Hlinting
This commit is contained in:
+18
-14
@@ -57,7 +57,7 @@ data World = World
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, _clouds :: IM.IntMap Cloud
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, _cloudsZone :: IM.IntMap (IM.IntMap (IM.IntMap Cloud))
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, _projectiles :: IM.IntMap Projectile
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, _particles' :: ![Particle']
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, _particles :: ![Particle]
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, _walls :: !(IM.IntMap Wall)
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, _wallsZone :: (IM.IntMap (IM.IntMap (IM.IntMap Wall)))
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, _forceFields :: IM.IntMap ForceField
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@@ -374,14 +374,18 @@ data ItemIdentity
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| PoisonSprayer
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deriving (Eq,Show,Ord,Enum)
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data Particle'
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= Particle'
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{ _ptDraw :: Particle' -> Picture
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, _ptUpdate' :: World -> Particle' -> (World, Maybe Particle')
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{-
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Objects without ids.
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Update themselves, perhaps with side effects.
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-}
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data Particle
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= Particle
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{ _ptDraw :: Particle -> Picture
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, _ptUpdate' :: World -> Particle -> (World, Maybe Particle)
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}
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| Bul'
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{ _ptDraw :: Particle' -> Picture
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, _ptUpdate' :: World -> Particle' -> (World, Maybe Particle')
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{ _ptDraw :: Particle -> Picture
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, _ptUpdate' :: World -> Particle -> (World, Maybe Particle)
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, _btVel' :: Point2
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, _btColor' :: Color
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, _btTrail' :: [Point2]
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@@ -391,8 +395,8 @@ data Particle'
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, _btHitEffect' :: HitEffect
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}
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| Pt'
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{ _ptDraw :: Particle' -> Picture
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, _ptUpdate' :: World -> Particle' -> (World, Maybe Particle')
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{ _ptDraw :: Particle -> Picture
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, _ptUpdate' :: World -> Particle -> (World, Maybe Particle)
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, _btVel' :: Point2
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, _btColor' :: Color
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, _btPos' :: Point2
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@@ -402,8 +406,8 @@ data Particle'
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, _btHitEffect' :: HitEffect
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}
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| Shockwave'
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{ _ptDraw :: Particle' -> Picture
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, _ptUpdate' :: World -> Particle' -> (World, Maybe Particle')
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{ _ptDraw :: Particle -> Picture
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, _ptUpdate' :: World -> Particle -> (World, Maybe Particle)
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, _btColor' :: Color
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, _btPos' :: Point2
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, _btRad' :: Float
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@@ -413,8 +417,8 @@ data Particle'
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, _btTimer' :: Int
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}
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type HitEffect = Particle' -> [(Point2, (Either3 Creature Wall ForceField))] -> World
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-> (World,Maybe Particle')
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type HitEffect = Particle -> [(Point2, (Either3 Creature Wall ForceField))] -> World
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-> (World,Maybe Particle)
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data Projectile
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= Projectile
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@@ -500,7 +504,7 @@ makeLenses ''ItAttachment
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makeLenses ''ItZoom
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makeLenses ''FloorItem
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makeLenses ''Projectile
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makeLenses ''Particle'
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makeLenses ''Particle
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makeLenses ''Wall
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makeLenses ''ForceField
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makeLenses ''FFState
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@@ -210,7 +210,7 @@ defaultWorld = World
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, _cloudsZone = IM.empty
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, _itemPositions = IM.empty
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, _projectiles = IM.empty
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, _particles' = []
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, _particles = []
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, _walls = IM.empty
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, _wallsZone = IM.empty
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, _forceFields = IM.empty
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+139
-128
@@ -1,3 +1,7 @@
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{-
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Definitions of weapons.
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In progress: move out effects into other modules.
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-}
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{-# LANGUAGE BangPatterns #-}
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module Dodge.Item.Weapon
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( module Dodge.Item.Weapon
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@@ -12,14 +16,11 @@ import Dodge.WorldEvent
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import Dodge.Debug
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import Dodge.WallCreatureCollisions
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import Dodge.Default
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import Dodge.Item.Draw
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import Dodge.Item.Weapon.Bullet
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import Dodge.Item.Weapon.InventoryDisplay
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import Dodge.Item.Weapon.TriggerType
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import Dodge.Item.Weapon.Recock
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import Geometry
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import Picture
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@@ -33,15 +34,11 @@ import Control.Applicative
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import Control.Monad.State
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import Control.Monad
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import qualified SDL as SDL
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--import qualified Graphics.UI.SDL.Mixer as Mix
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import System.Random
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import qualified Data.Set as S
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import qualified Data.IntMap.Strict as IM
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import qualified Data.Map as M
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import Foreign.ForeignPtr
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import Control.Concurrent
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-- }}}
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pistol,lasGun,tractorGun,launcher,autoGun
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,teslaGun
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@@ -371,7 +368,7 @@ maybeSetTarget f cid w = case join $ w ^? creatures . ix cid . crInv . ix itRef
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itRef = _crInvSel cr
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shootBezier :: Point2 -> Int -> World -> World
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shootBezier targetp cid w = over particles' (theBullet :) w
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shootBezier targetp cid w = over particles (theBullet :) w
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where
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theBullet = aCurveBulAt
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(Just cid)
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@@ -678,24 +675,26 @@ aTeslaArc' cid w =
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teslaGunFlashAt (pos +.+ 5 *.* unitVectorAtAngle dir)
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$ over projectiles (IM.insert i (makeTeslaArcAt i pos dir))
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$ set randGen g w
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where cr = (_creatures w IM.! cid)
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i = newProjectileKey w
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pos = _crPos cr +.+ ((_crRad cr +1) *.* unitVectorAtAngle dir)
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+.+ sideOffset *.* vNormal (unitVectorAtAngle dir)
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(sideOffset,g) = randomR (-5,5) $ _randGen w
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dir = _crDir cr
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where
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cr = (_creatures w IM.! cid)
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i = newProjectileKey w
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pos = _crPos cr +.+ ((_crRad cr +1) *.* unitVectorAtAngle dir)
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+.+ sideOffset *.* vNormal (unitVectorAtAngle dir)
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(sideOffset,g) = randomR (-5,5) $ _randGen w
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dir = _crDir cr
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aLaser :: Int -> World -> World
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aLaser cid w = over particles' ( (:) (makeLaserAt phaseV pos dir (Just cid)))
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aLaser cid w = over particles ((makeLaserAt phaseV pos dir (Just cid)) : )
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$ soundFrom LasSound 24 1 0
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$ laserGunFlashAt (pos +.+ 5 *.* unitVectorAtAngle dir)
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w
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where cr = (_creatures w IM.! cid)
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i = newProjectileKey w
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pos = _crPos cr +.+ ((_crRad cr +3) *.* unitVectorAtAngle dir)
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dir = _crDir cr
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phaseV = fromMaybe 1 $ cr ^? crInv . ix j . itAttachment . _Just . itPhaseV
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j = _crInvSel cr
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where
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cr = (_creatures w IM.! cid)
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i = newProjectileKey w
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pos = _crPos cr +.+ ((_crRad cr +3) *.* unitVectorAtAngle dir)
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dir = _crDir cr
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phaseV = fromMaybe 1 $ cr ^? crInv . ix j . itAttachment . _Just . itPhaseV
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j = _crInvSel cr
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aTractorBeam :: Int -> Int -> World -> World
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aTractorBeam col cid w
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@@ -1043,13 +1042,20 @@ rateIncAB startRate fastRate shooteff1 shooteff2 cid w
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reloadCondition = _wpLoadedAmmo item == 0
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makeLaserAt :: Float -> Point2 -> Float -> Maybe Int -> Particle'
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makeLaserAt phaseV pos dir mcid = Particle'
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makeLaserAt :: Float -> Point2 -> Float -> Maybe Int -> Particle
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makeLaserAt phaseV pos dir mcid = Particle
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{ _ptDraw = const blank
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, _ptUpdate' = moveLaser phaseV pos dir mcid
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}
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moveLaser :: Float -> Point2 -> Float -> Maybe Int -> World -> Particle' -> (World, Maybe Particle')
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moveLaser
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:: Float -- ^ Phase velocity, controls deflection in windows
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-> Point2
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-> Float
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-> Maybe Int
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-> World
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-> Particle
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-> (World, Maybe Particle)
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moveLaser phaseV pos dir mcid w pt
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= ( set randGen g
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-- $ over worldEvents ((.) flares)
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@@ -1058,61 +1064,62 @@ moveLaser phaseV pos dir mcid w pt
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,_ptUpdate' = ptTimer' 0
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}
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)
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where xp = pos +.+ 800 *.* unitVectorAtAngle dir
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(a,g) = randomR (-0.7,0.7) $ _randGen w
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reflectDir wall = a + (argV $ reflectIn
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(_wlLine wall !! 1 -.- _wlLine wall !! 0)
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(xp -.- pos)
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)
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(colID,_) = randomR (0,11) $ _randGen w
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-- flares w = foldr (\p w' -> flareAt' yellow 0.01 0.02 p w') w flarePs
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-- flarePs = zipWith (\x y -> x +.+ 5 *.* normalizeV (y -.- x)) ps $ tail ps
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-- flarePos p = p +.+ ((a + 0.8) * 3) *.* (normalizeV (pos -.- p))
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f :: [Wall] -> Point2 -> Point2 -> (Maybe (Point2,Either3 Creature Wall ForceField),[Point2])
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f seenWs x y = case listToMaybe $ filter (h' seenWs)
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$ thingsHitExceptCrLongLine Nothing x y w of
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Just (p,E3x2 wl)
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| _wlIsSeeThrough wl -> f' p $ f (wl:seenWs)
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p
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(h x y wl p)
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| otherwise -> (Just (p,E3x2 wl), [p])
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Just (p,obj) -> (Just (p,obj), [p])
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Nothing -> (Nothing, [y])
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f' p (x,ps') = (x,p:ps')
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h x y wl p | isEntering = p +.+ rotateV angleRef normalDist
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| otherwise = p +.+ rotateV angleRef' normalDist'
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where wlNormal = vNormal $ (_wlLine wl !! 1) -.- (_wlLine wl !! 0)
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normalDist = magV (p -.- y) *.* normalizeV wlNormal
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angleInc = piRange $ argV wlNormal - argV (x -.- y)
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angleRef | reflectExternal = angleInc
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| otherwise = asin $ sin angleInc / phaseV
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piRange a | a > pi = a - 2 * pi
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| a > 0 - pi = a
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| otherwise = a + 2 * pi
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isEntering = isLeftOf (x -.- y) ((_wlLine wl !! 1) -.- (_wlLine wl !! 0))
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wlNormal' = vNormal $ (_wlLine wl !! 0) -.- (_wlLine wl !! 1)
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normalDist' = magV (p -.- y) *.* normalizeV wlNormal'
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angleInc' = piRange $ argV wlNormal' - argV (x -.- y)
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angleRef' | reflectInternal = angleInc'
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| otherwise = asin $ phaseV * sin angleInc'
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reflectInternal = 1 < abs (phaseV * sin angleInc')
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reflectExternal = 1 < abs (sin angleInc / phaseV)
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h' ws (_,E3x2 wl) = not $ any (\w -> _wlID w == _wlID wl) ws
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h' _ _ = True
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(thHit, ps) = f [] pos xp
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hitEffect
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= case thHit of
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Just (p,E3x1 cr)
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-> over (creatures . ix (_crID cr) . crState . crDamage) ((:) $ Lasering 19 pos p xp)
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-- . over worldEvents ((.) $ flareAt yellow (flarePos p))
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Just (p,E3x2 wl) -> createSpark 8 colID (p +.+ safeNormalizeV (pos -.- p))
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(reflectDir wl) Nothing
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_ -> id
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pic = pictures [ fadeLine pos (head ps) 0.2 40 yellow
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, setLayer 1 $ color (withAlpha 0.9 white) $ vThickLine (pos:ps)
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, setLayer 1 $ color (withAlpha 0.5 yellow) $ vvThickLine (pos:ps)
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]
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where
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xp = pos +.+ 800 *.* unitVectorAtAngle dir
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(a,g) = randomR (-0.7,0.7) $ _randGen w
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reflectDir wall = a + (argV $ reflectIn
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(_wlLine wall !! 1 -.- _wlLine wall !! 0)
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(xp -.- pos)
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)
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(colID,_) = randomR (0,11) $ _randGen w
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-- flares w = foldr (\p w' -> flareAt' yellow 0.01 0.02 p w') w flarePs
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-- flarePs = zipWith (\x y -> x +.+ 5 *.* normalizeV (y -.- x)) ps $ tail ps
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-- flarePos p = p +.+ ((a + 0.8) * 3) *.* (normalizeV (pos -.- p))
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f :: [Wall] -> Point2 -> Point2 -> (Maybe (Point2,Either3 Creature Wall ForceField),[Point2])
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f seenWs x y = case listToMaybe $ filter (h' seenWs)
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$ thingsHitExceptCrLongLine Nothing x y w of
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Just (p,E3x2 wl)
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| _wlIsSeeThrough wl -> f' p $ f (wl:seenWs)
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p
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(h x y wl p)
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| otherwise -> (Just (p,E3x2 wl), [p])
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Just (p,obj) -> (Just (p,obj), [p])
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Nothing -> (Nothing, [y])
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f' p (x,ps') = (x,p:ps')
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h x y wl p | isEntering = p +.+ rotateV angleRef normalDist
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| otherwise = p +.+ rotateV angleRef' normalDist'
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where wlNormal = vNormal $ (_wlLine wl !! 1) -.- (_wlLine wl !! 0)
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normalDist = magV (p -.- y) *.* normalizeV wlNormal
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angleInc = piRange $ argV wlNormal - argV (x -.- y)
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angleRef | reflectExternal = angleInc
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| otherwise = asin $ sin angleInc / phaseV
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piRange a | a > pi = a - 2 * pi
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| a > 0 - pi = a
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| otherwise = a + 2 * pi
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isEntering = isLeftOf (x -.- y) ((_wlLine wl !! 1) -.- (_wlLine wl !! 0))
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wlNormal' = vNormal $ (_wlLine wl !! 0) -.- (_wlLine wl !! 1)
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normalDist' = magV (p -.- y) *.* normalizeV wlNormal'
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angleInc' = piRange $ argV wlNormal' - argV (x -.- y)
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angleRef' | reflectInternal = angleInc'
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| otherwise = asin $ phaseV * sin angleInc'
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reflectInternal = 1 < abs (phaseV * sin angleInc')
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reflectExternal = 1 < abs (sin angleInc / phaseV)
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h' ws (_,E3x2 wl) = not $ any (\w -> _wlID w == _wlID wl) ws
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h' _ _ = True
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(thHit, ps) = f [] pos xp
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hitEffect
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= case thHit of
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Just (p,E3x1 cr)
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-> over (creatures . ix (_crID cr) . crState . crDamage) ((:) $ Lasering 19 pos p xp)
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-- . over worldEvents ((.) $ flareAt yellow (flarePos p))
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Just (p,E3x2 wl) -> createSpark 8 colID (p +.+ safeNormalizeV (pos -.- p))
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(reflectDir wl) Nothing
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_ -> id
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pic = pictures [ fadeLine pos (head ps) 0.2 40 yellow
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, setLayer 1 $ color (withAlpha 0.9 white) $ vThickLine (pos:ps)
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, setLayer 1 $ color (withAlpha 0.5 yellow) $ vvThickLine (pos:ps)
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]
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fadeLine :: Point2 -> Point2 -> Float -> Float -> Color -> Picture
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fadeLine sp ep alph width col = setLayer 1 $
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@@ -1693,18 +1700,21 @@ sonar = defaultGun
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}
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aSonarPulse :: Int -> World -> World
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aSonarPulse cid w = over particles' ((:) $ sonarPulseAt (_crPos (_creatures w IM.! cid))) w
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aSonarPulse cid w = over particles ((:) $ sonarPulseAt (_crPos (_creatures w IM.! cid))) w
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aRadarPulse :: Int -> World -> World
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aRadarPulse cid w = over particles' ((:) $ radarPulseAt (_crPos (_creatures w IM.! cid))) w
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aRadarPulse cid w = over particles ((:) $ radarPulseAt (_crPos (_creatures w IM.! cid))) w
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blipAt :: Point2 -> Color -> Int -> Particle'
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blipAt p col i = Particle'
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{-
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Radar blip at a point.
