Rename WorldActions to WorldEvent
This commit is contained in:
@@ -0,0 +1,422 @@
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module Dodge.WorldEvent
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( module Dodge.WorldEvent
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, module Dodge.WorldEvent.Bullet
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, module Dodge.WorldEvent.Flash
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, module Dodge.WorldEvent.ThingsHit
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, module Dodge.WorldEvent.HelperParticle
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)
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where
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import Dodge.WorldEvent.Bullet
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import Dodge.WorldEvent.Flash
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import Dodge.WorldEvent.ThingsHit
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import Dodge.WorldEvent.HelperParticle
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import Dodge.LightSources
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import Dodge.Data
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import Dodge.Base
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import Dodge.SoundLogic
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import Dodge.RandomHelp
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import Geometry
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import Picture
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import Control.Lens
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import Control.Monad.State
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import System.Random
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import Data.Maybe
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import Data.Function
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import Data.List
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import qualified Data.IntMap.Strict as IM
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makeExplosionAt :: Point2 -> World -> World
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makeExplosionAt p w = soundOnce grenadeBang
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$ over tempLightSources ((:) $ tLightFade 20 150 intensityF p)
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$ fs
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$ over particles (IM.insert n exp)
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w
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where n = newParticleKey w
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exp = Particle
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{ _ptPos = p
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, _ptStartPos = p
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, _ptVel = (0,0)
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, _ptPict = blank
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, _ptID = n
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, _ptUpdate = explosionWaveDamage 6 p n
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}
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fVs = fst $ runState ((sequence . take 75 . repeat . randInCirc) 1) $ _randGen w
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fPs' = evalState ((sequence . take 75 . repeat . randInCirc) 15) $ _randGen w
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fPs = map (pushAgainstWalls . (+.+) p . (*.*) 0.5)
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--fPs = map (pushAgainstWalls . (+.+) p . (*.*) 5)
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fPs'
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inversePushOut v = (15 - magV v) * 0.01 *.* v
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fVs' = zipWith (+.+) fVs $ map inversePushOut fPs'
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sizes = randomRs (2,6) $ _randGen w
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times = randomRs (20,25) $ _randGen w
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mF q v size time = makeFlameletTimed q v (levLayer GloomLayer - 1) Nothing size time
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newFs = zipWith4 mF fPs (fmap (3 *.*) fVs') sizes times
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fs w = foldr ($) w newFs
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pushAgainstWalls q = fromMaybe q $ fmap (\(x,y)-> x +.+ y)
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$ collidePointWalls p q $ wallsNearPoint q w
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fadeFac x | x > 10 = 0
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| otherwise = 1 - fromIntegral x / 10
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intensityF x | x < 10 = 1 / (10 - fromIntegral x)
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| otherwise = 1
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explosionWaveDamage :: Int -> Point2 -> Int -> World -> World
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explosionWaveDamage 0 p ptid = over particles (IM.delete ptid)
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explosionWaveDamage time p ptid
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= set (particles . ix ptid . ptUpdate) (explosionWaveDamage (time-1) p ptid)
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. shockWaveDamage p rad 20
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. set (particles . ix ptid . ptPict) shockwavePic
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. explosionFlashAt p
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where shockwavePic = onLayer PtLayer $ uncurry translate p $ color (withAlpha 0.9 white)
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$ thickCircle rad (thickness*2)
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thickness = max 0 $ sqrt $ (fromIntegral time - 2) * 8
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rad = 40 - thickness
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shockWaveDamage :: Point2 -> Float -> Int -> World -> World
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shockWaveDamage p rad amount w = flip (foldr damageBlocks) hitBlocks $ over creatures (IM.map f) w
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where f cr | dist (_crPos cr) p < rad + _crRad cr = over (crState . crDamage)
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((:) $ Concussive amount p 2 0.5 rad) cr
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| otherwise = cr
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hitBlocks = wallsOnCirc p rad $ wallsNearPoint p w
