Reify shockwaves
This commit is contained in:
+1
-1
@@ -51,7 +51,7 @@ teslaBeamCombine (p,(a,b,bm),(x,y,_)) w
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lasRayAt :: Color -> Int -> Float -> Point2 -> Float -> LaserStart
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lasRayAt col dam phasev pos dir = LaserStart
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{ _lpDamage = dam
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{ _lpType = DamageLaser dam
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, _lpPhaseV = phasev
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, _lpPos = pos
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, _lpDir = dir
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+1
-1
@@ -83,7 +83,7 @@ bulletSpawn :: Bullet -> Maybe (Point2 -> World -> World)
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bulletSpawn bu = case _buSpawn bu of
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BulSpark -> Nothing
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BulBall IncBall -> Just incBallAt
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BulBall ConcBall -> Just $ randParticleAt concBall
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BulBall ConcBall -> Just $ \p -> shockwaves .:~ concBall p
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BulBall TeslaBall -> Just makeStaticBall
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hitEffFromBul :: Float -> Bullet
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+4
-16
@@ -79,7 +79,9 @@ module Dodge.Data
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, module Dodge.Data.PressPlate
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, module Dodge.Data.Laser
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, module Dodge.Data.TeslaArc
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, module Dodge.Data.Shockwave
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) where
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import Dodge.Data.Shockwave
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import Dodge.Data.TeslaArc
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import Dodge.Data.Laser
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import Dodge.Data.PressPlate
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@@ -225,6 +227,7 @@ data World = World
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, _newBeams :: WorldBeams
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, _beams :: WorldBeams
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, _teslaArcs :: [TeslaArc]
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, _shockwaves :: [Shockwave]
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, _lasers :: [LaserStart]
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, _lasersToDraw :: [Laser]
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, _walls :: IM.IntMap Wall
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@@ -377,22 +380,7 @@ data WorldBeams = WorldBeams
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{- Objects without ids.
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Update themselves, perhaps with side effects. -}
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data Particle
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= PtTargetLaser
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{ _ptUpdate :: World -> Particle -> (World, Maybe Particle)
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, _ptPoints :: [Point2]
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, _ptColor :: Color
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}
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| Shockwave
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{ _ptUpdate :: World -> Particle -> (World, Maybe Particle)
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, _ptColor :: Color
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, _ptPos :: Point2
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, _ptRad :: Float
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, _ptDam :: Int
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, _ptPush :: Float
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, _ptMaxTime :: Int
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, _ptTimer :: Int
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}
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| PtInvShockwave
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= PtInvShockwave
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{ _ptUpdate :: World -> Particle -> (World, Maybe Particle)
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, _ptColor :: Color
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, _ptPos :: Point2
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+11
-2
@@ -5,17 +5,26 @@ module Dodge.Data.Laser
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import Color
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import Geometry.Data
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import Control.Lens
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data LaserType = DamageLaser {_laserTypeDamage :: Int}
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| TargetLaser
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deriving (Eq,Ord,Show,Read)
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data LaserStart = LaserStart
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{ _lpDamage :: Int
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, _lpPhaseV :: Float
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{ _lpPhaseV :: Float
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, _lpPos :: Point2
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, _lpDir :: Float
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, _lpColor :: Color
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, _lpType :: LaserType
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}
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deriving (Eq,Ord,Show,Read)
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data Laser = Laser
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{ _laColor :: Color
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, _laPoints :: [Point2]
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, _laType :: LaserType
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}
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deriving (Eq,Ord,Show,Read)
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makeLenses ''Laser
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makeLenses ''LaserStart
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makeLenses ''LaserType
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@@ -0,0 +1,22 @@
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{-# LANGUAGE TemplateHaskell #-}
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{-# LANGUAGE StrictData #-}
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module Dodge.Data.Shockwave
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where
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import Color
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import Geometry.Data
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import Control.Lens
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data ShockwaveDirection = OutwardShockwave | InwardShockwave
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deriving (Eq,Ord,Show,Read)
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data Shockwave = Shockwave
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{ _swColor :: Color
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, _swDirection :: ShockwaveDirection
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, _swInvulnerableCrs :: [Int]
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, _swPos :: Point2
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, _swRad :: Float
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, _swDam :: Int
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, _swPush :: Float
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, _swMaxTime :: Int
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, _swTimer :: Int
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}
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deriving (Eq,Ord,Show,Read)
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makeLenses ''Shockwave
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@@ -46,6 +46,7 @@ defaultWorld = World
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, _newBeams = WorldBeams [] [] [] []
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, _beams = WorldBeams [] [] [] []
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, _teslaArcs = []
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, _shockwaves = []
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, _lasers = []
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, _lasersToDraw = []
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, _walls = IM.empty
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+1
-3
@@ -59,9 +59,7 @@ doDamagesFL fdm (p,thhit) bt = case thhit of
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dams = fdm bt p
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{- TODO: add generalised area damage particles/hiteffects. -}
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moveFlame :: World
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-> Flame
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-> (World, Maybe Flame)
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moveFlame :: World -> Flame -> (World, Maybe Flame)
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moveFlame w pt
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| time <= 0 = (makeFlamerSmokeAt (addZ 20 ep) w, Nothing)
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| otherwise = case List.safeHead $ thingsHit sp ep w of
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@@ -1,23 +0,0 @@
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{- |
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Particles and pictures that decorate weapons, such as laser scopes etc.
