, _ptPict :: Picture
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, _ptID :: Int
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, _ptUpdate :: World -> World
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}
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data DamageType = Piercing {_dmAmount :: Int , _dmFrom :: Point2 , _dmAt :: Point2 , _dmTo :: Point2 }
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| Blunt {_dmAmount :: Int , _dmFrom :: Point2 , _dmAt :: Point2 , _dmTo :: Point2 }
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@@ -1131,69 +1131,6 @@ rateIncAB startRate fastRate shooteff1 shooteff2 cid w
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reloadCondition = _wpLoadedAmmo item == 0
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withThinSmoke :: (Int -> World -> World) -> Int -> World -> World
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withThinSmoke eff cid w = eff cid $ foldr ($) w smokeGen
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where
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cr = _creatures w IM.! cid
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dir = _crDir cr
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pos = _crPos cr +.+ ((_crRad cr +0.5) *.* unitVectorAtAngle dir)
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(vs,_) = runState ((sequence . repeat . randInCirc) 0.4) $ _randGen w
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(sps,_) = runState ((sequence . repeat . randInCirc) 8) $ _randGen w
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ts = randomRs (250,1000) $ _randGen w
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ss = take 3 $ randomRs (10,20) $ _randGen w
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smokeGen = zipWith4 (\ v s t sp -> makeThinSmokeAt (greyN 0.1) v s t (pos +.+ sp))
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vs ss ts sps
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withThickSmoke :: (Int -> World -> World) -> Int -> World -> World
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withThickSmoke eff cid w = eff cid $ foldr ($) w smokeGen
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where
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cr = _creatures w IM.! cid
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dir = _crDir cr
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pos = _crPos cr +.+ ((_crRad cr +0.5) *.* unitVectorAtAngle dir)
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(vs,_) = runState ((sequence . repeat . randInCirc) 0.4) $ _randGen w
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(sps,_) = runState ((sequence . repeat . randInCirc) 8) $ _randGen w
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ts = randomRs (18,20) $ _randGen w
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ss = take 20 $ randomRs (0.1,1) $ _randGen w
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smokeGen = zipWith4 (\ v s t sp -> makeColorSmokeAt (greyN 0.1) v s t (pos +.+ sp))
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vs ss ts sps
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makeThinSmokeAt :: Color -> Point2 -> Float -> Int -> Point2 -> World -> World
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makeThinSmokeAt col vel scal time p w = over projectiles (IM.insert n smP) w
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where n = newProjectileKey w
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smP = Projectile
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{ _ptPos = p
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, _ptStartPos = p
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, _ptVel = vel
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, _ptPict = onLayer PtLayer $ uncurry translate p $ color col $ circleSolid 1
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, _ptID = n
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, _ptUpdate = moveThinSmoke col scal time n
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}
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moveThinSmoke :: Color -> Float -> Int -> Int -> World -> World
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moveThinSmoke col scal time i w
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| time > 0
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= set (projectiles . ix i . ptPict) pic
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. set (projectiles . ix i . ptUpdate) (moveThinSmoke col scal (time-1) i)
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. set (projectiles . ix i . ptPos) newPos
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. setVel
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$ w
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| time > -10
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= set (projectiles . ix i . ptPict) pi1
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. set (projectiles . ix i . ptUpdate) (moveThinSmoke col scal (time-1) i)
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. set (projectiles . ix i . ptPos) newPos
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. setVel
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$ w
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| otherwise
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= over projectiles (IM.delete i) w
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where oldPos = _ptPos $ _projectiles w IM.! i
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newPos = oldPos +.+ (_ptVel $ _projectiles w IM.! i)
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setVel = over (projectiles . ix i . ptVel) $ (*.*) 0.99
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pic = onLayer PtLayer $ uncurry translate newPos $ color (withAlpha 0.1 col) $ circleSolid scal
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pi1 = onLayer PtLayer $ uncurry translate newPos
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$ color (withAlpha (0.1 + fromIntegral time /100) col)
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$ circleSolid $ scal
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makeLaserAt :: Float -> Point2 -> Float -> Maybe Int -> Particle'
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makeLaserAt phaseV pos dir mcid = Particle'
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{ _ptPict' = blank
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@@ -4,6 +4,7 @@ import Dodge.Data
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import Dodge.SoundLogic
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import Dodge.CreatureAction (reloadWeapon)
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import Dodge.WorldEvent (muzzleFlashAt,tempLightForAt)
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import Dodge.WorldEvent.Cloud
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import Dodge.RandomHelp
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import Dodge.Item.Weapon.Bullet
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@@ -18,6 +19,23 @@ import Control.Monad.State
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import Data.Maybe
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import qualified Data.IntMap.Strict as IM
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withThinSmoke :: (Int -> World -> World) -> Int -> World -> World
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withThinSmoke eff cid w = eff cid . foldr makeThinSmokeAt w $ map (+.+ pos) ps
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where
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cr = _creatures w IM.! cid
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dir = _crDir cr
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pos = _crPos cr +.+ ((_crRad cr +0.5) *.* unitVectorAtAngle dir)
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ps = (sequence . replicate 5 . randInCirc) 8 & evalState $ _randGen w
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withThickSmoke :: (Int -> World -> World) -> Int -> World -> World
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withThickSmoke eff cid w = eff cid . foldr makeThickSmokeAt w $ map (+.+ pos) ps
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where
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cr = _creatures w IM.! cid
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dir = _crDir cr
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pos = _crPos cr +.+ ((_crRad cr +15) *.* unitVectorAtAngle dir)
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ps = (sequence . replicate 20 . randInCirc) 8 & evalState $ _randGen w
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withWarmUp :: Int -> (Int -> World -> World) -> Int -> World -> World
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withWarmUp t f cid w
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| reloadCondition = fromMaybe w $ reloadWeapon cid w
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@@ -11,6 +11,33 @@ import Picture
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import Control.Lens
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import qualified Data.IntMap as IM
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makeCloudAt :: Float -> Int -> (Cloud -> Picture) -> Point2 -> World -> World
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makeCloudAt rad t drawFunc p w
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= w & clouds %~ IM.insert i theCloud
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where i = newKey $ _clouds w
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theCloud = Cloud { _clID = i
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, _clPos = p
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, _clVel = (0,0)
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, _clPict = drawFunc
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, _clRad = rad
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, _clTimer = t
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, _clEffect = const id
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}
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fadeOutTime :: Color -> Float -> Cloud -> Picture
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fadeOutTime col fadet cl = setLayer 2
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. setDepth (-0.5)
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. color (withAlpha a col)
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$ circleSolid (4 * _clRad cl)
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where a = min 1 $ fromIntegral (_clTimer cl) / fadet
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makeThickSmokeAt :: Point2 -> World -> World
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makeThickSmokeAt = makeCloudAt 2 50 (fadeOutTime black 50)
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makeThinSmokeAt :: Point2 -> World -> World
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makeThinSmokeAt = makeSmokeCloud
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makeSmokeCloud :: Point2 -> World -> World
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makeSmokeCloud pos w = w & clouds %~ IM.insert i theCloud
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where i = newKey $ _clouds w
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