Work on damage sounds
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@@ -313,14 +313,14 @@ stackedInventory =
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[ torch
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, magShield MagnetRepulse
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, bangCone
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, megaTinMag 100
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, megaTinMag 1000
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, arHUD
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, smallBattery
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, makeTypeCraft TRANSFORMER
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, remoteScreen
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, megaShellMag
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, burstRifle
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, megaTinMag 100
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, megaTinMag 1000
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, underBarrelSlot
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, gLauncher
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, megaShellMag
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@@ -343,9 +343,9 @@ stackedInventory =
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, timeStopper
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, tractorGun
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, autoPistol
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, tinMag
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, megaTinMag 1000
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, pistol
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, tinMag
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, megaTinMag 1000
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, blinker
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, miniGunX 3
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, beltMag
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@@ -10,43 +10,8 @@ import Dodge.Spark
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import Geometry
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import LensHelp
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--applyCreatureDamage :: [Damage] -> Creature -> World -> World
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--applyCreatureDamage dms cr =
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-- case crMaterial (cr ^. crType) of
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-- Flesh -> defaultApplyDamage dms cr
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-- Crystal -> id
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-- _ -> defaultApplyDamage dms cr
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--defaultApplyDamage :: [Damage] -> Creature -> World -> World
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--defaultApplyDamage ds cr w =
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applyCreatureDamage :: [Damage] -> Creature -> World -> World
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applyCreatureDamage dms cr w = foldl' (applyIndividualDamage cr) w dms
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-- foldl' (applyIndividualDamage cr) w ds'
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-- & cWorld . lWorld . creatures . ix (_crID cr) %~ doPoisonDam
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-- where
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-- (ps, ds') = partition isPoison ds
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-- isPoison Poison{} = True
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-- isPoison _ = False
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-- poisonDam = quot (max 0 (sum (map _dmAmount ps))) 10
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-- doPoisonDam = crHP -~ poisonDam
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--applyDamageEffect :: Damage -> DamageEffect -> Creature -> World -> World
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--applyDamageEffect dm de cr = case de of
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-- PushDamage push pushexp pushRad ->
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-- cWorld . lWorld . creatures . ix (_crID cr) . crPos .+.+~ pushAmount *.* squashNormalizeV (_crPos cr -.- fromDir)
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-- where
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-- pushAmount
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-- | dist (_crPos cr) fromDir == 0 = 0
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-- | otherwise = min 5 $ (push * 5 * pushRad / (dist (_crPos cr) fromDir * crMass (_crType cr))) ** pushexp
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-- PushBackDamage pback ->
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-- cWorld . lWorld . creatures . ix (_crID cr) . crPos .+.+~ (pback / crMass (_crType cr)) *.* (_dmTo dm -.- fromDir)
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-- TorqueDamage rot ->
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-- cWorld . lWorld . creatures . ix (_crID cr) . crDir +~ rot
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-- NoDamageEffect -> id
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-- where
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-- fromDir = _dmFrom dm
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--p = _dmAt dm
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applyIndividualDamage :: Creature -> World -> Damage -> World
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applyIndividualDamage cr w dm = damMatSideEffect dm (crMaterial (_crType cr)) (Left cr) $
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@@ -56,7 +21,7 @@ applyIndividualDamage cr w dm = damMatSideEffect dm (crMaterial (_crType cr)) (L
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applyPiercingDamage :: Creature -> Damage -> World -> World
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applyPiercingDamage cr dm
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| crIsArmouredFrom p cr = f . makeSpark NormalSpark p1 (argV (p1 -.- p))
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| crIsArmouredFrom p cr = f . makeSpark NormalSpark p1 (argV (p1 - p))
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| otherwise = f . damageHP cr (_dmAmount dm)
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where
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f = cWorld . lWorld . creatures . ix (_crID cr) . crPos -~ _dmVector dm
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@@ -67,7 +32,5 @@ applyPiercingDamage cr dm
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damageHP :: Creature -> Int -> World -> World
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damageHP cr x =
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cWorld . lWorld . creatures . ix (_crID cr)
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%~ ( (crHP -~ x)
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. (crPain +~ x)
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)
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(cWorld . lWorld . creatures . ix (_crID cr) . crHP -~ x)
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. (cWorld . lWorld . creatures . ix (_crID cr) . crPain +~ x)
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@@ -86,7 +86,5 @@ followImpulse cr w imp = case imp of
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posFromID cid' = w ^?! cWorld . lWorld . creatures . ix cid' . crPos
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rr a = randomR (- a, a) $ _randGen w
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hitCr i =
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( cWorld . lWorld . creatures . ix i . crDamage
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.:~ Blunt 100 (posFromID i) (posFromID i-cpos)-- (PushBackDamage 5)
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)
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. soundStart (CrSound cid) cpos hitS Nothing
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cWorld . lWorld . creatures . ix i . crDamage
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.:~ Blunt 100 (posFromID i) (posFromID i-cpos)
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@@ -60,8 +60,10 @@ damageMetal dm ecw w =
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Piercing _ p t ->
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makeSpark NormalSpark (outTo p t) (rdir p t)
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. randsound p [tingS, ting1S, ting2S, ting3S, ting4S, ting5S]
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Blunt _ p t -> id
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Shattering _ p t -> id
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Blunt _ p t ->
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makeSpark NormalSpark (outTo p t) (rdir p t)
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. randsound p [tingS, ting1S, ting2S, ting3S, ting4S, ting5S]
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Shattering _ _ _ -> id
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Crushing{} -> id
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Explosive{} -> id
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Sparking{} -> id
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@@ -84,7 +86,7 @@ damageMetal dm ecw w =
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damageFlesh :: Damage -> ECW -> World -> World
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damageFlesh dm ecw w = w & case dm of
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Lasering _ p t -> id
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Lasering _ _ _ -> id
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Piercing _ p t ->
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randsound
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p
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@@ -98,7 +100,7 @@ damageFlesh dm ecw w = w & case dm of
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, bloodShort8S
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]
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. smokeCloudAt red 20 200 1 (addZ 20 (outTo p t))
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Blunt _ p t -> id
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Blunt _ p _ -> randsound p [hitS]
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Shattering _ p t -> id
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Crushing{} -> id
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Explosive{} -> id
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