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-}
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module Dodge.Item.Weapon.Decoration
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( makeLaserScope
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) where
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import Dodge.Data
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import Geometry.Data
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import Picture
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import Control.Lens
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makeLaserScope
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:: Point2 -- ^ Start point
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-> Point2 -- ^ End point
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-> Float -- ^ Fraction of red/green
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-> Particle
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makeLaserScope p ep relFrac = PtTargetLaser
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{_ptUpdate = \w pt -> (w, Just $ pt & ptUpdate .~ \w' _ -> (w',Nothing))
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, _ptPoints = [p,ep]
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, _ptColor = col
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}
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where
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col = mixColors relFrac (1-relFrac) red green
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@@ -141,10 +141,12 @@ targetLaserUpdate _ cr w t
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(mp, ps) = reflectLaserAlong 0.2 sp ep w
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sp = _crPos cr +.+ 15 *.* unitVectorAtAngle (_crDir cr)
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ep = sp +.+ 5000 *.* normalizeV (mouseWorldPos w -.- sp)
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addLaserPic = instantParticles .:~ PtTargetLaser
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{ _ptUpdate = ptSimpleTime 1
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, _ptPoints = sp:ps
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, _ptColor = col
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addLaserPic = lasers .:~ LaserStart
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{ _lpPhaseV = 1
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, _lpDir = _crDir cr
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, _lpPos = sp
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, _lpColor = col
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, _lpType = TargetLaser
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}
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--wpammo = _itConsumption it
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-- reloadFrac
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@@ -5,16 +5,21 @@ import Dodge.WorldEvent.Damage
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import Dodge.Data
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import Geometry
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import Control.Lens
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import Data.Maybe
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updateLaser :: World -> LaserStart -> (World, Laser)
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updateLaser w pt =
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( damThingHitWith (\p1 p2 p3 -> Damage LASERING dam p1 p2 p3 NoDamageEffect) sp xp thHit w
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, Laser {_laPoints = sp:ps , _laColor = _lpColor pt}
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( w'
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, Laser {_laPoints = sp:ps , _laColor = _lpColor pt, _laType = _lpType pt}
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)
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where
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w' = fromMaybe w $ do
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dam <- pt ^? lpType . laserTypeDamage
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return $ damThingHitWith (\p1 p2 p3 -> Damage LASERING dam p1 p2 p3 NoDamageEffect) sp xp thHit w
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phasev = _lpPhaseV pt
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sp = _lpPos pt
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dir = _lpDir pt
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dam = _lpDamage pt
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xp = sp +.+ 800 *.* unitVectorAtAngle dir
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(thHit, ps) = reflectLaserAlong phasev sp xp w
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+18
-21
@@ -5,22 +5,19 @@ import Picture
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drawParticle :: Particle -> Picture
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drawParticle pt = case pt of
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Shockwave {} -> drawShockwave pt
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PtInvShockwave {} -> drawInverseShockwave pt
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PtTargetLaser {} -> drawTargetLaser pt
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ShockLine {} -> drawSonicWave pt
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drawShockwave :: Particle -> Picture
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drawShockwave pt = setDepth 20
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. setLayer BloomLayer
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. uncurryV translate (_ptPos pt)
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. color (_ptColor pt)
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$ thickCircle rad thickness
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where
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r = _ptRad pt
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thickness = tFraction**2 * r
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rad = r - (3/4) * r * tFraction
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tFraction = fromIntegral (_ptTimer pt) / fromIntegral (_ptMaxTime pt)
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--
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--drawShockwave :: Particle -> Picture
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--drawShockwave pt = setDepth 20
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-- . setLayer BloomLayer
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-- . uncurryV translate (_ptPos pt)
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-- . color (_ptColor pt)
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-- $ thickCircle rad thickness
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-- where
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-- r = _ptRad pt
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-- thickness = tFraction**2 * r
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-- rad = r - (3/4) * r * tFraction
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-- tFraction = fromIntegral (_ptTimer pt) / fromIntegral (_ptMaxTime pt)
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drawInverseShockwave :: Particle -> Picture
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drawInverseShockwave pt
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@@ -41,14 +38,14 @@ drawInverseShockwave pt
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-- where