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damageBlocks wall w
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= case wall ^? blHP of
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Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - (div amount 2)))
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w
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(_blIDs wall)
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_ -> w
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makeShockwaveAt :: Point2 -> Float -> Int -> Float -> Color
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-> World -> World
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makeShockwaveAt p rad dam push col = over particles' ((:) theShockwave)
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where theShockwave = shockwaveAt p rad dam push col 10
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shockwaveAt :: Point2 -> Float -> Int -> Float -> Color -> Int -> Particle'
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shockwaveAt p rad dam push col maxtime
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= Shockwave'
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{ _ptPict' = blank
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, _ptUpdate' = mvShockwave'
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, _btColor' = col
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, _btPos' = p
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, _btRad' = rad
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, _btDam' = dam
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, _btPush' = push
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, _btMaxTime' = maxtime
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, _btTimer' = maxtime
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}
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mvShockwave' :: World -> Particle' -> (World, Maybe Particle')
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mvShockwave' w pt
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| _btTimer' pt <= 0 = (w, Nothing)
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| otherwise
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= (dams w , Just $ set btTimer' (t - 1) $ set ptPict' pic pt)
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where r = _btRad' pt
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p = _btPos' pt
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push = _btPush' pt
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dam = _btDam' pt
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t = _btTimer' pt
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tFraction = fromIntegral t / fromIntegral (_btMaxTime' pt)
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pic = onLayer PtLayer $ uncurry translate p
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$ color (_btColor' pt) $ thickCircle rad thickness
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rad = r - (3/4) * r * tFraction
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thickness = tFraction**2 * r
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dams = over creatures (IM.map damCr) . flip (foldr damageBlocks) hitBlocks
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hitBlocks = wallsOnCirc p rad $ wallsNearPoint p w
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damageBlocks wall w
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= case wall ^? blHP of
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Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 1))
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w
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(_blIDs wall)
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_ -> w
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damCr cr | dist (_crPos cr) p < rad + _crRad cr
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= over (crState . crDamage)
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((:) $ PushDam dam (25 * push *.* safeNormalizeV (_crPos cr -.- p)))
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cr
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| otherwise = cr
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moveShockWave :: Int -> Point2 -> Float -> Float -> Float -> World -> Particle' -> (World, Maybe Particle')
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moveShockWave 0 _ _ _ _ w _ = (w, Nothing)
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moveShockWave t p r push pushexp w pt
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= (dams w, Just $ newupdate $ newpic pt )
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where newupdate = set ptUpdate' $ moveShockWave (t-1) p r push pushexp
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newpic = set ptPict' (onLayer PtLayer $ uncurry translate p
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$ color cyan $ thickCircle rad thickness)
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rad = r - (3/40) * r * fromIntegral t
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thickness = (fromIntegral t)**2 * rad / 40
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dams = over creatures (IM.map damCr) . flip (foldr damageBlocks) hitBlocks
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hitBlocks = wallsOnCirc p rad $ wallsNearPoint p w
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damageBlocks wall w
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= case wall ^? blHP of
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Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 1))
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w
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(_blIDs wall)
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_ -> w
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damCr cr | dist (_crPos cr) p < rad + _crRad cr
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= over (crState . crDamage)
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((:) $ PushDam 1 (25 *.* safeNormalizeV (_crPos cr -.- p)))
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cr
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| otherwise = cr
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inverseShockwaveAt :: Point2 -> Float -> Int -> Float -> Float -> World -> World
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inverseShockwaveAt p rad dam push pushexp = over particles' ((:) theShockwave)
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where theShockwave
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= Particle'
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{ _ptPict' = blank