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-}
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blipAt :: Point2 -> Color -> Int -> Particle
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blipAt p col i = Particle
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{_ptDraw = const blank
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,_ptUpdate' = mvBlip p col i i
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}
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mvBlip :: Point2 -> Color -> Int -> Int -> World -> Particle' -> (World, Maybe Particle')
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mvBlip :: Point2 -> Color -> Int -> Int -> World -> Particle -> (World, Maybe Particle)
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mvBlip p col maxt 0 w pt = (w, Nothing)
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mvBlip p col maxt t w pt
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= (w, Just $ pt & ptUpdate' .~ mvBlip p col maxt (t-1)
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@@ -1715,67 +1725,68 @@ mvBlip p col maxt t w pt
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$ circleSolid 2)
|
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)
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|
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sonarPulseAt :: Point2 -> Particle'
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sonarPulseAt p = Particle'
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sonarPulseAt :: Point2 -> Particle
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sonarPulseAt p = Particle
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{ _ptDraw = const blank
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, _ptUpdate' = mvSonar 100 p
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}
|
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|
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mvSonar :: Int -> Point2 -> World -> Particle' -> (World, Maybe Particle')
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mvSonar :: Int -> Point2 -> World -> Particle -> (World, Maybe Particle)
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mvSonar 0 _ w _ = (w, Nothing)
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mvSonar x p w pt = (w, Just $ pt {_ptDraw = const pic
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,_ptUpdate' = mvSonar (x-1) p
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}
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)
|
||||
where pic = setDepth (-0.5) . setLayer 1 $ pictures
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-- $ sweepPics ++
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crBlips -- ++ wallBlips
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||||
crBlips = mapMaybe crBlip $ IM.elems $ _creatures w
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crBlip cr | dist cpos p < r + crad && dist cpos p > r - (crad + 100)
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= Just $ colHelper (0.5 * (1 - (r - dist cpos p) /100))
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$ uncurry translate cpos $ circleSolid crad
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| otherwise = Nothing
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where crad = _crRad cr
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cpos = _crPos cr
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r = fromIntegral (500 - x*5)
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sweepPics = [colHelper 0.05 $ uncurry translate p $ thickCircle r 5
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-- ,colHelper 0.3 $ uncurry translate p $ thickCircle (r-5) 5
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-- ,colHelper 0.1 $ uncurry translate p $ thickCircle (r-10) 5
|
||||
]
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globalAlpha | x > 10 = 1
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||||
| otherwise = fromIntegral x / 10
|
||||
colHelper y = color (withAlpha (y * globalAlpha) green)
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||||
-- wallBlips
|
||||
where
|
||||
pic = setDepth (-0.5) . setLayer 1 $ pictures
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-- $ sweepPics ++
|
||||
crBlips -- ++ wallBlips
|
||||
crBlips = mapMaybe crBlip $ IM.elems $ _creatures w
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||||
crBlip cr | dist cpos p < r + crad && dist cpos p > r - (crad + 100)
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||||
= Just $ colHelper (0.5 * (1 - (r - dist cpos p) /100))
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||||
$ uncurry translate cpos $ circleSolid crad
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||||
| otherwise = Nothing
|
||||
where crad = _crRad cr
|
||||
cpos = _crPos cr
|
||||
r = fromIntegral (500 - x*5)
|
||||
sweepPics = [colHelper 0.05 $ uncurry translate p $ thickCircle r 5
|
||||
-- ,colHelper 0.3 $ uncurry translate p $ thickCircle (r-5) 5
|
||||
-- ,colHelper 0.1 $ uncurry translate p $ thickCircle (r-10) 5
|
||||
]
|
||||
globalAlpha | x > 10 = 1
|
||||
| otherwise = fromIntegral x / 10
|
||||
colHelper y = color (withAlpha (y * globalAlpha) green)
|
||||
-- wallBlips
|
||||
|
||||
|
||||
radarPulseAt :: Point2 -> Particle'
|
||||
radarPulseAt p = Particle'
|
||||
radarPulseAt :: Point2 -> Particle
|
||||
radarPulseAt p = Particle
|
||||
{ _ptDraw = const blank
|
||||
, _ptUpdate' = mvRadar 50 p
|
||||
}
|
||||
|
||||
mvRadar :: Int -> Point2 -> World -> Particle' -> (World, Maybe Particle')
|
||||
mvRadar :: Int -> Point2 -> World -> Particle -> (World, Maybe Particle)
|
||||
mvRadar 0 _ w _ = (w, Nothing)
|
||||
mvRadar x p w pt = (putBlips w, Just $ pt {_ptDraw = const pic
|
||||
,_ptUpdate' = mvRadar (x-1) p
|
||||
}
|
||||
)
|
||||
where pic = onLayerL [levLayer ShadowLayer, 1] $ pictures
|
||||
$ sweepPics
|
||||
putBlips = over worldEvents ((.) $ over particles' ((++) blips))
|
||||
blips = map (\p -> blipAt p (withAlpha (0.5*globalAlpha) red) 50)
|
||||
$ circPoints
|
||||
circPoints = mapMaybe (\wl -> collidePointCircCorrect (_wlLine wl !! 0) (_wlLine wl !! 1) r p)
|
||||
$ (map (over wlLine reverse) $ IM.elems $ wallsAlongCirc p r w)
|
||||
++ (IM.elems $ wallsAlongCirc p r w)
|
||||
r = fromIntegral (800 - x*16)
|
||||
sweepPics = [--colHelper 0.1 $ uncurry translate p $ thickCircle r 15
|
||||
--,colHelper 0.06 $ uncurry translate p $ thickCircle (r-5) 5
|
||||
--,colHelper 0.03 $ uncurry translate p $ thickCircle (r-10) 5
|
||||
]
|
||||
globalAlpha | x > 10 = 1
|
||||
| otherwise = fromIntegral x / 10
|
||||
colHelper y = color (withAlpha (y * globalAlpha) red)
|
||||
where
|
||||
pic = onLayerL [levLayer ShadowLayer, 1] $ pictures $ sweepPics
|
||||
putBlips = over worldEvents ((.) $ over particles ((++) blips))
|
||||
blips = map (\p -> blipAt p (withAlpha (0.5*globalAlpha) red) 50)
|
||||
$ circPoints
|
||||
circPoints = mapMaybe (\wl -> collidePointCircCorrect (_wlLine wl !! 0) (_wlLine wl !! 1) r p)
|
||||
$ (map (over wlLine reverse) $ IM.elems $ wallsAlongCirc p r w)
|
||||
++ (IM.elems $ wallsAlongCirc p r w)
|
||||
r = fromIntegral (800 - x*16)
|
||||
sweepPics = [--colHelper 0.1 $ uncurry translate p $ thickCircle r 15
|
||||
--,colHelper 0.06 $ uncurry translate p $ thickCircle (r-5) 5
|
||||
--,colHelper 0.03 $ uncurry translate p $ thickCircle (r-10) 5
|
||||
]
|
||||
globalAlpha | x > 10 = 1
|
||||
| otherwise = fromIntegral x / 10
|
||||
colHelper y = color (withAlpha (y * globalAlpha) red)
|
||||
|
||||
autoSonar = defaultEquipment
|
||||
{ _itIdentity = Generic
|
||||
@@ -1831,7 +1842,7 @@ itemLaserScopeEffect
|
||||
}
|
||||
where f cr invid w
|
||||
| invid == _crInvSel cr
|
||||
= w & particles' %~ (:) (makeLaserScope sp ep d reloadFrac)
|
||||
= w & particles %~ (:) (makeLaserScope sp ep d reloadFrac)
|
||||
& creatures . ix (_crID cr) . crInv . ix invid . itHammer %~ moveHammerUp
|
||||
& laserScopeTargetGlow col glowPoint
|
||||
-- this flare MAY be buggy... something to do with the creature glare
|
||||
@@ -1856,8 +1867,8 @@ itemLaserScopeEffect
|
||||
moveHammerUp !HammerDown = HammerReleased
|
||||
moveHammerUp !_ = HammerUp
|
||||
|
||||
makeLaserScope :: Point2 -> Point2 -> Float -> Float -> Particle'
|
||||
makeLaserScope p ep d relFrac = Particle'
|
||||
makeLaserScope :: Point2 -> Point2 -> Float -> Float -> Particle
|
||||
makeLaserScope p ep d relFrac = Particle
|
||||
{_ptDraw = const $ onLayer PtLayer $ pictures
|
||||
[color (withAlpha 0.5 $ mixColors relFrac (1-relFrac) red green)
|
||||
$ lineOfThickness 0.5 [p,ep]
|
||||
|
||||
+116
-95
@@ -20,12 +20,11 @@ import qualified Data.IntMap.Strict as IM
|
||||
|
||||
import Picture
|
||||
|
||||
-- bullet effects
|
||||
bulHitCr' :: Particle' -> Point2 -> Creature -> World -> World
|
||||
-- | bullet effects
|
||||
bulHitCr' :: Particle -> Point2 -> Creature -> World -> World
|
||||
bulHitCr' bt p cr w
|
||||
| crIsArmouredFrom p cr
|
||||
= createSpark 8 colID p1 (argV (p1 -.- p) + d1) Nothing
|
||||
. addDamageArmoured $ w
|
||||
= createSpark 8 colID p1 (argV (p1 -.- p) + d1) Nothing . addDamageArmoured $ w
|
||||
| otherwise
|
||||
= addDamage . hitSound . flashEff $ w
|
||||
where
|
||||
@@ -42,7 +41,10 @@ bulHitCr' bt p cr w
|
||||
(colID,_) = randomR (0,11) $ _randGen w
|
||||
p1 = p +.+ 2 *.* safeNormalizeV (p -.- _crPos cr)
|
||||
|
||||
bulBounceArmCr' :: Particle' -> Point2 -> Creature -> World -> World
|
||||
{-
|
||||
Bounce off armoured creatures, otherwise do damage.
|
||||
-}
|
||||
bulBounceArmCr' :: Particle -> Point2 -> Creature -> World -> World
|
||||
bulBounceArmCr' bt p cr w
|
||||
| crIsArmouredFrom p cr
|
||||
= addBouncer . addDamageArmoured $ w
|
||||
@@ -61,12 +63,15 @@ bulBounceArmCr' bt p cr w
|
||||
newDir = safeNormalizeV (p -.- _crPos cr)
|
||||
pOut = p +.+ 2 *.* newDir
|
||||
reflectVel = magV bulVel *.* newDir
|
||||
addBouncer = worldEvents %~ ((over particles' (bouncer :) ) . )
|
||||
addBouncer = worldEvents %~ ((over particles (bouncer :) ) . )
|
||||
bouncer = (aGenBulAt' Nothing (_btColor' bt) pOut reflectVel
|
||||
(_btHitEffect' bt) (_btWidth' bt)
|
||||
) {_btTimer' = _btTimer' bt - 1}
|
||||
|
||||
bulPenCr' :: Particle' -> Point2 -> Creature -> World -> World
|
||||
{-
|
||||
Bullet pass through creatures.
|
||||
-}
|
||||
bulPenCr' :: Particle -> Point2 -> Creature -> World -> World
|
||||
bulPenCr' bt p cr w
|
||||
= over (creatures . ix cid . crState . crDamage)
|
||||
(\dams -> [Piercing 50 sp p ep
|
||||
@@ -82,14 +87,16 @@ bulPenCr' bt p cr w
|
||||
cid = _crID cr
|
||||
sp = head $ _btTrail' bt
|
||||
ep = sp +.+ _btVel' bt
|
||||
addPiercer = (.) $ over particles' ((:) piercer)
|
||||
addPiercer = (.) $ over particles (piercer :)
|
||||
piercer = (aGenBulAt' (Just cid) (_btColor' bt) p (_btVel' bt)
|
||||
(_btHitEffect' bt) (_btWidth' bt)
|
||||
) {_btTimer' = _btTimer' bt - 1}
|
||||
|
||||
hvBulHitCr' :: Particle' -> Point2 -> Creature -> World -> World
|
||||
hvBulHitCr' bt p cr w
|
||||
= over (creatures . ix cid . crState . crDamage)
|
||||
{- Heavy bullet effects when hitting creature:
|
||||
piercing, blunt, twisting and pushback damage all applied.
|
||||
-}
|
||||
hvBulHitCr' :: Particle -> Point2 -> Creature -> World -> World
|
||||
hvBulHitCr' bt p cr w = over (creatures . ix cid . crState . crDamage)
|
||||
(\dams -> [Piercing 200 sp p ep
|
||||
,Blunt 100 sp p ep
|
||||
,TorqueDam 1 d1
|
||||
@@ -98,12 +105,13 @@ hvBulHitCr' bt p cr w
|
||||
)
|
||||
$ soundMultiFrom [CrHitSound 0] 15 10 0
|
||||
w
|
||||
where (d1,g) = randomR (-0.7,0.7) $ _randGen w
|
||||
cid = _crID cr
|
||||
sp = head $ _btTrail' bt
|
||||
ep = sp +.+ _btVel' bt
|
||||
where
|
||||
(d1,g) = randomR (-0.7,0.7) $ _randGen w
|
||||
cid = _crID cr
|
||||
sp = head $ _btTrail' bt
|
||||
ep = sp +.+ _btVel' bt
|
||||
|
||||
bulIncCr' :: Particle' -> Point2 -> Creature -> World -> World
|
||||
bulIncCr' :: Particle -> Point2 -> Creature -> World -> World
|
||||
bulIncCr' bt p cr w
|
||||
= over (creatures . ix cid . crState . crDamage)
|
||||
(\dams -> [Piercing 60 sp p ep
|
||||
@@ -112,13 +120,17 @@ bulIncCr' bt p cr w
|
||||
$ soundMultiFrom [CrHitSound 0] 15 10 0
|
||||
$ incFlamelets
|
||||
w
|
||||
where cid = _crID cr
|
||||
sp = head $ _btTrail' bt
|
||||
ep = sp +.+ _btVel' bt
|
||||
v = evalState (randInCirc 1) $ _randGen w
|
||||
incFlamelets = over worldEvents $ (.) (makeFlameletTimed p v Nothing 3 20)
|
||||
where
|
||||
cid = _crID cr
|
||||
sp = head $ _btTrail' bt
|
||||
ep = sp +.+ _btVel' bt
|
||||
v = evalState (randInCirc 1) $ _randGen w
|
||||
incFlamelets = over worldEvents $ (.) (makeFlameletTimed p v Nothing 3 20)
|
||||
|
||||
bulConCr' :: Particle' -> Point2 -> Creature -> World -> World
|
||||
{-
|
||||
Creates a shockwave when hitting a creature.
