Cleanup
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@@ -18,7 +18,7 @@ import Data.List (zip4)
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aGib :: Prop
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aGib = PropZ
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{_pjPos = 0
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{_prPos = 0
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,_pjStartPos = 0
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,_pjVel = 0
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,_prDraw = drawGib 3
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@@ -34,7 +34,7 @@ aGib = PropZ
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drawGib :: Float -> Prop -> SPic
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drawGib x pr = noPic
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. translateSHz (_pjPosZ pr)
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. uncurryV translateSHf (_pjPos pr)
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. uncurryV translateSHf (_prPos pr)
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. overPosSH (Q.rotate (_pjQuat pr))
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$ flesh <> skin
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where
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@@ -68,10 +68,10 @@ updateGib' w pr
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newposz = _pjPosZ pr + velz
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velz = _pjVelZ pr
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vel = _pjVel pr
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pos = _pjPos pr
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pos = _prPos pr
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updateWithVel v = case reflectPointWallsDamp 0.5 pos (pos + v) $ wallsAlongLine pos (pos +v) w of
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Nothing -> pjPos +~ v
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Just (p,v') -> (pjPos .~ p) . (pjVel .~ v')
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Nothing -> prPos +~ v
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Just (p,v') -> (prPos .~ p) . (pjVel .~ v')
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addCrGibs :: Creature -> World -> World
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addCrGibs cr w = case damageDirection $ _crDamage $ _crState cr of
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@@ -98,7 +98,7 @@ addGibsAt minh maxh col p w = foldr addg w (zip4 vels zspeeds quats hs)
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zspeeds = replicateM 4 (state (randomR (-8,8))) & evalState $ _randGen w
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quats :: [Q.Quaternion Float]
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quats = replicateM 4 (Q.vToQuat (V3 0 0 1) <$> randOnUnitSphere) & evalState $ _randGen w
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addg (v,zs,q,h) = plNew props pjID (aGib & pjPos .~ p +.+ (5 *.* normalizeV v)
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addg (v,zs,q,h) = plNew props pjID (aGib & prPos .~ p +.+ (5 *.* normalizeV v)
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& pjColor .~ col
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& pjVel .~ v
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& pjQuatSpin .~ Q.axisAngle (vNormal v `v2z` 0) (-0.1)
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@@ -119,7 +119,7 @@ addGibsAtDir dir minh maxh col p w = foldr addg w (zip4 vels zspeeds quats hs)
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zspeeds = replicateM 4 (state (randomR (-8,8))) & evalState $ _randGen w
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quats :: [Q.Quaternion Float]
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quats = replicateM 4 (Q.vToQuat (V3 0 0 1) <$> randOnUnitSphere) & evalState $ _randGen w
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addg (v,zs,q,h) = plNew props pjID (aGib & pjPos .~ p +.+ (5 *.* normalizeV v)
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addg (v,zs,q,h) = plNew props pjID (aGib & prPos .~ p +.+ (5 *.* normalizeV v)
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& pjColor .~ col
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& pjVel .~ v
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& pjQuatSpin .~ Q.axisAngle (vNormal v `v2z` 0) (-0.1)
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@@ -141,7 +141,7 @@ addGibAt h col p w = w
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q <- Q.vToQuat (V3 0 0 1) <$> randOnUnitSphere
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let v = s *.* dir
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return $ aGib
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& pjPos .~ p
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& prPos .~ p
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& pjColor .~ col
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& pjVel .~ v
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& pjQuatSpin .~ Q.axisAngle (vNormal v `v2z` 0) (-0.1)
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@@ -161,7 +161,7 @@ addGibAtDir dir h col p w = w
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q <- Q.vToQuat (V3 0 0 1) <$> randOnUnitSphere
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let v = s *.* unitVectorAtAngle dir
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return $ aGib
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& pjPos .~ p
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& prPos .~ p
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& pjColor .~ col
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& pjVel .~ v
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& pjQuatSpin .~ Q.axisAngle (vNormal v `v2z` 0) (-0.1)
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