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, _ptUpdate' = moveInverseShockWave 10 p rad push pushexp
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}
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moveInverseShockWave :: Int -> Point2 -> Float -> Float -> Float -> World -> Particle' -> (World, Maybe Particle')
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moveInverseShockWave 0 _ _ _ _ w _ = (w, Nothing)
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moveInverseShockWave t p r push pushexp w pt
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= (dams w, Just $ newupdate $ newpic pt )
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where newupdate = set ptUpdate' $ moveInverseShockWave (t-1) p r push pushexp
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newpic = set ptPict' (onLayer PtLayer $ uncurry translate p
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$ color cyan $ thickCircle rad thickness)
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rad = r - (4/40) * r * fromIntegral (10 - t)
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thickness = (fromIntegral (10 - t))**2 * rad / 40
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dams = over creatures (IM.map damCr) . flip (foldr damageBlocks) hitBlocks
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hitBlocks = wallsOnCirc p rad $ wallsNearPoint p w
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damageBlocks wall w
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= case wall ^? blHP of
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Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 1))
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w
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(_blIDs wall)
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_ -> w
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damCr cr | dist (_crPos cr) p < rad + _crRad cr
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= over (crState . crDamage)
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((:) $ PushDam 1 (25 *.* safeNormalizeV (p -.- _crPos cr)))
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cr
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| otherwise = cr
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-- if the spark is created by another Particle', it cannot be directly added to
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-- the list, hence the redirect through worldEvents
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createSpark :: Int -> Int -> Point2 -> Float -> Maybe Int -> World -> World
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createSpark time colid pos dir maycid w = over worldEvents
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((.) $ ( over particles' ((:) spark)
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. flareAt' white 0.02 0.05 pos')
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-- . lowLightAt' pos)
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) w
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where spark = Bul' { _ptPict' = blank
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, _ptUpdate' = mvGenBullet'
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, _btVel' = rotateV dir (5,0)
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, _btColor' = numColor colid
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, _btTrail' = [pos]
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, _btPassThrough' = maycid
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, _btWidth' = 1
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, _btTimer' = time
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, _btHitEffect' = threeEff' sparkEff noEff noEff
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}
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x = fst $ randomR (0,20) $ _randGen w
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pos' = pos +.+ rotateV dir (x,0)
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sparkEff bt p cr = over (creatures . ix (_crID cr) . crState . crDamage)
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((:) $ SparkDam 1 sp p ep)
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where sp = head (_btTrail' bt)
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ep = sp +.+ _btVel' bt
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createBarrelSpark :: Int -> Int -> Point2 -> Float -> Maybe Int -> World -> World
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createBarrelSpark time colid pos dir maycid w = over worldEvents
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((.) $ ( over particles' ((:) spark)
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. flareAt' white 0.005 0.03 pos')
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-- . lowLightAt' pos)
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) w
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where spark = Bul' { _ptPict' = blank
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, _ptUpdate' = mvGenBullet'
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, _btVel' = rotateV dir (5,0)
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, _btColor' = numColor colid
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, _btTrail' = [pos]
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, _btPassThrough' = maycid
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, _btWidth' = 1
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, _btTimer' = time
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, _btHitEffect' = threeEff' sparkEff noEff noEff
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}
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x = fst $ randomR (0,20) $ _randGen w
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pos' = pos +.+ rotateV dir (x,0)
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sparkEff bt p cr = over (creatures . ix (_crID cr) . crState . crDamage)
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((:) $ SparkDam 1 sp p ep)
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where sp = head (_btTrail' bt)
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ep = sp +.+ _btVel' bt
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noEff _ _ _ = id
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threeEff' ::
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( Particle' -> Point2 -> Creature -> World -> World ) ->
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( Particle' -> Point2 -> Wall -> World -> World ) ->
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( Particle' -> Point2 -> ForceField -> World -> World ) ->
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Particle' -> [(Point2, Either3 Creature Wall ForceField)] -> World -> (World, Maybe Particle')