|
||||
-}
|
||||
bulConCr' :: Particle -> Point2 -> Creature -> World -> World
|
||||
bulConCr' bt p cr w
|
||||
= over (creatures . ix cid . crState . crDamage)
|
||||
(\dams -> [Piercing 60 sp p ep
|
||||
@@ -127,31 +139,39 @@ bulConCr' bt p cr w
|
||||
$ soundMultiFrom [CrHitSound 0] 15 10 0
|
||||
$ mkwave
|
||||
w
|
||||
where cid = _crID cr
|
||||
sp = head $ _btTrail' bt
|
||||
ep = sp +.+ _btVel' bt
|
||||
mkwave = over worldEvents $ (.) (makeShockwaveAt [] p 15 4 1 white)
|
||||
where
|
||||
cid = _crID cr
|
||||
sp = head $ _btTrail' bt
|
||||
ep = sp +.+ _btVel' bt
|
||||
mkwave = over worldEvents $ (.) (makeShockwaveAt [] p 15 4 1 white)
|
||||
|
||||
bulHitWall' :: Particle' -> Point2 -> Wall -> World -> World
|
||||
{-
|
||||
Hitting wall effects: create a spark, damage blocks.
|
||||
-}
|
||||
bulHitWall' :: Particle -> Point2 -> Wall -> World -> World
|
||||
bulHitWall' bt p x w = damageBlocks x
|
||||
$ createSpark 8 colID pOut (reflectDir x) Nothing
|
||||
$ set randGen g
|
||||
w
|
||||
where sp = head $ _btTrail' bt
|
||||
pOut = p +.+ safeNormalizeV (sp -.- p)
|
||||
(colID,g) = randomR (0,11) $ _randGen w
|
||||
(a, _) = randomR (-0.1,0.1) $ _randGen w
|
||||
spid = newKey $ _projectiles w
|
||||
reflectDir wall = a + (argV $ reflectIn
|
||||
(_wlLine wall !! 1 -.- _wlLine wall !! 0)
|
||||
(p -.- sp)
|
||||
)
|
||||
damageBlocks wall w
|
||||
= case wall ^? blHP of
|
||||
Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 5)) w (_blIDs wall)
|
||||
_ -> w
|
||||
where
|
||||
sp = head $ _btTrail' bt
|
||||
pOut = p +.+ safeNormalizeV (sp -.- p)
|
||||
(colID,g) = randomR (0,11) $ _randGen w
|
||||
(a, _) = randomR (-0.1,0.1) $ _randGen w
|
||||
spid = newKey $ _projectiles w
|
||||
reflectDir wall = a + (argV $ reflectIn
|
||||
(_wlLine wall !! 1 -.- _wlLine wall !! 0)
|
||||
(p -.- sp)
|
||||
)
|
||||
damageBlocks wall w
|
||||
= case wall ^? blHP of
|
||||
Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 5)) w (_blIDs wall)
|
||||
_ -> w
|
||||
|
||||
bulBounceWall' :: Particle' -> Point2 -> Wall -> World -> World
|
||||
{-
|
||||
Bounce off walls, do damage to blocks.
|
||||
-}
|
||||
bulBounceWall' :: Particle -> Point2 -> Wall -> World -> World
|
||||
bulBounceWall' bt p wl w = damageBlocks wl $ over worldEvents addBouncer w
|
||||
where
|
||||
sp = head $ _btTrail' bt
|
||||
@@ -165,71 +185,72 @@ bulBounceWall' bt p wl w = damageBlocks wl $ over worldEvents addBouncer w
|
||||
) {_btTimer' = _btTimer' bt - 1}
|
||||
wallV = (_wlLine wl !! 1 -.- _wlLine wl !! 0)
|
||||
reflectVel = (reflectIn wallV (_btVel' bt))
|
||||
addBouncer = (.) (over particles' ((:) bouncer))
|
||||
-- the hack is to get around the fact that the particles' list gets reset after
|
||||
addBouncer = (.) ( over particles (bouncer : ) )
|
||||
-- the hack is to get around the fact that the particles list gets reset after
|
||||
-- all projectiles in it are checked, so we cannot add to it as we accumulate over
|
||||
-- this list
|
||||
|
||||
bulIncWall' :: Particle' -> Point2 -> Wall -> World -> World
|
||||
bulIncWall' bt p wl w = damageBlocks wl
|
||||
$ incFlamelets
|
||||
-- yay for hack -- should have used this before? or never?
|
||||
w
|
||||
where sp = head $ _btTrail' bt
|
||||
pOut = p +.+ safeNormalizeV (sp -.- p)
|
||||
damageBlocks wall w
|
||||
= case wall ^? blHP of
|
||||
Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 5)) w (_blIDs wall)
|
||||
_ -> w
|
||||
wallV = (_wlLine wl !! 1 -.- _wlLine wl !! 0)
|
||||
reflectVel = safeNormalizeV $ reflectIn wallV (_btVel' bt)
|
||||
incFlamelets = over worldEvents $ (.) (makeFlameletTimed pOut reflectVel Nothing 3 20)
|
||||
{- Create flamelet on wall.
|
||||
-}
|
||||
bulIncWall' :: Particle -> Point2 -> Wall -> World -> World
|
||||
bulIncWall' bt p wl w = damageBlocks wl $ incFlamelets w
|
||||
where
|
||||
sp = head $ _btTrail' bt
|
||||
pOut = p +.+ safeNormalizeV (sp -.- p)
|
||||
damageBlocks wall w
|
||||
= case wall ^? blHP of
|
||||
Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 5)) w (_blIDs wall)
|
||||
_ -> w
|
||||
wallV = (_wlLine wl !! 1 -.- _wlLine wl !! 0)
|
||||
reflectVel = safeNormalizeV $ reflectIn wallV (_btVel' bt)
|
||||
incFlamelets = over worldEvents $ (.) (makeFlameletTimed pOut reflectVel Nothing 3 20)
|
||||
|
||||
bulConWall' :: Particle' -> Point2 -> Wall -> World -> World
|
||||
bulConWall' bt p wl w = damageBlocks wl
|
||||
$ mkwave
|
||||
w
|
||||
where sp = head $ _btTrail' bt
|
||||
pOut = p +.+ safeNormalizeV (sp -.- p)
|
||||
damageBlocks wall w
|
||||
= case wall ^? blHP of
|
||||
Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 5)) w (_blIDs wall)
|
||||
_ -> w
|
||||
wallV = (_wlLine wl !! 1 -.- _wlLine wl !! 0)
|
||||
mkwave = over worldEvents $ (.) (makeShockwaveAt [] p 15 4 1 white)
|
||||
{- Create a shockwave on wall-}
|
||||
bulConWall' :: Particle -> Point2 -> Wall -> World -> World
|
||||
bulConWall' bt p wl w = damageBlocks wl $ mkwave w
|
||||
where
|
||||
sp = head $ _btTrail' bt
|
||||
pOut = p +.+ safeNormalizeV (sp -.- p)
|
||||
damageBlocks wall w
|
||||
= case wall ^? blHP of
|
||||
Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 5)) w (_blIDs wall)
|
||||
_ -> w
|
||||
wallV = (_wlLine wl !! 1 -.- _wlLine wl !! 0)
|
||||
mkwave = over worldEvents $ (.) (makeShockwaveAt [] p 15 4 1 white)
|
||||
|
||||
hvBulHitWall' :: Particle' -> Point2 -> Wall -> World -> World
|
||||
hvBulHitWall' bt p x w = damageBlocks x
|
||||
$ set randGen g
|
||||
$ foldr ($) w (sparks pOut sv)
|
||||
where sp = head $ _btTrail' bt
|
||||
pOut = p +.+ safeNormalizeV (sp -.- p)
|
||||
(a, g) = randomR (-0.1,0.1) $ _randGen w
|
||||
spid = newKey $ _projectiles w
|
||||
reflectDir wall = a + (argV $ reflectIn
|
||||
(_wlLine wall !! 1 -.- _wlLine wall !! 0)
|
||||
(p -.- sp)
|
||||
)
|
||||
sv = unitVectorAtAngle $ reflectDir x
|
||||
damageBlocks wall w
|
||||
= case wall ^? blHP of
|
||||
Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 20)) w (_blIDs wall)
|
||||
_ -> w
|
||||
cs = take 10 $ randomRs (0,11) $ _randGen w
|
||||
ds = randomRs (-0.7,0.7) $ _randGen w
|
||||
ts = randomRs (4,8) $ _randGen w
|
||||
sparks pos vel = zipWith3 (\t c d -> createSpark t c pos (argV vel + d) Nothing) ts cs ds
|
||||
bulHitFF' :: Particle' -> Point2 -> ForceField -> World -> World
|
||||
hvBulHitWall' :: Particle -> Point2 -> Wall -> World -> World
|
||||
hvBulHitWall' bt p x w = damageBlocks x $ set randGen g $ foldr ($) w (sparks pOut sv)
|
||||
where
|
||||
sp = head $ _btTrail' bt
|
||||
pOut = p +.+ safeNormalizeV (sp -.- p)
|
||||
(a, g) = randomR (-0.1,0.1) $ _randGen w
|
||||
spid = newKey $ _projectiles w
|
||||
reflectDir wall = a + (argV $ reflectIn
|
||||
(_wlLine wall !! 1 -.- _wlLine wall !! 0)
|
||||
(p -.- sp)
|
||||
)
|
||||
sv = unitVectorAtAngle $ reflectDir x
|
||||
damageBlocks wall w
|
||||
= case wall ^? blHP of
|
||||
Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 20)) w (_blIDs wall)
|
||||
_ -> w
|
||||
cs = take 10 $ randomRs (0,11) $ _randGen w
|
||||
ds = randomRs (-0.7,0.7) $ _randGen w
|
||||
ts = randomRs (4,8) $ _randGen w
|
||||
sparks pos vel = zipWith3 (\t c d -> createSpark t c pos (argV vel + d) Nothing) ts cs ds
|
||||
|
||||
bulHitFF' :: Particle -> Point2 -> ForceField -> World -> World
|
||||
bulHitFF' _ _ _ = id
|
||||
|
||||
bulletEffect' :: HitEffect
|
||||
bulletEffect' = destroyOnImpact bulHitCr' bulHitWall' bulHitFF'
|
||||
|
||||
bulletParticleSideEffect :: Particle' -> HitEffect
|
||||
bulletParticleSideEffect :: Particle -> HitEffect
|
||||
bulletParticleSideEffect pt = destroyOnImpact mkPt mkPt noEff
|
||||
where mkPt _ p _ = over particles' ((:) pt {_btTrail' = [p]})
|
||||
where
|
||||
mkPt _ p _ = over particles ((pt {_btTrail' = [p]}) :)
|
||||
|
||||
aGenBulAt' :: Maybe Int -> Color -> Point2 -> Point2 -> HitEffect -> Float -> Particle'
|
||||
aGenBulAt' :: Maybe Int -> Color -> Point2 -> Point2 -> HitEffect -> Float -> Particle
|
||||
aGenBulAt' maycid col pos vel hiteff width = Bul'
|
||||
{ _ptDraw = drawBul
|
||||
, _ptUpdate' = mvGenBullet'
|
||||
@@ -242,7 +263,7 @@ aGenBulAt' maycid col pos vel hiteff width = Bul'
|
||||
, _btHitEffect' = hiteff
|
||||
}
|
||||
|
||||
aCurveBulAt :: Maybe Int -> Color -> Point2 -> Point2 -> Point2 -> HitEffect -> Float -> Particle'
|
||||
aCurveBulAt :: Maybe Int -> Color -> Point2 -> Point2 -> Point2 -> HitEffect -> Float -> Particle
|
||||
aCurveBulAt maycid col pos control targ hiteff width = Bul'
|
||||
{ _ptDraw = drawBul
|
||||
, _ptUpdate' = \w -> mvGenBullet' w . setVel
|
||||
|
||||
@@ -192,7 +192,7 @@ withVelWthHiteff
|
||||
-> World
|
||||
-> World
|
||||
withVelWthHiteff vel width hiteff cid w
|
||||
= over particles' ((:) newbul) $ set randGen g w
|
||||
= over particles (newbul : ) $ set randGen g w
|
||||
where
|
||||
cr = _creatures w IM.! cid
|
||||
newbul = aGenBulAt' (Just cid) (numColor colid) pos (rotateV dir vel) hiteff width
|
||||
@@ -281,7 +281,7 @@ spreadNumVelWthHiteff
|
||||
-> World
|
||||
-> World
|
||||
spreadNumVelWthHiteff spread num vel wth eff cid w
|
||||
= over particles' (newbuls ++) w
|
||||
= over particles (newbuls ++) w
|
||||
where
|
||||
cr = _creatures w IM.! cid
|
||||
newbuls = zipWith3 (\pos d colid -> aGenBulAt' (Just cid) (numColor colid)
|
||||
@@ -306,7 +306,7 @@ numVelWthHitEff
|
||||
-> World
|
||||
-> World
|
||||
numVelWthHitEff num vel wth eff cid w
|
||||
= over particles' (newbuls ++) w
|
||||
= over particles (newbuls ++) w
|
||||
where
|
||||
cr = _creatures w IM.! cid
|
||||
newbuls = zipWith (\pos colid -> aGenBulAt' (Just cid) (numColor colid)
|
||||
|
||||
@@ -28,9 +28,9 @@ makeButton c eff = Button
|
||||
--, _btText = "Button"
|
||||
, _btState = BtOff
|
||||
}
|
||||
where
|
||||
turnOn bt = bt {_btState = BtNoLabel, _btPict = onPict, _btEvent = (\_ -> id)}
|
||||
onPict = (onLayer WlLayer $ color c $ polygon $ rectNSEW (-3) (-5) 10 (-10))
|
||||
where
|
||||
turnOn bt = bt {_btState = BtNoLabel, _btPict = onPict, _btEvent = (\_ -> id)}
|
||||
onPict = onLayer WlLayer (color c $ polygon $ rectNSEW (-3) (-5) 10 (-10))
|
||||
|
||||
makeSwitch :: Color -> (World -> World) -> (World -> World) -> Button
|
||||
makeSwitch c effOn effOff = Button
|
||||
|
||||
@@ -23,47 +23,50 @@ import Data.Graph.Inductive.NodeMap
|
||||
-- probably don't have to rebuild the entire graph, oh well
|
||||
addButtonDoor :: Color -> Point2 -> Float -> Point2 -> Point2 -> World -> World
|
||||
addButtonDoor c btp btr a b w = over buttons (IM.insert bid bt)
|
||||
$ set pathPoints (foldr insertPoint IM.empty (labNodes newGraph))
|
||||
$ set pathGraph newGraph
|
||||
$ set pathGraph' newGraphPairs
|
||||
$ addTriggerDoor c cond a b w
|
||||
where bid = newKey $ _buttons w
|
||||
cond w = BtNoLabel == (_btState $ _buttons w IM.! bid)
|
||||
bt = (makeButton c eff) {_btPos = btp, _btRot = btr, _btID = bid}
|
||||
(newGraphPairs,removedPairs) = partition (not . isJust . uncurry (intersectSegSeg' a b))
|
||||
$ _pathGraph' w
|
||||
newGraph = pairsToGraph dist newGraphPairs
|
||||
insertPoint pp@(_,(x,y)) = insertInZoneWith (floorHun x) (floorHun y) (++) [pp]
|
||||
eff w' = over pathGraph' (removedPairs ++)
|
||||
. over pathGraph (flip run_ $ insMapEdgesM $ map f removedPairs) $ w'
|
||||
f (x,y) = (x,y,dist x y)
|
||||
$ set pathPoints (foldr insertPoint IM.empty (labNodes newGraph))
|
||||
$ set pathGraph newGraph
|
||||
$ set pathGraph' newGraphPairs
|
||||
$ addTriggerDoor c cond a b w
|
||||
where
|
||||
bid = newKey $ _buttons w
|
||||
cond w = BtNoLabel == _btState (_buttons w IM.! bid)
|
||||
bt = (makeButton c eff) {_btPos = btp, _btRot = btr, _btID = bid}
|
||||
(newGraphPairs,removedPairs) = partition (isNothing . uncurry (intersectSegSeg' a b))
|
||||
$ _pathGraph' w
|
||||
newGraph = pairsToGraph dist newGraphPairs
|
||||
insertPoint pp@(_,(x,y)) = insertInZoneWith (floorHun x) (floorHun y) (++) [pp]
|
||||
eff w' = over pathGraph' (removedPairs ++)
|
||||
. over pathGraph (flip run_ $ insMapEdgesM $ map f removedPairs) $ w'
|
||||
f (x,y) = (x,y,dist x y)
|
||||
|
||||
addSwitchDoor :: Color -> Point2 -> Float -> Point2 -> Point2 -> World -> World
|
||||
addSwitchDoor c btp btr a b w = over buttons (IM.insert bid bt)
|
||||
$ set pathPoints (foldr insertPoint IM.empty (labNodes newGraph))
|
||||
$ set pathGraph newGraph
|
||||
$ set pathGraph' newGraphPairs
|
||||
$ addTriggerDoor c cond a b w
|
||||
where bid = newKey $ _buttons w
|
||||
cond w = BtOn == (_btState $ _buttons w IM.! bid)
|
||||
bt = (makeSwitch c openDoor closeDoor) {_btPos = btp, _btRot = btr, _btID = bid}
|
||||
(newGraphPairs,removedPairs) = partition (not . isJust . uncurry (intersectSegSeg' a b))
|
||||
$ _pathGraph' w
|
||||
newGraph = pairsToGraph dist newGraphPairs
|
||||
insertPoint pp@(_,(x,y)) = insertInZoneWith (floorHun x) (floorHun y) (++) [pp]
|
||||
openDoor w' = over pathGraph' (removedPairs ++)
|
||||
. over pathGraph (flip run_ $ insMapEdgesM $ map f removedPairs) $ w'
|
||||
f (x,y) = (x,y,dist x y)
|
||||
closeDoor w' = over pathGraph' (\pg -> pg \\ removedPairs)
|
||||
. over pathGraph (flip run_ $ delMapEdgesM removedPairs) $ w'
|
||||
$ set pathPoints (foldr insertPoint IM.empty (labNodes newGraph))
|
||||
$ set pathGraph newGraph
|
||||
$ set pathGraph' newGraphPairs
|
||||
$ addTriggerDoor c cond a b w
|
||||
where
|
||||
bid = newKey $ _buttons w
|
||||
cond w = BtOn == _btState (_buttons w IM.! bid)
|
||||
bt = (makeSwitch c openDoor closeDoor) {_btPos = btp, _btRot = btr, _btID = bid}
|
||||
(newGraphPairs,removedPairs) = partition (isNothing . uncurry (intersectSegSeg' a b))
|
||||
$ _pathGraph' w
|
||||
newGraph = pairsToGraph dist newGraphPairs
|
||||
insertPoint pp@(_,(x,y)) = insertInZoneWith (floorHun x) (floorHun y) (++) [pp]
|
||||
openDoor w' = over pathGraph' (removedPairs ++)
|
||||
. over pathGraph (flip run_ $ insMapEdgesM $ map f removedPairs) $ w'
|
||||
f (x,y) = (x,y,dist x y)
|
||||
closeDoor w' = over pathGraph' (\\ removedPairs)
|
||||
. over pathGraph (flip run_ $ delMapEdgesM removedPairs) $ w'
|
||||
|
||||
addTriggerDoor :: Color -> (World -> Bool) -> Point2 -> Point2 -> World -> World
|
||||
addTriggerDoor c cond a b = over walls (triggerDoor c cond a b)
|
||||
|
||||
triggerDoor :: Color -> (World -> Bool) -> Point2 -> Point2 -> IM.IntMap Wall -> IM.IntMap Wall
|
||||
triggerDoor c cond a b wls = IM.union wls $ IM.fromList $ zip is $ mkTriggerDoor c cond a b is
|
||||
where i = newKey wls
|
||||
is = [i..]
