Rename WorldActions to WorldEvent
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module Dodge.WorldEvent.Flash
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where
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import Dodge.Data
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import Dodge.Base
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import Dodge.WorldEvent.ThingsHit
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import Dodge.WorldEvent.HelperParticle
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import Picture
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import Geometry
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import Control.Lens
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flareAt' :: Color -> Float -> Float -> Point2 -> World -> World
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flareAt' col alphax alphay p
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= -- over particles' ((:) (flashColAt col alphax p))
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-- .
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lowLightColAt col alphay p
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lowLightColAt :: Color -> Float -> Point2 -> World -> World
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lowLightColAt col alphay p w = foldr (lowLightWidthHit 10 5 col alphay p) w ps
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where ps = map ((+.+) p) $ nRaysRad 20 30
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lowLightWidthHit :: Float -> Float -> Color -> Float -> Point2 -> Point2 -> World -> World
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lowLightWidthHit len wdth col alphay a b w
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= case thingsHitLongLine a b w of
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((p, E3x2 wall):_)
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-> over particles' ((:) (wallGlareWidth len wdth col alphay p wall)) w
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((p, E3x1 cr):_)
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-> over particles' ((:) (crGlareWidth wdth col alphay p cr)) w
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_ -> w
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flashColAt :: Color -> Float -> Point2 -> Particle'
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flashColAt col alphax (x,y) =
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Particle'
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{ _ptPict' = pictures $
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map (\i -> onLayerL [levLayer PtLayer]
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$ color (withAlpha alphax col) $ translate x y $ circleSolid i
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)
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[20,25,30,35,40,45,50]
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, _ptUpdate' = ptTimer' 1
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}
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wallGlareWidth :: Float -> Float -> Color -> Float -> Point2 -> Wall -> Particle'
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wallGlareWidth len wdth col alphay p wl =
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Particle'
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{ _ptPict' = onLayerL [levLayer GloomLayer + 2] $ l
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, _ptUpdate' = ptTimer' 1
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}
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where l = color (withAlpha alphay col) $ lineOfThickness wdth $ [p +.+ x, p -.- x]
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x = len *.* ( normalizeV $ a -.- b)
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(a:b:_) = _wlLine wl
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crGlareWidth :: Float -> Color -> Float -> Point2 -> Creature -> Particle'
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crGlareWidth wdth col alphay p cr =
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Particle'
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{ _ptPict' = onLayerL [levLayer GloomLayer + 2] $ l cp
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, _ptUpdate' = \w pt -> (w, Just $ pt {_ptPict' = onLayerL [levLayer GloomLayer + 2] $ upp cid w
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,_ptUpdate' = ptTimer' 0
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}
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)
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}
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where l x = uncurry translate x
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$ rotate (-0.25*pi + argV (p -.- x))
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$ color (withAlpha alphay col)
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$ thickArc 0 (pi/2) (_crRad cr) wdth
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cp = _crPos cr
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cid = _crID cr
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upp cid' w' = case w' ^? creatures . ix cid . crPos of
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Just y -> l y
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_ -> blank
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flareWidth :: Float -> Float -> Float -> Int -> Color -> Float -> Float -> Point2 -> World -> World
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flareWidth len wdth rad rays col ax ay p
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= over particles' ((:) (flashRadAt rad col ax p))
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. lowLightWidthAt len wdth col ay rays rad p
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flareRad :: Float -> Int -> Color -> Float -> Float -> Point2 -> World -> World
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flareRad rad rays col ax ay p
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= over particles' ((:) (flashRadAt rad col ax p))
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. lowLightWidthAt 10 5 col ay rays rad p
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flashRadAt :: Float -> Color -> Float -> Point2 -> Particle'
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flashRadAt rad col alphax (x,y) =
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Particle'
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{ _ptPict' = pictures $
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map (\i -> onLayerL [levLayer PtLayer]
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$ color (withAlpha alphax col) $ translate x y $ circleSolid i
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)
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[rad/5,2*rad/5,3*rad/5,4*rad/5,rad]
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, _ptUpdate' = ptTimer' 1
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}
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lowLightWidthAt :: Float -> Float -> Color -> Float -> Int -> Float -> Point2 -> World -> World
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lowLightWidthAt len wdth col alphay rays rad p w = foldr (lowLightWidthHit len wdth col alphay p) w ps
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where ps = map ((+.+) p) $ nRaysRad rays rad
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explosionFlashAt = lowLightWidthAt 10 5 white 0.3 75 150
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flameGlareAt = lowLightWidthAt 10 5 orange 0.05 8 50
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lowLightDirected :: Color -> Float -> Point2 -> Point2 -> [Float] -> World -> World
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lowLightDirected col alpha a b angles w
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= foldr (\angle w' -> lowLightWidthHit 10 5 col alpha a (a +.+ rotateV angle b) w') w angles
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muzFlareAt :: Point2 -> World -> World
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muzFlareAt p = over particles' ((:) (muzzleFlareAt p))
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. lowLightAt p
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muzzleFlareAt :: Point2 -> Particle'
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muzzleFlareAt (x,y) =
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Particle'
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{ _ptPict' = setDepth 0
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. setLayer 1
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. translate x y
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$ circleSolidCol (withAlpha 0 white) (withAlpha 0.2 white) 20
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, _ptUpdate' = ptTimer' 1
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}
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lowLightAt :: Point2 -> World -> World
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lowLightAt p w = lowLightWidthAt 10 5 white 0.5 20 30 p w
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lowLightAt' :: Point2 -> World -> World
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lowLightAt' p w = foldr (lowLightHit' p) w ps
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where ps = map ((+.+) p) $ nRaysRad 20 30
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lowLightHit' :: Point2 -> Point2 -> World -> World
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lowLightHit' a b w
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= case thingsHitLongLine a b w of
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((p, E3x2 wall):_)
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-> over particles' ((:) (wallGlare' p wall)) w
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_ -> w
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wallGlare' :: Point2 -> Wall -> Particle'
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wallGlare' p wl = wallGlareWidth 5 5 white 0.1 p wl
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