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threeEff' crEff wlEff ffEff pt hitThings w = case hitThings of
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[] -> error "threeEff called without hitting anything"
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((p,E3x1 cr):_) -> (crEff pt p cr w, updatePt p)
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((p,E3x2 wl):_) -> (wlEff pt p wl w, updatePt p)
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((p,E3x3 ff):_) -> (ffEff pt p ff w, updatePt p)
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where updatePt hitp = Just $ pt & btTrail' .~ (hitp : trl)
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& ptPict' .~ bulLine col wth (hitp: trl)
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& btTimer' .~ 3
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trl = _btTrail' pt
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col = _btColor' pt
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wth = _btWidth' pt
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makeFlameletTimed :: Point2 -> Point2 -> Int -> Maybe Int -> Float -> Int -> World -> World
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makeFlameletTimed pos vel levelInt maycid size time w
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= set randGen g $ over particles' ((:) theFlamelet)
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$ flareAt' white 0.01 0.1 pos w
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where theFlamelet =
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Pt' { _ptPict' = blank
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, _ptUpdate' = moveFlamelet levelInt rot
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, _btVel' = vel
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, _btColor' = red
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, _btPos' = pos
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, _btPassThrough' = maycid
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, _btWidth' = size
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, _btTimer' = time
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, _btHitEffect' = threeEff' (doFlameDam 1) noEff noEff
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}
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(rot ,g) = randomR (0,3) $ _randGen w
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makeFlamelet :: Point2 -> Point2 -> Int -> Maybe Int -> Float -> World -> World
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makeFlamelet pos vel levelInt maycid size w = set randGen g $ over particles' ((:) theFlamelet) w
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where theFlamelet =
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Pt' { _ptPict' = blank
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, _ptUpdate' = moveFlamelet levelInt rot
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, _btVel' = vel
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, _btColor' = red
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, _btPos' = pos
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, _btPassThrough' = maycid
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, _btWidth' = size
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, _btTimer' = 20
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, _btHitEffect' = threeEff' (doFlameDam 1) noEff noEff
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}
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(rot ,g) = randomR (0.5,1.5) $ _randGen w
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moveFlamelet :: Int -> Float -> World -> Particle' -> (World, Maybe Particle')
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moveFlamelet levelInt rot w pt =
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case _btTimer' pt of
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time | time <= 0 -> (w, Nothing)
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| otherwise -> (damcrs, mvPt)
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where sp = _btPos' pt
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vel = _btVel' pt
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ep = sp +.+ vel
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size = _btWidth' pt
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siz2 = size + 0.2
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mvPt = Just $ pt {_btTimer' = time - 1, _btPos' = ep, _ptPict' = thepicture
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, _btPassThrough' = Nothing
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,_btVel' = 0.8 *.* vel}
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damcrs = foldr ($) w $ map dodam $ filter closeCrs $ IM.elems $ _creatures w
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closeCrs cr = dist ep (_crPos cr) < _crRad cr + size
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dodam cr = over (creatures . ix (_crID cr) . crState . crDamage)
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((:) $ Flaming 3 sp ep ep)
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pic = onLayerL [levelInt,3] $ uncurry translate ep
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$ color (mixColors (fromIntegral (max 0 (time-2))) (10-fromIntegral time)
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white (dark red)
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)
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$ rotate (0 - ( 0.1 * fromIntegral time + rot))
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$ scale sc sc
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$ polygon [(-size,-size),(size,-size),(size,size),(-size,size)]
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piu = onLayerL [levelInt,1] $ uncurry translate ep
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$ color (dark red) $ rotate (0 - (rot - 0.1 * fromIntegral time))
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$ scale s1 s1
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$ polygon $ rectNSWE (siz2) (-siz2) (-siz2) (siz2)
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glow = onLayerL [levelInt,0] $ uncurry translate ep
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$ color (withAlpha 0.01 red)
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$ circleSolid 30
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sc = (*) 2 $ log $ 1 + fromIntegral time / 20
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s1 = (*) 2 $ log $ 2 + fromIntegral time / 40
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s2 = 0.5 * (sc + s1)
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thepicture = pictures [pic , piu , pi2 , glow]