|
||||
where
|
||||
i = newKey wls
|
||||
is = [i..]
|
||||
|
||||
mkTriggerDoor :: Color -> (World -> Bool) -> Point2 -> Point2 -> [Int] -> [Wall]
|
||||
mkTriggerDoor c cond pl pr xs = addSound $ zipWith3 (triggerDoorPane c cond)
|
||||
@@ -100,7 +103,8 @@ mkTriggerDoor c cond pl pr xs = addSound $ zipWith3 (triggerDoorPane c cond)
|
||||
= soundFrom (WallSound (head xs)) (fromIntegral doorSound) 1 0
|
||||
$ dm w
|
||||
| otherwise = dm w
|
||||
where wp = (_wlLine $ _walls w IM.! (head xs)) !! 1
|
||||
where
|
||||
wp = _wlLine (_walls w IM.! (head xs)) !! 1
|
||||
|
||||
triggerDoorPane :: Color -> (World -> Bool) -> Int -> [Point2] -> [Point2] -> Wall
|
||||
triggerDoorPane c cond n closedPos openPos = Door
|
||||
@@ -113,22 +117,22 @@ triggerDoorPane c cond n closedPos openPos = Door
|
||||
, _wlIsSeeThrough = False
|
||||
, _doorPathable = False
|
||||
}
|
||||
where
|
||||
a = closedPos !! 0
|
||||
b = closedPos !! 1
|
||||
dm w | cond w = flip (foldr changeZonedWall) zoneps
|
||||
$ over walls (IM.adjust openDoor n) w -- . wlLine . ix 0) (mvPointToward a')
|
||||
| otherwise = flip (foldr changeZonedWall') zoneps
|
||||
$ over walls (IM.adjust closeDoor n) w -- . wlLine . ix 0) (mvPointToward a)
|
||||
zoneps | dist a b <= 2 * zoneSize = [zoneOfPoint $ pHalf a b]
|
||||
| otherwise = map zoneOfPoint $ divideLine (2*zoneSize) a b
|
||||
mvP !ep !p = mvPointTowardAtSpeed 2 ep p
|
||||
moveToward :: [Point2] -> Wall -> Wall
|
||||
moveToward !ps w = let !newPs = zipWith mvP ps $ _wlLine w
|
||||
in deepseq newPs $ w {_wlLine = newPs}
|
||||
openDoor = moveToward openPos
|
||||
closeDoor = moveToward closedPos
|
||||
changeZonedWall (!x,!y)
|
||||
= over wallsZone $ adjustIMZone openDoor x y n
|
||||
changeZonedWall' (!x,!y)
|
||||
= over wallsZone $ adjustIMZone closeDoor x y n
|
||||
where
|
||||
a = closedPos !! 0
|
||||
b = closedPos !! 1
|
||||
dm w | cond w = flip (foldr changeZonedWall) zoneps
|
||||
$ over walls (IM.adjust openDoor n) w -- . wlLine . ix 0) (mvPointToward a')
|
||||
| otherwise = flip (foldr changeZonedWall') zoneps
|
||||
$ over walls (IM.adjust closeDoor n) w -- . wlLine . ix 0) (mvPointToward a)
|
||||
zoneps | dist a b <= 2 * zoneSize = [zoneOfPoint $ pHalf a b]
|
||||
| otherwise = map zoneOfPoint $ divideLine (2*zoneSize) a b
|
||||
mvP !ep !p = mvPointTowardAtSpeed 2 ep p
|
||||
moveToward :: [Point2] -> Wall -> Wall
|
||||
moveToward !ps w = let !newPs = zipWith mvP ps $ _wlLine w
|
||||
in deepseq newPs $ w {_wlLine = newPs}
|
||||
openDoor = moveToward openPos
|
||||
closeDoor = moveToward closedPos
|
||||
changeZonedWall (!x,!y)
|
||||
= over wallsZone $ adjustIMZone openDoor x y n
|
||||
changeZonedWall' (!x,!y)
|
||||
= over wallsZone $ adjustIMZone closeDoor x y n
|
||||
|
||||
+48
-46
@@ -67,7 +67,7 @@ drawLocations w = displayListTopLeft locs w
|
||||
locs = map (\(_,s) -> (s,white)) . IM.elems . _seenLocations $ w
|
||||
locPoss = map (cartePosToScreen w . ($ w) . fst) . IM.elems . _seenLocations $ w
|
||||
zoom = _carteZoom w
|
||||
locTexts = fst . unzip $ locs
|
||||
locTexts = map fst locs
|
||||
bFunc (x,y) (z,w) = pictures
|
||||
[ bezierQuad (withAlpha 0.0 white) (withAlpha 0.2 white) 0.050 0.010 (x,y) (0,y) (z,w)
|
||||
, bezierQuad (withAlpha 0.0 white) (withAlpha 0.5 white) 0.045 0.005 (x,y) (0,y) (z,w)
|
||||
@@ -104,63 +104,65 @@ mapWall w wl =
|
||||
t = normalizeV (y -.- x)
|
||||
-- n2 = 2 *.* vNormal t
|
||||
n2 = 20 *.* vNormal t
|
||||
(x:y:_) = (_wlLine wl)
|
||||
(x:y:_) = _wlLine wl
|
||||
c = _wlColor wl
|
||||
|
||||
|
||||
{- Pictures of popup text for items close to your position.-}
|
||||
closeObjectTexts :: World -> Picture
|
||||
closeObjectTexts w = pictures $ (zipWith renderList [0..] $ map colAndText $ _closeActiveObjects w)
|
||||
closeObjectTexts w = pictures $ zipWith renderList [0..] (map colAndText $ _closeActiveObjects w)
|
||||
++ maybeToList maybeLine
|
||||
where colAndText (Left x) = (_itInvColor $ _flIt x, _itName $ _flIt x)
|
||||
colAndText (Right x) = (white, _btText x)
|
||||
renderList i (c,t) = scale (2/_windowX w) (2/_windowY w)
|
||||
. tran
|
||||
. translate (xtran i) (0 - 20 * fromIntegral i)
|
||||
. scale 0.1 0.1
|
||||
. color c
|
||||
$ text t
|
||||
tran = translate (pushout - halfWidth w) (halfHeight w - 20* (fromIntegral invPos +1))
|
||||
youSel = _crInvSel $ you w
|
||||
freeSlot = mayIt >>= \it -> checkInvSlotsYou (_flIt it) w
|
||||
invPos = fromMaybe youSel freeSlot
|
||||
mayObj = listToMaybe $ _closeActiveObjects w
|
||||
mayIt = mayObj >>= maybeLeft
|
||||
maybeLeft (Left x) = Just x
|
||||
maybeLeft _ = Nothing
|
||||
pushout = 140
|
||||
xtran 0 = case mayIt of Nothing -> 25
|
||||
_ -> -25
|
||||
xtran _ = 0
|
||||
objPos obj = case obj of Left flit -> _flItPos flit
|
||||
Right bt -> _btPos bt
|
||||
mayScreenPos = mayObj >>= (\theObj -> Just (worldPosToScreen w $ objPos theObj))
|
||||
sc (x, y) = (x*2/_windowX w, y*2/_windowY w)
|
||||
maybeLine = do
|
||||
itScreenPos <- mayScreenPos
|
||||
theText <- fmap (snd . colAndText) mayObj
|
||||
let textWidth = 9 * fromIntegral (length theText)
|
||||
let col = fromMaybe white $ fmap (_itInvColor . _flIt) mayIt
|
||||
let p = (textWidth + xtran 0 + pushout - halfWidth w
|
||||
, halfHeight w - 20* (fromIntegral invPos +1) + 2.5
|
||||
)
|
||||
let p' = ( pushout - halfWidth w + 130
|
||||
, halfHeight w - 20* (fromIntegral invPos +1) + 2.5
|
||||
)
|
||||
return $ lineCol
|
||||
[(itScreenPos, withAlpha 0 col)
|
||||
,(sc p' , col)
|
||||
,(sc p , col)
|
||||
]
|
||||
where
|
||||
colAndText (Left x) = (_itInvColor $ _flIt x, _itName $ _flIt x)
|
||||
colAndText (Right x) = (white, _btText x)
|
||||
renderList i (c,t) = scale (2/_windowX w) (2/_windowY w)
|
||||
. tran
|
||||
. translate (xtran i) (0 - 20 * fromIntegral i)
|
||||
. scale 0.1 0.1
|
||||
. color c
|
||||
$ text t
|
||||
tran = translate (pushout - halfWidth w) (halfHeight w - 20* (fromIntegral invPos +1))
|
||||
youSel = _crInvSel $ you w
|
||||
freeSlot = mayIt >>= \it -> checkInvSlotsYou (_flIt it) w
|
||||
invPos = fromMaybe youSel freeSlot
|
||||
mayObj = listToMaybe $ _closeActiveObjects w
|
||||
mayIt = mayObj >>= maybeLeft
|
||||
maybeLeft (Left x) = Just x
|
||||
maybeLeft _ = Nothing
|
||||
pushout = 140
|
||||
xtran 0 = case mayIt of Nothing -> 25
|
||||
_ -> -25
|
||||
xtran _ = 0
|
||||
objPos obj = case obj of Left flit -> _flItPos flit
|
||||
Right bt -> _btPos bt
|
||||
mayScreenPos = mayObj >>= (\theObj -> Just (worldPosToScreen w $ objPos theObj))
|
||||
sc (x, y) = (x*2/_windowX w, y*2/_windowY w)
|
||||
maybeLine = do
|
||||
itScreenPos <- mayScreenPos
|
||||
theText <- fmap (snd . colAndText) mayObj
|
||||
let textWidth = 9 * fromIntegral (length theText)
|
||||
let col = maybe white (_itInvColor . _flIt) mayIt
|
||||
let p = (textWidth + xtran 0 + pushout - halfWidth w
|
||||
, halfHeight w - 20* (fromIntegral invPos +1) + 2.5
|
||||
)
|
||||
let p' = ( pushout - halfWidth w + 130
|
||||
, halfHeight w - 20* (fromIntegral invPos +1) + 2.5
|
||||
)
|
||||
return $ lineCol
|
||||
[(itScreenPos, withAlpha 0 col)
|
||||
,(sc p' , col)
|
||||
,(sc p , col)
|
||||
]
|
||||
|
||||
{- Add coloured drop shadow. -}
|
||||
dShadCol :: Color -> Picture -> Picture
|
||||
dShadCol c p = pictures $
|
||||
dShadCol c p = pictures
|
||||
[ color black $ uncurry translate (1.2,-1.2) p
|
||||
, color c p
|
||||
]
|
||||
|
||||
drawListCursor :: Color -> Int -> World -> Picture
|
||||
drawListCursor c iPos w = scale (2 / _windowX w) (2 / _windowY w)
|
||||
. translate (105-halfWidth w) (halfHeight w - (20* (fromIntegral iPos)) - 20)
|
||||
. translate (105-halfWidth w) (halfHeight w - (20* fromIntegral iPos) - 20)
|
||||
$ lineCol [(( 100,12.5) ,withAlpha 0 c)
|
||||
,((-100,12.5) ,c)
|
||||
,((-100,-7.5) ,c)
|
||||
|
||||
+67
-59
@@ -22,7 +22,7 @@ worldPictures w = pictures $ concat
|
||||
, map clDraw . IM.elems $ _clouds w
|
||||
, map ppDraw . IM.elems $ _pressPlates w
|
||||
, map btDraw (IM.elems (_buttons w))
|
||||
, map (\pt -> _ptDraw pt pt) $ _particles' w
|
||||
, map (\pt -> _ptDraw pt pt) $ _particles w
|
||||
, map drawWallFloor (wallFloorsToDraw w)
|
||||
, testPic w
|
||||
]
|
||||
@@ -54,14 +54,16 @@ btDraw :: Button -> Picture
|
||||
btDraw c = uncurry translate (_btPos c) $ rotate (_btRot c) (_btPict c)
|
||||
|
||||
clDraw :: Cloud -> Picture
|
||||
clDraw c = uncurry translate (_clPos c) $ (_clPict c c)
|
||||
clDraw c = uncurry translate (_clPos c) (_clPict c c)
|
||||
|
||||
|
||||
wallFloorsToDraw :: World -> [Wall]
|
||||
wallFloorsToDraw w = filter isVisible $ IM.elems $ wallsOnScreen w
|
||||
where onScreen wall = lineOnScreen w (_wlLine wall)
|
||||
isVisible wl | wl ^? blVisible == Just False = False
|
||||
| otherwise = onScreen wl
|
||||
where
|
||||
onScreen wall = lineOnScreen w (_wlLine wall)
|
||||
isVisible wl
|
||||
| wl ^? blVisible == Just False = False
|
||||
| otherwise = onScreen wl
|
||||
|
||||
wallsOnScreen :: World -> IM.IntMap Wall
|
||||
wallsOnScreen w = wallsNearZones (zoneOfScreen w) w
|
||||
@@ -76,26 +78,28 @@ drawWallFloor wl = if _wlIsSeeThrough wl
|
||||
n2 = 15 *.* (vNormal . errorNormalizeVDR $ y -.- x)
|
||||
|
||||
errorNormalizeVDR :: Point2 -> Point2
|
||||
errorNormalizeVDR (0,0) = error $ "problem with function: errorNormalizeVDR in DodgeRendering"