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-- ps = _ptPoints pt
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drawTargetLaser :: Particle -> Picture
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drawTargetLaser :: Laser -> Picture
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drawTargetLaser pt = setLayer BloomNoZWrite $ pictures
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[ setDepth 19 . color (brightX 0 0.5 col) $ thickLine 5 (sp:ps)
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, setDepth 19.5 . color (brightX 5 1 col) $ thickLine 1 (sp:ps)
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]
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[ setDepth 19 . color (brightX 0 0.5 col) $ thickLine 5 (sp:ps)
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, setDepth 19.5 . color (brightX 5 1 col) $ thickLine 1 (sp:ps)
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]
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where
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col = _ptColor pt
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(sp:ps) = _ptPoints pt
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col = _laColor pt
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(sp:ps) = _laPoints pt
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drawSonicWave :: Particle -> Picture
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drawSonicWave pt = foldMap (color (_ptColor pt) . setLayer BloomNoZWrite . setDepth 20
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@@ -1,6 +1,7 @@
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module Dodge.Render.ShapePicture
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( worldSPic
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) where
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import Dodge.Shockwave.Draw
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import Dodge.Tesla.Arc.Draw
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import Dodge.Laser.Draw
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import Dodge.Cloud.Draw
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@@ -128,6 +129,7 @@ cullPoint cfig w p
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extraPics :: Configuration -> World -> Picture
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extraPics cfig w = pictures (_decorations w)
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<> concatMapPic drawShockwave (_shockwaves w)
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<> concatMapPic drawLaser (_lasersToDraw w)
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<> concatMapPic drawTeslaArc (_teslaArcs w)
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<> concatMapPic drawParticle (_particles w)
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@@ -0,0 +1,17 @@
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module Dodge.Shockwave.Draw
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where
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import Dodge.Data.Shockwave
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import Picture
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import Geometry
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drawShockwave :: Shockwave -> Picture
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drawShockwave sw = setDepth 20
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. setLayer BloomLayer
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. uncurryV translate (_swPos sw)
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. color (_swColor sw)
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$ thickCircle rad thickness
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where
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r = _swRad sw
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thickness = tFraction**2 * r
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rad = r - (3/4) * r * tFraction
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tFraction = fromIntegral (_swTimer sw) / fromIntegral (_swMaxTime sw)
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@@ -0,0 +1,67 @@
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module Dodge.Shockwave.Update
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where
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import Geometry.Vector
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import Dodge.Zoning.Wall
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import Dodge.Base.Collide
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import Dodge.Wall.Damage
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import Dodge.Data
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import qualified IntMapHelp as IM
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import LensHelp
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import Data.Foldable
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updateShockwave :: World -> Shockwave -> (World,Maybe Shockwave)
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updateShockwave w sw = case _swDirection sw of
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OutwardShockwave -> moveShockwave w sw
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InwardShockwave -> moveInverseShockwave w sw
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moveShockwave :: World -> Shockwave -> (World,Maybe Shockwave)
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moveShockwave w sw
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| _swTimer sw <= 0 = ( w , Nothing)
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| otherwise = (doDams w , Just $ sw & swTimer -~ 1)
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where
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is = _swInvulnerableCrs sw
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r = _swRad sw
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p = _swPos sw
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push = _swPush sw
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dam = _swDam sw
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t = _swTimer sw
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tFraction = fromIntegral t / fromIntegral (_swMaxTime sw)
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rad = r - (3/4) * r * tFraction
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doDams w' = over creatures (IM.map damCr)
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$ foldl'
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(flip $ damageWall (Damage EXPLOSIVE 10000 p p p NoDamageEffect))
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w'
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hitBlocks
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hitBlocks = map snd . overlapCircWalls p rad $ wlsNearCirc p rad w
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-- this is not expansive enough
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damCr cr
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| _crID cr `elem` is || dist (_crPos cr) p >= rad + _crRad cr = cr
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| otherwise = cr & crState . csDamage .:~
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Damage PUSHDAM dam (cpos -.- v) cpos (cpos +.+ v)
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(PushBackDamage (25 * push))
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where
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cpos = _crPos cr