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pi2 = onLayerL [levelInt,2] $ uncurry translate ep
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$ color (mixColors (fromIntegral (max 0 (time-2))) (10-fromIntegral time)
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orange (dark red)
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)
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$ rotate (0 - (rot + 0.2 * fromIntegral time))
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$ scale s2 s2
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$ polygon $ rectNSWE (siz2) (-siz2) (-siz2) (siz2)
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doFlameDam :: Int -> Particle' -> Point2 -> Creature -> World -> World
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doFlameDam amount pt p cr = over (creatures . ix (_crID cr) . crState . crDamage)
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((:) $ Flaming amount sp p ep)
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where sp = _btPos' pt
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ep = sp +.+ _btVel' pt
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makeSmokeAt'' :: Point2 -> Float -> Int -> Point2 -> World -> World
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makeSmokeAt'' vel scal time p w = over particles' ((:) smokeP) w
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where smokeP = Particle'
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--{ _ptPict' = onLayerL [levLayer PtLayer - 1] $ uncurry translate p $ color black $ circleSolid 1
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{ _ptPict' = onLayerL [levLayer PtLayer ] $ uncurry translate p $ color black $ circleSolid 1
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, _ptUpdate' = moveSmoke'' scal time p vel
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}
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moveSmoke'' :: Float -> Int -> Point2 -> Point2 -> World -> Particle' -> (World, Maybe Particle')
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moveSmoke'' scal time p vel w pt
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| time > 0 = (w, Just $ pt { _ptPict' = pic
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, _ptUpdate' = moveSmoke'' scal (time-1) pNew vel
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})
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| time > -50 = (w, Just $ pt { _ptPict' = pi1
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, _ptUpdate' = moveSmoke'' scal (time-1) pNew vel
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})
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| otherwise = (w, Nothing)
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where pNew = p +.+ vel
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pic = onLayerL [levLayer PtLayer]
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--pic = onLayerL [levLayer PtLayer - 1]
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$ uncurry translate pNew
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$ color (greyN 0.5) $ circleSolid $ (21 - fromIntegral time) * scal
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pi1 = pictures $ reverse
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[(onLayerL [levLayer PtLayer]
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$ uncurry translate pNew
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$ color (withAlpha (0.3 * (1 + fromIntegral time /50)) (greyN 0.5))
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$ circleSolid $ 21 * scal)
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,
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--(onLayerL [levLayer BgLayer+1]
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(onLayerL [levLayer PtLayer]
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$ uncurry translate pNew
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$ color (withAlpha (1 + fromIntegral time /50) (greyN 0.5))
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$ circleSolid $ 21 * scal)
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]
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makeColorSmokeAt :: Color -> Point2 -> Float -> Int -> Point2 -> World -> World
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makeColorSmokeAt col vel scal time p w = over particles (IM.insert n smP) w
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where n = newParticleKey w
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smP = Particle
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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 = moveColorSmoke col scal time n
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}
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moveColorSmoke :: Color -> Float -> Int -> Int -> World -> World
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moveColorSmoke col scal time i w
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| time > 0
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= set (particles . ix i . ptPict) pic
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. set (particles . ix i . ptUpdate) (moveColorSmoke col scal (time-1) i)
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. set (particles . ix i . ptPos) newPos
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. setVel
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$ w
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| time > -50
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= set (particles . ix i . ptPict) pi1
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. set (particles . ix i . ptUpdate) (moveColorSmoke col scal (time-1) i)
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||||
. set (particles . ix i . ptPos) newPos
|
||||
. setVel
|
||||
$ w
|
||||
| otherwise
|
||||
= over particles (IM.delete i) w
|
||||
where oldPos = _ptPos $ _particles w IM.! i
|
||||
newPos = oldPos +.+ (_ptVel $ _particles w IM.! i)
|
||||
setVel = over (particles . ix i . ptVel) $ (*.*) 0.99
|
||||
pic = onLayer PtLayer $ uncurry translate newPos $ color col $ circleSolid $ (21 - fromIntegral time) * scal
|
||||
pi1 = onLayer PtLayer $ uncurry translate newPos
|
||||
$ color (withAlpha (1 + fromIntegral time /50) col)
|
||||
$ circleSolid $ 21 * scal
|
||||
|
||||
damCrsOnLine :: Int -> Point2 -> Point2 -> World -> World
|
||||
damCrsOnLine dam p1 p2 = over creatures (IM.map damIfOnLine)
|
||||
where damIfOnLine cr | circOnLine p1 p2 (_crPos cr) (_crRad cr)
|
||||
= over crHP (\hp -> hp - dam) cr
|
||||
| otherwise = cr
|
||||
|
||||
tempLightForAt :: Int -> Point2 -> World -> World
|
||||
tempLightForAt i p w = w & tempLightSources %~ (:) (tLightAt i p)
|
||||
Reference in New Issue
Block a user