|
||||
errorNormalizeVDR (0,0) = error "problem with function: errorNormalizeVDR in DodgeRendering"
|
||||
errorNormalizeVDR p = normalizeV p
|
||||
|
||||
printPoint :: Point2 -> Picture
|
||||
printPoint p = color white $ uncurry translate p $ pictures [circle 3 ,scale 0.05 0.05 $ text (show p)]
|
||||
|
||||
printRotPoint :: Float -> Point2 -> Picture
|
||||
printRotPoint r p = color white $ uncurry translate p $ pictures [circle 3
|
||||
, rotate (0 - r) $ scale 0.1 0.1 $ text (show p)]
|
||||
printRotPoint r p = color white
|
||||
. uncurry translate p
|
||||
$ pictures [circle 3 , rotate (negate r) $ scale 0.1 0.1 $ text (show p)]
|
||||
|
||||
outsideScreenPolygon :: World -> [Point2]
|
||||
outsideScreenPolygon w = [tr,tl,bl,br]
|
||||
where scRot = rotateV (_cameraRot w)
|
||||
scZoom p | _cameraZoom w /= 0 = (1/_cameraZoom w) *.* p
|
||||
scTran p = p +.+ _cameraCenter w
|
||||
tr = scTran $ scRot $ scZoom ( 3*halfWidth w , 3* halfHeight w)
|
||||
tl = scTran $ scRot $ scZoom (- (3*halfWidth w), 3* halfHeight w)
|
||||
br = scTran $ scRot $ scZoom ( 3*halfWidth w ,- (3* halfHeight w))
|
||||
bl = scTran $ scRot $ scZoom (- (3*halfWidth w),- (3* halfHeight w))
|
||||
x = halfWidth w + halfHeight w
|
||||
where
|
||||
scRot = rotateV (_cameraRot w)
|
||||
scZoom p | _cameraZoom w /= 0 = (1/_cameraZoom w) *.* p
|
||||
scTran p = p +.+ _cameraCenter w
|
||||
tr = scTran $ scRot $ scZoom ( 3*halfWidth w , 3* halfHeight w)
|
||||
tl = scTran $ scRot $ scZoom (- (3*halfWidth w), 3* halfHeight w)
|
||||
br = scTran $ scRot $ scZoom ( 3*halfWidth w ,- (3* halfHeight w))
|
||||
bl = scTran $ scRot $ scZoom (- (3*halfWidth w),- (3* halfHeight w))
|
||||
x = halfWidth w + halfHeight w
|
||||
|
||||
wallShadowsToDraw :: World -> [Wall]
|
||||
wallShadowsToDraw w = filter (fromMaybe True . (^? blVisible))
|
||||
@@ -107,43 +111,46 @@ wallShadowsToDraw w = filter (fromMaybe True . (^? blVisible))
|
||||
lineOnScreenCone :: World -> [Point2] -> Bool
|
||||
lineOnScreenCone w (p1:p2:_) = errorPointInPolygon 8 p1 sp || errorPointInPolygon 9 p2 sp
|
||||
|| any (isJust . uncurry (intersectSegSeg' p1 p2)) sps
|
||||
where sp' = screenPolygon w
|
||||
vp = _cameraViewFrom w
|
||||
sp | pointInPolygon vp sp' = sp'
|
||||
| otherwise = orderPolygon $ (_cameraViewFrom w : sp')
|
||||
sps = zip sp (tail sp ++ [head sp])
|
||||
where
|
||||
sp' = screenPolygon w
|
||||
vp = _cameraViewFrom w
|
||||
sp | pointInPolygon vp sp' = sp'
|
||||
| otherwise = orderPolygon (_cameraViewFrom w : sp')
|
||||
sps = zip sp (tail sp ++ [head sp])
|
||||
|
||||
|
||||
lineOnScreen :: World -> [Point2] -> Bool
|
||||
lineOnScreen w (p1:p2:_) = errorPointInPolygon 8 p1 sp || errorPointInPolygon 9 p2 sp
|
||||
|| any (isJust . uncurry (intersectSegSeg' p1 p2)) sps
|
||||
where sp = screenPolygon w
|
||||
sps = zip sp (tail sp ++ [head sp])
|
||||
where
|
||||
sp = screenPolygon w
|
||||
sps = zip sp (tail sp ++ [head sp])
|
||||
|
||||
drawWallFace :: World -> Wall -> Picture
|
||||
drawWallFace w wall
|
||||
| isRHS sightFrom x y || _wlIsSeeThrough wall = blank
|
||||
| otherwise = setDepth (-1) . color (withAlpha 0 black) . polygon $ points
|
||||
where
|
||||
(x:y:_) = _wlLine wall
|
||||
points = extendConeToScreenEdge w sightFrom (x,y)
|
||||
sightFrom = _cameraViewFrom w
|
||||
where
|
||||
(x:y:_) = _wlLine wall
|
||||
points = extendConeToScreenEdge w sightFrom (x,y)
|
||||
sightFrom = _cameraViewFrom w
|
||||
|
||||
-- the following assumes that the point a is inside the screen
|
||||
-- it still works otherwise, but it might intersect two points:
|
||||
-- it is not obvious which will be returned
|
||||
intersectLinefromScreen :: World -> Point2 -> Point2 -> Maybe Point2
|
||||
intersectLinefromScreen w a b = listToMaybe
|
||||
. mapMaybe (\(x,y) -> intersectSegLineFrom' x y b (b +.+ b -.- a))
|
||||
. makeLoopPairs
|
||||
$ screenPolygon w
|
||||
. mapMaybe (\(x,y) -> intersectSegLineFrom' x y b (b +.+ b -.- a))
|
||||
. makeLoopPairs
|
||||
$ screenPolygon w
|
||||
|
||||
extendConeToScreenEdge :: World -> Point2 -> (Point2,Point2) -> [Point2]
|
||||
extendConeToScreenEdge w c (x,y) = orderPolygon $ wallScreenIntersect ++ [x,y] ++ borderPs ++ cornerPs
|
||||
where borderPs = mapMaybe (intersectLinefromScreen w c) [x,y]
|
||||
cornerPs = filter (pointIsInCone c (x,y)) $ screenPolygon w
|
||||
wallScreenIntersect = mapMaybe (uncurry $ intersectSegSeg' y ((2*.*y) -.- x))
|
||||
. makeLoopPairs $ screenPolygon w
|
||||
where
|
||||
borderPs = mapMaybe (intersectLinefromScreen w c) [x,y]
|
||||
cornerPs = filter (pointIsInCone c (x,y)) $ screenPolygon w
|
||||
wallScreenIntersect = mapMaybe (uncurry $ intersectSegSeg' y ((2*.*y) -.- x))
|
||||
. makeLoopPairs $ screenPolygon w
|
||||
|
||||
rectangleSolid x y = polygon [(x,y),(x,-y),(-x,-y),(-x,y)]
|
||||
|
||||
@@ -154,47 +161,48 @@ drawItem flIt = uncurry translate (_flItPos flIt)
|
||||
|
||||
ffToDraw :: World -> [ForceField]
|
||||
ffToDraw w = filter (lineOnScreen w . _ffLine) $
|
||||
IM.elems $ fmap (over ffLine (map (\p->p -.- _cameraCenter w))) $
|
||||
IM.elems $ over ffLine (map ( -.- _cameraCenter w)) <$>
|
||||
_forceFields w
|
||||
|
||||
drawFF :: ForceField -> Picture
|
||||
drawFF (FF {_ffLine = l, _ffColor = col}) = pictures [color white $ line l, color col
|
||||
$ lineOfThickness 6 l ]
|
||||
|
||||
|
||||
drawFFShadow :: World -> ForceField -> [Picture]
|
||||
drawFFShadow w ff
|
||||
| youOnFF = []
|
||||
| otherwise = map (rotate ( _cameraRot w) . pane)
|
||||
[0,0.05..0.25]
|
||||
where p = rotateV (-_cameraRot w) $ ypShift
|
||||
x = rotateV (-_cameraRot w) x'
|
||||
y = rotateV (-_cameraRot w) y'
|
||||
yp = _crPos $ you w
|
||||
(x1:y1:_) = _ffLine ff
|
||||
(x':y':_) | isRHS x1 y1 yp = (y1:x1:[])
|
||||
| otherwise = (x1:y1:[])
|
||||
fCol = color (_ffColor ff)
|
||||
col = _ffColor ff
|
||||
ypShift = yp -.- _cameraCenter w
|
||||
youOnFF = circOnSeg x' y' ypShift (_crRad $ you w)
|
||||
pane j = color (withAlpha 0.1 col)
|
||||
$ polygon
|
||||
$ [ x
|
||||
, x +.+ ((0.1 + j) *.* (x -.- ypShift))
|
||||
, y +.+ ((0.1 + j) *.* (y -.- ypShift))
|
||||
, y]
|
||||
| otherwise = map (rotate ( _cameraRot w) . pane) [0,0.05..0.25]
|
||||
where
|
||||
p = rotateV (-_cameraRot w) ypShift
|
||||
x = rotateV (-_cameraRot w) x'
|
||||
y = rotateV (-_cameraRot w) y'
|
||||
yp = _crPos $ you w
|
||||
(x1:y1:_) = _ffLine ff
|
||||
(x':y':_) | isRHS x1 y1 yp = [y1,x1]
|
||||
| otherwise = [x1,y1]
|
||||
fCol = color (_ffColor ff)
|
||||
col = _ffColor ff
|
||||
ypShift = yp -.- _cameraCenter w
|
||||
youOnFF = circOnSeg x' y' ypShift (_crRad $ you w)
|
||||
pane j = color (withAlpha 0.1 col)
|
||||
$ polygon
|
||||
[ x
|
||||
, x +.+ ((0.1 + j) *.* (x -.- ypShift))
|
||||
, y +.+ ((0.1 + j) *.* (y -.- ypShift))
|
||||
, y]
|
||||
|
||||
wallsPointsAndCols :: World -> [((Point2,Point2),Point4)]
|
||||
wallsPointsAndCols w = map f . filter (not . _wlIsSeeThrough) . IM.elems $ wallsNearZones (zoneOfDoubleScreen w) w
|
||||
where linePairs (x:y:_) = (x,y)
|
||||
f wl = (linePairs $ _wlLine wl, _wlColor wl)
|
||||
where
|
||||
linePairs (x:y:_) = (x,y)
|
||||
f wl = (linePairs $ _wlLine wl, _wlColor wl)
|
||||
|
||||
wallsWindows :: World -> [((Point2,Point2),Point4)]
|
||||
wallsWindows w = map f . filter (fromMaybe True . (^? blVisible)) .
|
||||
filter _wlIsSeeThrough . IM.elems $ wallsNearZones (zoneOfDoubleScreen w) w
|
||||
where linePairs (x:y:_) = (x,y)
|
||||
f wl = (linePairs $ _wlLine wl, _wlColor wl)
|
||||
where
|
||||
linePairs (x:y:_) = (x,y)
|
||||
f wl = (linePairs $ _wlLine wl, _wlColor wl)
|
||||
|
||||
wallsForShadows :: World -> [(Point2,Point2)]
|
||||
wallsForShadows w = map (linePairs . _wlLine)
|
||||
|
||||
@@ -25,10 +25,10 @@ roomOctogon x = Room
|
||||
, _rmPath = [((0,x),(0,-(x+40)))
|
||||
,((0,-(x+40)),(0,x))]
|
||||
, _rmPS =
|
||||
[PS (fx,fx) 0 $ putLamp
|
||||
,PS (-fx,fx) 0 $ putLamp
|
||||
,PS (fx,-fx) 0 $ putLamp
|
||||
,PS (-fx,-fx) 0 $ putLamp
|
||||
[PS (fx,fx) 0 putLamp
|
||||
,PS (-fx,fx) 0 putLamp
|
||||
,PS (fx,-fx) 0 putLamp
|
||||
,PS (-fx,-fx) 0 putLamp
|
||||
,crystalLine (-x,x/2) (negate (x/2), x)
|
||||
,crystalLine (x,x/2) (x/2, x)
|
||||
,crystalLine (x/2,-x) (x,negate (x/2))
|
||||
|
||||
@@ -21,7 +21,8 @@ branchRectWith t = do
|
||||
y <- state $ randomR (100,200)
|
||||
b <- t
|
||||
root <- randomiseOutLinks $ roomRectAutoLinks x y
|
||||
return $ Node (Left root) [Node (Right door) [], fmap rToL $ treeFromTrunk [Left door] b]
|
||||
where rToL :: Either a a -> Either a a
|
||||
rToL (Right r) = Left r
|
||||
rToL (Left r) = Left r
|
||||
return $ Node (Left root) [Node (Right door) [], rToL <$> treeFromTrunk [Left door] b]
|
||||
where
|
||||
rToL :: Either a a -> Either a a
|
||||
rToL (Right r) = Left r
|
||||
rToL (Left r) = Left r
|
||||
|
||||
@@ -13,5 +13,5 @@ linksOnPath r = all pointOnPath linkPoints
|
||||
pathConnected :: Room -> Bool
|
||||
pathConnected = isSingleton . pairsToSCC . _rmPath
|
||||
where
|
||||
isSingleton (_:[]) = True
|
||||
isSingleton _ = False
|
||||
isSingleton [] = True
|
||||
isSingleton _ = False
|
||||
|
||||
@@ -3,6 +3,9 @@ module Dodge.Room.Corridor
|
||||
import Dodge.Room.Data
|
||||
import Geometry
|
||||
|
||||
{- First exit due north, two other exits at angles next to this.