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v = normalizeV (cpos -.- p)
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moveInverseShockwave
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:: World
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-> Shockwave
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-> (World, Maybe Shockwave)
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moveInverseShockwave w sw
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| t <= 0 = ( w, Nothing)
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| otherwise = (dams w, Just $ swTimer -~ 1 $ sw )
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where
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p = _swPos sw
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r = _swRad sw
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t = _swTimer sw
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rad = r - 0.1 * r * fromIntegral (10 - t)
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dams = over creatures (IM.map damCr) -- . flip (foldr (damageBlocksBy 1)) hitBlocks
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-- hitBlocks = wallsOnCirc' p rad $ wallsNearPoint' p w
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damCr cr
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| dist (_crPos cr) p >= rad + _crRad cr = cr
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| otherwise = cr & crState . csDamage .:~
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Damage PUSHDAM 1 (cpos +.+ v) cpos (cpos -.- v) (PushBackDamage 25)
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where
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cpos = _crPos cr
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v = normalizeV (cpos -.- p)
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@@ -4,6 +4,7 @@ Module : Dodge.Update
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Description : Simulation update
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-}
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module Dodge.Update ( updateUniverse ) where
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import Dodge.Shockwave.Update
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import Dodge.Tesla.Arc
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import Dodge.Laser.Update
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import Dodge.PressPlate
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@@ -90,6 +91,7 @@ functionalUpdate w = checkEndGame
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. over uvWorld updateRadarSweeps
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. over uvWorld updatePosEvents
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. over uvWorld updateFlames
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. over uvWorld updateShockwaves
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. over uvWorld updateEnergyBalls
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. over uvWorld updateParticles
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. over uvWorld updateBullets
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@@ -243,6 +245,11 @@ updateBullets w = updateInstantBullets $ set bullets (catMaybes ps) w'
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where
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(w',ps) = mapAccumR updateBullet w $ _bullets w
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updateShockwaves :: World -> World
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updateShockwaves w = w' & shockwaves .~ catMaybes newflames
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where
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(w',newflames) = mapAccumR updateShockwave w $ _shockwaves w
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updateFlames :: World -> World
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updateFlames w = w' & flames .~ catMaybes newflames
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where
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@@ -1,8 +1,6 @@
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module Dodge.WorldEvent.Shockwave
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( makeShockwaveAt
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, inverseShockwaveAt
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, drawShockwave
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, mvShockwave
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) where
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import Dodge.Zoning.Wall
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import Dodge.Data
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@@ -24,58 +22,18 @@ makeShockwaveAt
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-> Color -- ^ Color of shockwave.
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-> World -- ^ Start world.
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-> World
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makeShockwaveAt is p rad dam push col = instantParticles .:~ Shockwave
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{ _ptUpdate = mvShockwave is
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, _ptColor = col
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, _ptPos = p
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, _ptRad = rad
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, _ptDam = dam
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, _ptPush = push
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, _ptMaxTime = 10
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, _ptTimer = 10
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makeShockwaveAt is p rad dam push col = shockwaves .:~ Shockwave
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{ _swInvulnerableCrs = is
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, _swDirection = OutwardShockwave
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, _swColor = col
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, _swPos = p
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, _swRad = rad
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, _swDam = dam
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, _swPush = push
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, _swMaxTime = 10
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, _swTimer = 10
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}
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{- Shockwave picture. -}
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drawShockwave :: Particle -> Picture
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drawShockwave pt = setDepth 20
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. setLayer BloomLayer
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. uncurryV translate (_ptPos pt)
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. color (_ptColor pt)
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$ thickCircle rad thickness
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where
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r = _ptRad pt
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thickness = tFraction**2 * r
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rad = r - (3/4) * r * tFraction
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tFraction = fromIntegral (_ptTimer pt) / fromIntegral (_ptMaxTime pt)
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mvShockwave
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:: [Int] -- ^ IDs of invulnerable creatures.