|
||||
Entrance from south.
|
||||
-}
|
||||
corridor :: Room
|
||||
corridor = Room
|
||||
{ _rmPolys = [rectNSWE 80 0 0 40
|
||||
@@ -10,15 +13,13 @@ corridor = Room
|
||||
-- ,[(40,0), (0,0) +.+ rotateV (0-pi/3) (40,0),( 0, 0)]
|
||||
]
|
||||
, _rmLinks = lnks
|
||||
, _rmPath = concatMap (doublePair . (,) (20,60)) $ map fst lnks
|
||||
, _rmPath = concatMap (doublePair . (,) (20,60) . fst) lnks
|
||||
, _rmPS = []
|
||||
, _rmBound = rectNSWE 50 30 0 40
|
||||
}
|
||||
where
|
||||
lnks =
|
||||
[((20,70) ,0)
|
||||
-- ,((20,80) +.+ rotateV (0-pi/3) (-10,0), pi/6)
|
||||
-- ,((20,80) +.+ rotateV ( pi/3) ( 10,0),0-pi/6)
|
||||
,((20,70), pi/6)
|
||||
,((20,70), 0-pi/6)
|
||||
,((20,10) ,pi)
|
||||
@@ -39,11 +40,11 @@ corridorN = Room
|
||||
|
||||
tEast :: Room
|
||||
tEast = Room
|
||||
{ _rmPolys = [rectNSWE 80 0 (-20) (20)
|
||||
{ _rmPolys = [rectNSWE 80 0 (-20) 20
|
||||
,rectNSWE 80 40 (-40) 40
|
||||
]
|
||||
, _rmLinks = lnks
|
||||
, _rmPath = concatMap (doublePair . (,) (0,60)) $ map fst lnks
|
||||
, _rmPath = concatMap (doublePair . (,) (0,60) . fst) lnks
|
||||
, _rmPS = []
|
||||
, _rmBound = rectNSWE 70 10 0 40
|
||||
}
|
||||
@@ -53,11 +54,11 @@ tEast = Room
|
||||
]
|
||||
tWest :: Room
|
||||
tWest = Room
|
||||
{ _rmPolys = [rectNSWE 80 0 (-20) (20)
|
||||
{ _rmPolys = [rectNSWE 80 0 (-20) 20
|
||||
,rectNSWE 80 40 (-40) 40
|
||||
]
|
||||
, _rmLinks = lnks
|
||||
, _rmPath = concatMap (doublePair . (,) (0,60)) $ map fst lnks
|
||||
, _rmPath = concatMap (doublePair . (,) (0,60) . fst) lnks
|
||||
, _rmPS = []
|
||||
, _rmBound = rectNSWE 70 10 0 40
|
||||
}
|
||||
|
||||
@@ -48,8 +48,9 @@ This is intended to work when the external point is an outgoing link from anothe
|
||||
shiftRoomToLink :: (Point2,Float) -> Room -> Room
|
||||
shiftRoomToLink l r
|
||||
= shiftRoomBy l
|
||||
. shiftRoomBy ((0,0) -.- (rotateV (pi-a) p),0)
|
||||
$ shiftRoomBy ((0,0),pi-a) r
|
||||
. shiftRoomBy ((0,0) -.- rotateV (pi-a) p , 0)
|
||||
$ shiftRoomBy ((0,0) ,pi-a)
|
||||
r
|
||||
where
|
||||
(p,a) = last $ _rmLinks r
|
||||
|
||||
|
||||
@@ -60,7 +60,7 @@ crystalLine a b = PS
|
||||
up = vNormal left
|
||||
|
||||
windowLineType :: Point2 -> Point2 -> PSType
|
||||
windowLineType a b = PutLineBlock baseWindowPane 8 8 a b
|
||||
windowLineType = PutLineBlock baseWindowPane 8 8
|
||||
|
||||
baseBlockPane :: Wall
|
||||
baseBlockPane = Block
|
||||
|
||||
@@ -19,7 +19,7 @@ import Dodge.Creature
|
||||
import Dodge.Default
|
||||
import Geometry
|
||||
|
||||
import Data.List (nub,nubBy,sortBy)
|
||||
import Data.List (nub,nubBy,sortBy,minimumBy)
|
||||
import Data.Function (on)
|
||||
import Control.Lens
|
||||
import Control.Monad
|
||||
@@ -39,7 +39,7 @@ roomRect x y xn yn = Room
|
||||
{ _rmPolys = [rectNSWE y 0 0 x ]
|
||||
, _rmLinks = lnks
|
||||
, _rmPath = concatMap doublePair pth
|
||||
, _rmPS = [PS (x/2,y/2) 0 $ putLamp]
|
||||
, _rmPS = [PS (x/2,y/2) 0 putLamp]
|
||||
, _rmBound = rectNSWE (y+5) (-5) (-5) (x+5)
|
||||
}
|
||||
where
|
||||
@@ -76,7 +76,8 @@ makeRect x y = [((0,0),(x,0))
|
||||
|
||||
linksAndPath :: [(Point2,Float)] -> [(Point2,Point2)] -> [(Point2,Point2)]
|
||||
linksAndPath lnks subpth = subpth ++ concatMap linkClosest lnks
|
||||
where linkClosest (p,_) = doublePair (p, head $ sortBy (compare `on` dist p) $ map fst subpth)
|
||||
where
|
||||
linkClosest (p,_) = doublePair (p, minimumBy (compare `on` dist p) $ map fst subpth)
|
||||
|
||||
{- Combines two rooms into one room.
|
||||
Combines into one big bound, concatenates the rest.
|
||||
@@ -174,7 +175,7 @@ fourthCornerWall w = do
|
||||
, PS (0,10) 0 putLamp
|
||||
, PS (0,2*w-20) pi PutNothing
|
||||
, blockLine (w/2,w/2) (0,w)
|
||||
, blockLine (negate $ w,w) (0,w)
|
||||
, blockLine (negate w,w) (0,w)
|
||||
]
|
||||
, [ PS (10-w,w) 0 putLamp
|
||||
, PS (w-10,w) 0 putLamp
|
||||
@@ -211,20 +212,16 @@ shufflePlacements r = do
|
||||
newPSs <- shuffle $ _rmPS r
|
||||
return $ r & rmPS .~ newPSs
|
||||
|
||||
putDefaultFlIt :: Item -> PSType
|
||||
putDefaultFlIt itm = PutFlIt itm
|
||||
|
||||
testRoom :: RandomGen g => State g Room
|
||||
testRoom = do
|
||||
corners <- replicateM 4 . join $ takeOne [fourthWall 100, fourthCornerWall 100]
|
||||
nItms <- state $ randomR (1,2)
|
||||
itms <- takeN nItms $ fmap putDefaultFlIt $ [autoRadar,autoSonar,remoteLauncher,jetPack,blinkGun] ++ replicate 5 (medkit 500)
|
||||
itms <- takeN nItms $ fmap PutFlIt $ [autoRadar,autoSonar,remoteLauncher,jetPack,blinkGun] ++ replicate 5 (medkit 500)
|
||||
nCrits <- state $ randomR (1,3)
|
||||
crits <- takeN nCrits $ fmap PutCrit $ [spreadGunCrit,pistolCrit,autoCrit,armourChaseCrit]
|
||||
++ replicate 20 chaseCrit
|
||||
randomiseAllLinks =<<
|
||||
( fmap (fillNothingPlacements $ crits ++ itms)
|
||||
. shufflePlacements
|
||||
randomiseAllLinks . (fillNothingPlacements $ crits ++ itms) =<<
|
||||
( shufflePlacements
|
||||
. foldr1 combineRooms
|
||||
$ zipWith (\r a -> shiftRoomBy ((0,0),a) r) corners [0,pi/2,pi,3*pi/2]
|
||||
)
|
||||
|
||||
@@ -37,12 +37,12 @@ litCorridor90 = do
|
||||
,((40,h-40),(20,h-40))
|
||||
]
|
||||
, _rmPS =
|
||||
[ PS (20,h-5) 0 $ putLamp
|
||||
[ PS (20,h-5) 0 putLamp
|
||||
, windowLine (0,h-20) (40,h-20)
|
||||
, PS (-50,h-85) 0 $ putLamp
|
||||
, PS (-50,h-85) 0 putLamp
|
||||
, windowLine (0-40,h-60) (0-40,h-100)
|
||||
, PS ( 20,h-40) 0 $ PutID 0
|
||||
, PS (-20,h-80) 0 $ PutID 2
|
||||
, PS ( 20,h-40) 0 $ PutID 0
|
||||
, PS (-20,h-80) 0 $ PutID 2
|
||||
]
|
||||
, _rmBound = poly
|
||||
}
|
||||
|
||||
@@ -19,7 +19,10 @@ import Control.Monad.State
|
||||
import System.Random
|
||||
import qualified Data.Set as S
|
||||
|
||||
telRoomLev :: RandomGen g => Int -> State g Room
|
||||
telRoomLev
|
||||
:: RandomGen g
|
||||
=> Int -- ^ Level number to teleport to
|
||||
-> State g Room
|
||||
telRoomLev i = do
|
||||
w <- state $ randomR (200,300)
|
||||
h <- state $ randomR (200,300)
|
||||
@@ -40,5 +43,5 @@ telRoomLev i = do
|
||||
levelReset pp w
|
||||
| dist (_crPos $ you w) (_ppPos pp) < 20 = makeExplosionAt (_ppPos pp) $ startNewGame w
|
||||
| otherwise = w
|
||||
ppPoly pp = map (+.+ (_ppPos pp)) ppFootprint
|
||||
ppPoly pp = map (+.+ _ppPos pp) ppFootprint
|
||||
startNewGame w = w & worldTriggers %~ S.insert (ResetLevel i)
|
||||
|
||||
@@ -52,8 +52,10 @@ triLootRoom w h = pure $ Room
|
||||
]
|
||||
base = rectNSWE 20 (-80) (-20) 20
|
||||
|
||||
{- Create a random room with one entrance containing given creatures and items.
|
||||
-}
|
||||
lootRoom :: RandomGen g => [Creature] -> [Item] -> State g Room
|
||||
lootRoom crs itms = do
|
||||
let w = 300
|
||||
h = 700
|
||||
fmap (replacePutID 0 (map PutCrit crs) . replacePutID 2 (map PutFlIt itms)) $ triLootRoom w h
|
||||
replacePutID 0 (map PutCrit crs) . replacePutID 2 (map PutFlIt itms) <$> triLootRoom w h
|
||||
|
||||
+11
-8
@@ -41,7 +41,7 @@ update' :: World -> World
|
||||
update' w = case _menuLayers w of
|
||||
(ConfigSaveScreen : ls) -> w & menuLayers .~ ls
|
||||
(_ : _) -> w
|
||||
[] -> let w1 = updateParticles'
|
||||
[] -> let w1 = updateParticles
|
||||
. updateProjectiles
|
||||
. updateLightSources
|
||||
. zoneClouds
|
||||
@@ -83,19 +83,22 @@ triggerUpdate w
|
||||
& creatures . ix 0 .~ (_creatures w IM.! 0 & crPos .~ (0,0))
|
||||
| otherwise = w
|
||||
|
||||
updateSoundQueue = set soundQueue []
|
||||
. set sounds M.empty
|
||||
updateSoundQueue = set soundQueue [] . set sounds M.empty
|
||||
|
||||
updateLightSources :: World -> World
|
||||
updateLightSources w = set tempLightSources (catMaybes tlss) w'
|
||||
where (w',tlss) = mapAccumR (\a b -> _tlsUpdate b a b) w $ _tempLightSources w
|
||||
where
|
||||
(w',tlss) = mapAccumR (\a b -> _tlsUpdate b a b) w $ _tempLightSources w
|
||||
|
||||
updateProjectiles w = IM.foldr' _pjUpdate w $ _projectiles w
|
||||
|
||||
updateParticles' :: World -> World
|
||||
updateParticles' w =
|
||||
set particles' (catMaybes ps) w'
|
||||
{-
|
||||
Apply internal particle updates, delete 'Nothing's.
|
||||
-}
|
||||
updateParticles :: World -> World
|
||||
updateParticles w = set particles (catMaybes ps) w'
|
||||
where
|
||||
(w',ps) = mapAccumR (\a b -> _ptUpdate' b a b) w $ _particles' w
|
||||
(w',ps) = mapAccumR (\a b -> _ptUpdate' b a b) w $ _particles w
|
||||
|
||||
updateCreatures :: World -> World
|
||||
updateCreatures w = f $ set randGen newG $ set creatures (IM.mapMaybe id crs) w
|
||||
|
||||
+28
-26
@@ -7,7 +7,6 @@ module Dodge.Update.Camera
|
||||
( updateCamera
|
||||
)
|
||||
where
|
||||
|
||||
import Dodge.Data
|
||||
import Dodge.Base
|
||||
import Dodge.Config.KeyConfig
|
||||
@@ -18,17 +17,22 @@ import Control.Monad
|
||||
import Data.Maybe
|
||||
import qualified Data.Set as S
|
||||
import qualified Data.IntMap.Strict as IM
|
||||
import qualified SDL as SDL
|
||||
import qualified SDL
|
||||
|
||||
{-
|
||||
Update the screen camera rotation and position, including any in rold scope/remote camera modifiers;
|
||||
update where your avatar's view is from.
|
||||
-}
|
||||
updateCamera :: World -> World
|
||||
updateCamera = rotCam . moveCamera . updateScopeZoom
|
||||
|
||||
{- Updte the center of the screen camera center and where your avatar's view is from in world. -}
|
||||
moveCamera :: World -> World
|
||||
moveCamera w = w & cameraCenter .~ idealPos
|
||||
& cameraViewFrom .~ sightFrom
|
||||
where
|
||||
aimRangeFactor | _cameraZoom w == 0 = 0
|
||||
| otherwise = (fromMaybe 0 $ yourItem w ^? itAimingRange) / _cameraZoom w
|
||||
| otherwise = fromMaybe 0 (yourItem w ^? itAimingRange) / _cameraZoom w
|
||||
aimingMult | SDL.ButtonRight `S.member` _mouseButtons w = 1
|
||||
| otherwise = 0
|
||||
ypos = _crPos $ you w
|
||||
@@ -72,28 +76,27 @@ updateScopeZoom w
|
||||
zoomSpeed = 39/40
|
||||
|
||||
zoomInLongGun :: World -> World
|
||||
zoomInLongGun w | currentZoom < 8 = over (wpPointer . itAttachment . _Just . scopePos)
|
||||
(\p -> p +.+ (4-(4*zoomSpeed)) / currentZoom *.* mousep)
|
||||
$ over (wpPointer . itAttachment . _Just . scopeZoom) (\z -> z / zoomSpeed)
|
||||
w
|
||||
| otherwise = w
|
||||
where wpPointer = creatures . ix 0 . crInv . ix (_crInvSel (_creatures w IM.! 0))
|
||||
wp = _crInv (_creatures w IM.! 0) IM.! (_crInvSel (_creatures w IM.! 0))
|
||||
Just currentZoom = wp ^? itAttachment . _Just . scopeZoom
|
||||
mousep = rotateV (_cameraRot w) $ _mousePos w
|
||||
zoomInLongGun w
|
||||
| currentZoom < 8 = over (wpPointer . itAttachment . _Just . scopePos)
|
||||
(\p -> p +.+ (4-(4*zoomSpeed)) / currentZoom *.* mousep)
|
||||
$ over (wpPointer . itAttachment . _Just . scopeZoom) (/ zoomSpeed)
|
||||
w
|
||||
| otherwise = w
|
||||
where
|
||||
wpPointer = creatures . ix 0 . crInv . ix (_crInvSel (_creatures w IM.! 0))
|
||||
wp = _crInv (_creatures w IM.! 0) IM.! _crInvSel (_creatures w IM.! 0)
|
||||
Just currentZoom = wp ^? itAttachment . _Just . scopeZoom
|
||||
mousep = rotateV (_cameraRot w) $ _mousePos w
|
||||
|
||||
zoomOutLongGun :: World -> World
|
||||
zoomOutLongGun w | currentZoom > 0.5 = over (wpPointer . itAttachment . _Just . scopePos)
|
||||
-- (\p -> p -.- 2/(2 * currentZoom) *.* _mousePos w)
|
||||
-- (\p -> p -.- 2*zoomSpeed/currentZoom *.* p)
|
||||
(\p -> p)
|
||||
$ over (wpPointer . itAttachment . _Just . scopeZoom) (\z -> z * zoomSpeed)
|
||||
w
|
||||
| otherwise = w
|
||||
where wpPointer = creatures . ix 0 . crInv . ix (_crInvSel (_creatures w IM.! 0))
|
||||
wp = _crInv (_creatures w IM.! 0) IM.! (_crInvSel (_creatures w IM.! 0))
|
||||
Just currentZoom = wp ^? itAttachment . _Just . scopeZoom
|
||||
currentCursorDisplacement = fromJust $ _itAttachment wp
|
||||
zoomOutLongGun w
|
||||
| currentZoom > 0.5 = over (wpPointer . itAttachment . _Just . scopeZoom) (* zoomSpeed) w
|
||||
| otherwise = w
|
||||
where
|
||||
wpPointer = creatures . ix 0 . crInv . ix (_crInvSel (_creatures w IM.! 0))
|
||||
wp = _crInv (_creatures w IM.! 0) IM.! _crInvSel (_creatures w IM.! 0)
|
||||
Just currentZoom = wp ^? itAttachment . _Just . scopeZoom
|
||||
currentCursorDisplacement = fromJust $ _itAttachment wp
|
||||
|
||||
rotCam = rotateCameraL . rotateCameraR . zoomCamIn . zoomCamOut . autoZoomCam
|
||||
|
||||
@@ -130,11 +133,10 @@ autoZoomCam w = over cameraZoom changeZoom w
|
||||
wallZoom = farWallDist camPos w
|
||||
idealZoom | SDL.ButtonRight `S.member` _mouseButtons w
|
||||
= scZoom *
|
||||
(
|
||||
min (fromMaybe 20 $ yourItem w ^? itZoom . itAimZoomMax)
|
||||
$ max (fromMaybe 0.2 $ yourItem w ^? itZoom . itAimZoomMin)
|
||||
( max (fromMaybe 0.2 $ yourItem w ^? itZoom . itAimZoomMin)
|
||||
(wallZoom * fromMaybe 1 (yourItem w ^? itZoom . itAimZoomFac))
|
||||
)
|
||||
)
|
||||
| otherwise
|
||||
= min (fromMaybe 20 $ yourItem w ^? itZoom . itZoomMax)
|
||||
$ max (fromMaybe 0.2 (yourItem w ^? itZoom . itZoomMin))
|
||||
|
||||
@@ -41,7 +41,7 @@ import qualified Data.IntMap.Strict as IM
|
||||
|
||||
createBarrelSpark :: Int -> Int -> Point2 -> Float -> Maybe Int -> World -> World
|
||||
createBarrelSpark time colid pos dir maycid w = over worldEvents
|
||||
((.) $ ( over particles' ((:) spark)
|
||||
((.) $ ( over particles ((:) spark)
|
||||
. sparkFlashAt pos')
|
||||
) w
|
||||
where spark = Bul' { _ptDraw = drawBul
|
||||
|
||||
@@ -1,3 +1,6 @@
|
||||
{-
|
||||
Bullet update.
|
||||
-}
|
||||
module Dodge.WorldEvent.Bullet
|
||||
where
|
||||
import Dodge.Data
|
||||
@@ -16,7 +19,10 @@ import Data.Function (on)
|
||||
import Data.Bifunctor
|
||||
import qualified Data.IntMap.Strict as IM
|
||||
|
||||
mvGenBullet' :: World -> Particle' -> (World, Maybe Particle')
|
||||
{-
|
||||
Update for a generic bullet.
|
||||
-}
|
||||
mvGenBullet' :: World -> Particle -> (World, Maybe Particle)
|
||||
mvGenBullet' w bt
|
||||
| t <= 0 = (w, Nothing)
|
||||
| t < 4 = (w, Just $ set btPassThrough' Nothing
|
||||
|
||||
@@ -1,3 +1,6 @@
|
||||
{-
|
||||
Explosions: creation of shockwave and particles at a given point.
|
||||
-}
|
||||
module Dodge.WorldEvent.Explosion
|
||||
where
|
||||
|
||||
@@ -18,20 +21,24 @@ import System.Random
|
||||
import qualified Data.IntMap.Strict as IM
|
||||
import Control.Lens
|
||||
|
||||
-- The following should be improved.... I've made a first pass
|
||||
makePoisonExplosionAt :: Point2 -> World -> World
|
||||
makePoisonExplosionAt
|
||||
:: Point2 -- ^ Position
|
||||
-> World
|
||||
-> World
|
||||
makePoisonExplosionAt p w = soundOncePos grenadeBang p $ foldr (makeGasCloud p) w vels
|
||||
where
|
||||
vels = evalState (sequence ( replicate 25 (randInCirc 2) )) (_randGen w)
|
||||
-- just change the number after replicate to get more or less clouds
|
||||
vels = replicateM 25 (randInCirc 2) & evalState $ _randGen w
|
||||
-- just change the number after replicateM to get more or less clouds
|
||||
-- suggested change: use random positions, offset from p, rather than velocities
|
||||
-- so, p +.+ randomOffset
|
||||
-- currently the clouds push away from each other rather hard if they are close
|
||||
|
||||
makeTeslaExplosionAt :: Point2 -> World -> World
|
||||
makeTeslaExplosionAt
|
||||
:: Point2 -- ^ Position
|
||||
-> World
|
||||
-> World
|
||||
makeTeslaExplosionAt pos w = soundOncePos grenadeBang pos $ foldr ($) w listOfFunctions -- a bit shorter
|
||||
where
|
||||
-- rad or 360? Radians (hopefully) everywhere
|
||||
xs = randomRs (0, 2*pi) $ _randGen w
|
||||
j = newProjectileKey w
|
||||
pks = [j..]
|
||||
@@ -39,31 +46,32 @@ makeTeslaExplosionAt pos w = soundOncePos grenadeBang pos $ foldr ($) w listOfFu
|
||||
(\i -> over projectiles (IM.insert (pks!!i) (makeTeslaArcAt (pks!!i) pos (xs!!i))))
|
||||
[1 .. 29]
|
||||
|
||||
-- slightly more work done on this one, want the flames to last for different
|
||||
-- times
|
||||
-- the new flames are directly added to the list of particles
|
||||
makeFlameExplosionAt :: Point2 -> World -> World
|
||||
makeFlameExplosionAt p w = soundOncePos grenadeBang p $ over particles' (newFlames ++ ) w
|
||||
makeFlameExplosionAt
|
||||
:: Point2 -- ^ Position
|
||||
-> World
|
||||
-> World
|
||||
makeFlameExplosionAt p w = soundOncePos grenadeBang p $ over particles (newFlames ++ ) w
|
||||
where
|
||||
newFlames = zipWith makeFlameWithVelAndTime velocities timers
|
||||
makeFlameWithVelAndTime vel time = aFlameParticle time p vel Nothing
|
||||
velocities = evalState (sequence ( replicate 15 (randInCirc 1) )) (_randGen w)
|
||||
velocities = replicateM 15 (randInCirc 1) & evalState $ _randGen w
|
||||
timers = randomRs (80,100) $ _randGen w
|
||||
-- the ( Nthing :: Maybe Int ) here is "maybe" a creature id that the
|
||||
-- particle passes through for the first frame of its existence
|
||||
|
||||
|
||||
makeExplosionAt :: Point2 -> World -> World
|
||||
makeExplosionAt
|
||||
:: Point2 -- ^ Position
|
||||
-> World
|
||||
-> World
|
||||
makeExplosionAt p w = soundOncePos grenadeBang p
|
||||
. addFlames
|
||||
. explosionFlashAt p
|
||||
$ makeShockwaveAt [] p 50 10 1 white
|
||||
w
|
||||
where
|
||||
fVs = fst $ runState ((sequence . take 75 . repeat . randInCirc) 1) $ _randGen w
|
||||
fPs' = evalState ((sequence . take 75 . repeat . randInCirc) 15) $ _randGen w
|
||||
fPs = map (pushAgainstWalls . (+.+) p . (*.*) 0.5)
|
||||
fPs'
|
||||
fVs = replicateM 75 (randInCirc 1) & evalState $ _randGen w
|
||||
fPs' = replicateM 75 (randInCirc 15) & evalState $ _randGen w
|
||||
fPs = map (pushAgainstWalls . (+.+) p . (*.*) 0.5) fPs'
|
||||
inversePushOut v = (15 - magV v) * 0.01 *.* v
|
||||
fVs' = zipWith (+.+) fVs $ map inversePushOut fPs'
|
||||
sizes = randomRs (2,6) $ _randGen w
|
||||
@@ -71,6 +79,6 @@ makeExplosionAt p w = soundOncePos grenadeBang p
|
||||
mF q v size time = makeFlameletTimed q v Nothing size time
|
||||
newFs = zipWith4 mF fPs (fmap (3 *.*) fVs') sizes times
|
||||
addFlames w = foldr ($) w newFs
|
||||
pushAgainstWalls q = fromMaybe q $ fmap (\(x,y)-> x +.+ y)
|
||||
pushAgainstWalls q = maybe q (uncurry (+.+))
|
||||
$ collidePointWalls p q $ wallsNearPoint q w
|
||||
|
||||
|
||||
@@ -1,3 +1,13 @@
|
||||
{- | Flashes.
|
||||
projected naming conventions: three base types of light:
|
||||
glare : "low lighting", draws lines around creatures and walls
|
||||
flare : coloured light drawn on top of picture in fixed shapes
|
||||
light : removal of shadows
|
||||
duration (subject to modification):
|
||||
flash : short, abrupt changes in alpha
|
||||
glow : continuous, potentially long, fading, slow changes in alpha
|
||||
flicker : potentially long, moving, abrupt changes in alpha
|
||||
-}
|
||||
module Dodge.WorldEvent.Flash
|
||||
where
|
||||
import Dodge.Data
|
||||
@@ -13,71 +23,67 @@ import Geometry
|
||||
import Data.Maybe (maybeToList)
|
||||
|
||||
import Control.Lens
|
||||
-- projected naming: three base types of light:
|
||||
-- glare : "low lighting", draws lines around creatures and walls
|
||||
-- flare : coloured light drawn on top of picture in fixed shapes
|
||||
-- light : removal of shadows
|
||||
-- duration (subject to modification):
|
||||
-- flash : short, abrupt changes in alpha
|
||||
-- glow : continuous, potentially long, fading, slow changes in alpha
|
||||
-- flicker : potentially long, moving, abrupt changes in alpha
|
||||
|
||||
glareAt :: Int -> Float -> Float -> Color -> Int -> Float -> Point2 -> World -> World
|
||||
glareAt t len wdth col nrays rad p w = foldr (glareLine' t len wdth col p) w ps
|
||||
where ps = map ((+.+) p) $ nRaysRad nrays rad
|
||||
where
|
||||
ps = map (p +.+) $ nRaysRad nrays rad
|
||||
|
||||
{- White flash. -}
|
||||
sparkFlashAt :: Point2 -> World -> World
|
||||
sparkFlashAt p =
|
||||
glareAt 2 10 5 (withAlpha 0.05 white) 20 30 p
|
||||
sparkFlashAt =
|
||||
glareAt 2 10 5 (withAlpha 0.05 white) 20 30
|
||||
|
||||
{- Red flash. -}
|
||||
bloodFlashAt :: Point2 -> World -> World
|
||||
bloodFlashAt p =
|
||||
over particles' ((:) (flashFlareAt red 0.4 p))
|
||||
. glareAt 2 10 5 (withAlpha 0.05 red) 20 30 p
|
||||
over particles (flashFlareAt red 0.4 p : )
|
||||
. glareAt 2 10 5 (withAlpha 0.05 red) 20 30 p
|
||||
|
||||
{- Cyan flash. -}
|
||||
teslaGunFlashAt :: Point2 -> World -> World
|
||||
teslaGunFlashAt p =
|
||||
over particles' ((:) (flashFlareAt cyan 0.3 p))
|
||||
. glareAt 2 10 5 (withAlpha 0.1 cyan) 20 30 p
|
||||
teslaGunFlashAt p =
|
||||
over particles (flashFlareAt cyan 0.3 p : )
|
||||
. glareAt 2 10 5 (withAlpha 0.1 cyan) 20 30 p
|
||||
|
||||
{- Yellow flash. -}
|
||||
laserGunFlashAt :: Point2 -> World -> World
|
||||
laserGunFlashAt p =
|
||||
over particles' ((:) (flashFlareAt yellow 0.2 p))
|
||||
. glareAt 2 10 5 (withAlpha 0.05 yellow) 20 30 p
|
||||
over particles (flashFlareAt yellow 0.2 p : )
|
||||
. glareAt 2 10 5 (withAlpha 0.05 yellow) 20 30 p
|
||||
|
||||
glareLine' :: Int -> Float -> Float -> Color -> Point2 -> Point2 -> World -> World
|
||||
glareLine' t len wdth col a b w = w & particles' %~ (maybeToList linePt ++)
|
||||
where linePt :: Maybe Particle'
|
||||
linePt = glareBetween t len wdth col a b w
|
||||
glareLine' t len wdth col a b w = w & particles %~ (maybeToList linePt ++)
|
||||
where
|
||||
linePt :: Maybe Particle
|
||||
linePt = glareBetween t len wdth col a b w
|
||||
|
||||
glareBetween :: Int -> Float -> Float -> Color -> Point2 -> Point2 -> World -> Maybe Particle'
|
||||
glareBetween :: Int -> Float -> Float -> Color -> Point2 -> Point2 -> World -> Maybe Particle
|
||||
glareBetween 0 _ _ _ _ _ _ = Nothing
|
||||
glareBetween t len wdth col a b w
|
||||
= Just $ Particle' {_ptDraw = const $ lowLightPic len wdth col (a,b) w
|
||||
,_ptUpdate' = \ w' _ -> (w',glareBetween (t-1) len wdth col a b w')
|
||||
}
|
||||
glareBetween t len wdth col a b w = Just $ Particle
|
||||
{_ptDraw = const $ lowLightPic len wdth col (a,b) w
|
||||
,_ptUpdate' = \ w' _ -> (w',glareBetween (t-1) len wdth col a b w')
|
||||
}
|
||||
|
||||
lowLightPic :: Float -> Float -> Color -> (Point2, Point2) -> World -> Picture
|
||||
lowLightPic len wdth col (a,b) w
|
||||
= case thingsHit a b w of
|
||||
lowLightPic len wdth col (a,b) w = case thingsHit a b w of
|
||||
((p, E3x2 wall):_)
|
||||
-> setCol . lineOfThickness wdth $ [alongSegBy len p wa, alongSegBy len p wb]
|
||||
where x = len *.* (normalizeV $ wa -.- wb)
|
||||
where x = len *.* normalizeV (wa -.- wb)
|
||||
(wa:wb:_) = _wlLine wall
|
||||
((p, E3x1 cr):_)
|
||||
-> setCol . uncurry translate cp . rotate (-0.25 * pi + argV (p -.- cp))
|
||||
$ thickArc 0 (pi/2) (_crRad cr) wdth
|
||||
where cp = _crPos cr
|
||||
_ -> blank
|
||||
where setCol = color col . setDepth (-0.5) . setLayer 2
|
||||
where setCol = color col . setDepth (-0.5) . setLayer 2
|
||||
|
||||
flashFlareAt :: Color -> Float -> Point2 -> Particle'
|
||||
flashFlareAt col alphax (x,y) =
|
||||
Particle'
|
||||
{ _ptDraw = const $ setLayer 2 . setDepth (-0.9) . translate x y
|
||||
$ circleSolidCol (withAlpha 0 col) (withAlpha alphax col) 30
|
||||
, _ptUpdate' = ptTimer' 1
|
||||
}
|
||||
flashFlareAt :: Color -> Float -> Point2 -> Particle
|
||||
flashFlareAt col alphax (x,y) = Particle
|
||||
{ _ptDraw = const $ setLayer 2 . setDepth (-0.9) . translate x y
|
||||
$ circleSolidCol (withAlpha 0 col) (withAlpha alphax col) 30
|
||||
, _ptUpdate' = ptTimer' 1
|
||||
}
|
||||
|
||||
explosionFlashAt :: Point2 -> World -> World
|
||||
explosionFlashAt p = over tempLightSources ((:) $ tLightFade 20 150 intensityFunc p)
|
||||
@@ -94,19 +100,18 @@ lowLightDirected col a b angles w
|
||||
|
||||
|
||||
muzzleFlashAt :: Point2 -> World -> World
|
||||
muzzleFlashAt p = over particles' ((:) (muzzleFlashPt p))
|
||||
muzzleFlashAt p = over particles (muzzleFlashPt p : )
|
||||
. glareAt 2 10 5 (withAlpha 0.5 white) 20 30 p
|
||||
|
||||
muzzleFlashPt :: Point2 -> Particle'
|
||||
muzzleFlashPt (x,y) =
|
||||
Particle'
|
||||
{ _ptDraw = const $ setDepth 0
|
||||
. setLayer 2
|
||||
. translate x y
|
||||
$ circleSolidCol (withAlpha 0 white) (withAlpha 0.2 white) 20
|
||||
, _ptUpdate' = ptTimer' 1
|
||||
}
|
||||
muzzleFlashPt :: Point2 -> Particle
|
||||
muzzleFlashPt (x,y) = Particle
|
||||
{ _ptDraw = const $ setDepth 0
|
||||
. setLayer 2
|
||||
. translate x y
|
||||
$ circleSolidCol (withAlpha 0 white) (withAlpha 0.2 white) 20
|
||||
, _ptUpdate' = ptTimer' 1
|
||||
}
|
||||
|
||||
laserScopeTargetGlow :: Color -> Point2 -> World -> World
|
||||
laserScopeTargetGlow col p = glareAt 2 3 1 (withAlpha 0.1 col) 15 5 p
|
||||
laserScopeTargetGlow col = glareAt 2 3 1 (withAlpha 0.1 col) 15 5
|
||||
|
||||
|
||||
@@ -1,8 +1,14 @@
|
||||
{-
|
||||
Helper functions for particles.