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-> World -> Particle -> (World, Maybe Particle)
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mvShockwave is w pt
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| _ptTimer pt <= 0 = ( w , Nothing)
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| otherwise = (doDams w , Just $ pt & ptTimer -~ 1)
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where
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r = _ptRad pt
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p = _ptPos pt
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push = _ptPush pt
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dam = _ptDam pt
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t = _ptTimer pt
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tFraction = fromIntegral t / fromIntegral (_ptMaxTime pt)
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rad = r - (3/4) * r * tFraction
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doDams w' = over creatures (IM.map damCr)
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$ foldl'
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(flip $ damageWall (Damage EXPLOSIVE 10000 p p p NoDamageEffect))
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w'
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hitBlocks
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hitBlocks = map snd . overlapCircWalls p rad $ wlsNearCirc p rad w
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-- this is not expansive enough
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damCr cr
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| _crID cr `elem` is || dist (_crPos cr) p >= rad + _crRad cr = cr
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| otherwise = cr & crState . csDamage .:~
|
||||
Damage PUSHDAM dam (cpos -.- v) cpos (cpos +.+ v)
|
||||
(PushBackDamage (25 * push))
|
||||
where
|
||||
cpos = _crPos cr
|
||||
v = normalizeV (cpos -.- p)
|
||||
{- Create a shockwave going from an outside circle into a center point. -}
|
||||
inverseShockwaveAt
|
||||
:: Point2 -- Center position
|
||||
@@ -84,34 +42,14 @@ inverseShockwaveAt
|
||||
-> Float -- Push amount
|
||||
-> World
|
||||
-> World
|
||||
inverseShockwaveAt p rad dam push = instantParticles .:~ Shockwave
|
||||
{ _ptUpdate = moveInverseShockwave
|
||||
, _ptColor = cyan
|
||||
, _ptPos = p
|
||||
, _ptRad = rad
|
||||
, _ptDam = dam
|
||||
, _ptPush = push
|
||||
, _ptMaxTime = 10
|
||||
, _ptTimer = 10
|
||||
inverseShockwaveAt p rad dam push = shockwaves .:~ Shockwave
|
||||
{ _swDirection = InwardShockwave
|
||||
, _swInvulnerableCrs = []
|
||||
, _swColor = cyan
|
||||
, _swPos = p
|
||||
, _swRad = rad
|
||||
, _swDam = dam
|
||||
, _swPush = push
|
||||
, _swMaxTime = 10
|
||||
, _swTimer = 10
|
||||
}
|
||||
moveInverseShockwave
|
||||
:: World
|
||||
-> Particle
|
||||
-> (World, Maybe Particle)
|
||||
moveInverseShockwave w pt
|
||||
| t <= 0 = ( w, Nothing)
|
||||
| otherwise = (dams w, Just $ ptTimer -~ 1 $ pt )
|
||||
where
|
||||
p = _ptPos pt
|
||||
r = _ptRad pt
|
||||
t = _ptTimer pt
|
||||
rad = r - 0.1 * r * fromIntegral (10 - t)
|
||||
dams = over creatures (IM.map damCr) -- . flip (foldr (damageBlocksBy 1)) hitBlocks
|
||||
-- hitBlocks = wallsOnCirc' p rad $ wallsNearPoint' p w
|
||||
damCr cr
|
||||
| dist (_crPos cr) p >= rad + _crRad cr = cr
|
||||
| otherwise = cr & crState . csDamage .:~
|
||||
Damage PUSHDAM 1 (cpos +.+ v) cpos (cpos -.- v) (PushBackDamage 25)
|
||||
where
|
||||
cpos = _crPos cr
|
||||
v = normalizeV (cpos -.- p)
|
||||
|
||||
@@ -30,16 +30,17 @@ makeStaticBall p = randEnergyBallAt aStaticBall p . (posEvents .:~ thesparker)
|
||||
where
|
||||
thesparker = PosEvent SparkSpawner 10 p
|
||||
|
||||
concBall :: Point2 -> State g Particle
|
||||
concBall p = return Shockwave
|
||||
{ _ptUpdate = mvShockwave []
|
||||
, _ptColor = white
|
||||
, _ptPos = p
|
||||
, _ptRad = 15
|
||||
, _ptDam = 4
|
||||
, _ptPush = 1
|
||||
, _ptMaxTime = 10
|
||||
, _ptTimer = 10
|
||||
concBall :: Point2 -> Shockwave
|
||||
concBall p = Shockwave
|
||||
{ _swDirection = OutwardShockwave
|
||||
, _swInvulnerableCrs = []
|
||||
, _swColor = white
|
||||
, _swPos = p
|
||||
, _swRad = 15
|
||||
, _swDam = 4
|
||||
, _swPush = 1
|
||||
, _swMaxTime = 10
|
||||
, _swTimer = 10
|
||||
}
|
||||
|
||||
aStaticBall :: Point2 -> State g EnergyBall
|
||||
|
||||
Reference in New Issue
Block a user