|
||||
-}
|
||||
module Dodge.WorldEvent.HelperParticle
|
||||
where
|
||||
|
||||
import Dodge.Data
|
||||
|
||||
ptTimer' :: Int -> World -> Particle' -> (World, Maybe Particle')
|
||||
{-
|
||||
A simple timer update for particles.
|
||||
-}
|
||||
ptTimer' :: Int -> World -> Particle -> (World, Maybe Particle)
|
||||
ptTimer' 0 w pt = (w, Nothing)
|
||||
ptTimer' n w pt = (w, Just $ pt {_ptUpdate' = ptTimer' (n-1)})
|
||||
|
||||
@@ -9,12 +9,12 @@ import Data.Maybe
|
||||
|
||||
import Control.Lens
|
||||
|
||||
type HitCreatureEffect = Particle' -> Point2 -> Creature -> World -> World
|
||||
type HitWallEffect = Particle' -> Point2 -> Wall -> World -> World
|
||||
type HitForceFieldEffect = Particle' -> Point2 -> ForceField -> World -> World
|
||||
type HitCreatureEffect = Particle -> Point2 -> Creature -> World -> World
|
||||
type HitWallEffect = Particle -> Point2 -> Wall -> World -> World
|
||||
type HitForceFieldEffect = Particle -> Point2 -> ForceField -> World -> World
|
||||
|
||||
passThroughAll :: HitCreatureEffect -> HitWallEffect -> HitForceFieldEffect ->
|
||||
Particle' -> [(Point2, Either3 Creature Wall ForceField)] -> World -> (World, Maybe Particle')
|
||||
Particle -> [(Point2, Either3 Creature Wall ForceField)] -> World -> (World, Maybe Particle)
|
||||
passThroughAll crEff wlEff ffEff pt hitThings w = (w, mvPt)
|
||||
where
|
||||
mvPt = Just $ pt & btTrail' .~ (newP : trl)
|
||||
@@ -24,7 +24,7 @@ passThroughAll crEff wlEff ffEff pt hitThings w = (w, mvPt)
|
||||
newP = head trl +.+ _btVel' pt
|
||||
|
||||
destroyOnImpact :: HitCreatureEffect -> HitWallEffect -> HitForceFieldEffect ->
|
||||
Particle' -> [(Point2, Either3 Creature Wall ForceField)] -> World -> (World, Maybe Particle')
|
||||
Particle -> [(Point2, Either3 Creature Wall ForceField)] -> World -> (World, Maybe Particle)
|
||||
destroyOnImpact crEff wlEff ffEff pt hitThings w = case hitThings of
|
||||
[] -> ( w, mvPt)
|
||||
((p,E3x1 cr):_) -> (crEff pt p cr w, destroyAt p)
|
||||
@@ -40,7 +40,7 @@ destroyOnImpact crEff wlEff ffEff pt hitThings w = case hitThings of
|
||||
newP = head trl +.+ _btVel' pt
|
||||
|
||||
penWalls :: HitCreatureEffect -> HitWallEffect -> HitForceFieldEffect ->
|
||||
Particle' -> [(Point2, Either3 Creature Wall ForceField)] -> World -> (World, Maybe Particle')
|
||||
Particle -> [(Point2, Either3 Creature Wall ForceField)] -> World -> (World, Maybe Particle)
|
||||
penWalls crEff wlEff ffEff pt hitThings w = case hitThings of
|
||||
[] -> ( w, mvPt)
|
||||
((p,E3x1 cr):_) -> (crEff pt p cr w, destroyAt p)
|
||||
@@ -57,7 +57,7 @@ penWalls crEff wlEff ffEff pt hitThings w = case hitThings of
|
||||
wth = _btWidth' pt
|
||||
newP = head trl +.+ _btVel' pt
|
||||
|
||||
doFlameDam :: Int -> Particle' -> Point2 -> Creature -> World -> World
|
||||
doFlameDam :: Int -> Particle -> Point2 -> Creature -> World -> World
|
||||
doFlameDam amount pt p cr = over (creatures . ix (_crID cr) . crState . crDamage)
|
||||
((:) $ Flaming amount sp p ep)
|
||||
where sp = _btPos' pt
|
||||
|
||||
@@ -20,16 +20,17 @@ makeShockwaveAt
|
||||
-> Color -- ^ Color of shockwave.
|
||||
-> World -- ^ Start world.
|
||||
-> World
|
||||
makeShockwaveAt is p rad dam push col = over particles' ((:) theShockwave)
|
||||
where theShockwave = shockwaveAt is p rad dam push col 10
|
||||
makeShockwaveAt is p rad dam push col = over particles (theShockwave :)
|
||||
where
|
||||
theShockwave = shockwaveAt is p rad dam push col 10
|
||||
|
||||
shockwaveAt
|
||||
:: [Int] -- ^ IDs of invulnerable creatures.
|
||||
-> Point2 -> Float -> Int -> Float -> Color -> Int -> Particle'
|
||||
-> Point2 -> Float -> Int -> Float -> Color -> Int -> Particle
|
||||
shockwaveAt is p rad dam push col maxtime
|
||||
= Shockwave'
|
||||
{ _ptDraw = drawShockwave
|
||||
, _ptUpdate' = mvShockwave' is
|
||||
, _ptUpdate' = mvShockwave is
|
||||
, _btColor' = col
|
||||
, _btPos' = p
|
||||
, _btRad' = rad
|
||||
@@ -39,7 +40,10 @@ shockwaveAt is p rad dam push col maxtime
|
||||
, _btTimer' = maxtime
|
||||
}
|
||||
|
||||
drawShockwave :: Particle' -> Picture
|
||||
{-
|
||||
Shockwave picture.
|
||||
-}
|
||||
drawShockwave :: Particle -> Picture
|
||||
drawShockwave pt = pic
|
||||
where
|
||||
pic = onLayer PtLayer $ uncurry translate p
|
||||
@@ -51,10 +55,10 @@ drawShockwave pt = pic
|
||||
tFraction = fromIntegral t / fromIntegral (_btMaxTime' pt)
|
||||
t = _btTimer' pt
|
||||
|
||||
mvShockwave'
|
||||
mvShockwave
|
||||
:: [Int] -- ^ IDs of invulnerable creatures.
|
||||
-> World -> Particle' -> (World, Maybe Particle')
|
||||
mvShockwave' is w pt
|
||||
-> World -> Particle -> (World, Maybe Particle)
|
||||
mvShockwave is w pt
|
||||
| _btTimer' pt <= 0 = (w, Nothing)
|
||||
| otherwise
|
||||
= (dams w , Just $ set btTimer' (t - 1) pt) -- $ set ptDraw (const pic) pt)
|
||||
@@ -83,32 +87,51 @@ mvShockwave' is w pt
|
||||
|
||||
-------------------------------------------------
|
||||
|
||||
inverseShockwaveAt :: Point2 -> Float -> Int -> Float -> Float -> World -> World
|
||||
inverseShockwaveAt p rad dam push pushexp = over particles' ((:) theShockwave)
|
||||
where theShockwave
|
||||
= Particle'
|
||||
{ _ptDraw = const blank
|
||||
, _ptUpdate' = moveInverseShockWave 10 p rad push pushexp
|
||||
}
|
||||
moveInverseShockWave :: Int -> Point2 -> Float -> Float -> Float -> World -> Particle' -> (World, Maybe Particle')
|
||||
{-
|
||||
Create a shockwave going from an outside circle into a center point.
|
||||
-}
|
||||
inverseShockwaveAt
|
||||
:: Point2 -- Center position
|
||||
-> Float -- Radius
|
||||
-> Int -- Damage
|
||||
-> Float -- Push amount
|
||||
-> Float -- Push amount parameter
|
||||
-> World
|
||||
-> World
|
||||
inverseShockwaveAt p rad dam push pushexp = over particles (theShockwave :)
|
||||
where
|
||||
theShockwave = Particle
|
||||
{ _ptDraw = const blank
|
||||
, _ptUpdate' = moveInverseShockWave 10 p rad push pushexp
|
||||
}
|
||||
moveInverseShockWave
|
||||
:: Int -- ^ Timer
|
||||
-> Point2 -- ^ Center position
|
||||
-> Float -- ^ Radius
|
||||
-> Float -- ^ Push amount
|
||||
-> Float -- ^ Push amount parameter
|
||||
-> World
|
||||
-> Particle
|
||||
-> (World, Maybe Particle)
|
||||
moveInverseShockWave 0 _ _ _ _ w _ = (w, Nothing)
|
||||
moveInverseShockWave t p r push pushexp w pt
|
||||
= (dams w, Just $ newupdate $ newpic pt )
|
||||
where newupdate = set ptUpdate' $ moveInverseShockWave (t-1) p r push pushexp
|
||||
newpic = set ptDraw (const $ onLayer PtLayer $ uncurry translate p
|
||||
$ color cyan $ thickCircle rad thickness)
|
||||
rad = r - (4/40) * r * fromIntegral (10 - t)
|
||||
thickness = (fromIntegral (10 - t))**2 * rad / 40
|
||||
dams = over creatures (IM.map damCr) . flip (foldr damageBlocks) hitBlocks
|
||||
hitBlocks = wallsOnCirc p rad $ wallsNearPoint p w
|
||||
damageBlocks wall w
|
||||
= case wall ^? blHP of
|
||||
Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 1))
|
||||
w
|
||||
(_blIDs wall)
|
||||
_ -> w
|
||||
damCr cr | dist (_crPos cr) p < rad + _crRad cr
|
||||
= over (crState . crDamage)
|
||||
((:) $ PushDam 1 (25 *.* safeNormalizeV (p -.- _crPos cr)))
|
||||
cr
|
||||
| otherwise = cr
|
||||
where
|
||||
newupdate = set ptUpdate' $ moveInverseShockWave (t-1) p r push pushexp
|
||||
newpic = set ptDraw (const $ onLayer PtLayer $ uncurry translate p
|
||||
$ color cyan $ thickCircle rad thickness)
|
||||
rad = r - (4/40) * r * fromIntegral (10 - t)
|
||||
thickness = fromIntegral (10 - t) **2 * rad / 40
|
||||
dams = over creatures (IM.map damCr) . flip (foldr damageBlocks) hitBlocks
|
||||
hitBlocks = wallsOnCirc p rad $ wallsNearPoint p w
|
||||
damageBlocks wall w
|
||||
= case wall ^? blHP of
|
||||
Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 1))
|
||||
w
|
||||
(_blIDs wall)
|
||||
_ -> w
|
||||
damCr cr | dist (_crPos cr) p < rad + _crRad cr
|
||||
= over (crState . crDamage)
|
||||
((:) $ PushDam 1 (25 *.* safeNormalizeV (p -.- _crPos cr)))
|
||||
cr
|
||||
| otherwise = cr
|
||||
|
||||
@@ -1,3 +1,6 @@
|
||||
{-
|
||||
Creation of particles in the world.
|
||||
-}
|
||||
module Dodge.WorldEvent.SpawnParticle
|
||||
where
|
||||
import Dodge.Data
|
||||
@@ -11,7 +14,6 @@ import Dodge.WorldEvent.Bullet
|
||||
import Dodge.SoundLogic
|
||||
import Dodge.RandomHelp
|
||||
import Dodge.Debug
|
||||
|
||||
import Picture
|
||||
import Geometry
|
||||
|
||||
@@ -23,8 +25,12 @@ import Data.Function (on)
|
||||
import Data.List
|
||||
import Data.Maybe
|
||||
|
||||
-- take out the flame particle from makeFlame
|
||||
aFlameParticle :: Int -> Point2 -> Point2 -> Maybe Int -> Particle'
|
||||
aFlameParticle
|
||||
:: Int -- ^ Timer
|
||||
-> Point2 -- ^ Position
|
||||
-> Point2 -- ^ Velocity
|
||||
-> Maybe Int -- ^ Creature id
|
||||
-> Particle
|
||||
aFlameParticle t pos vel maycid = Pt'
|
||||
{ _ptDraw = drawFlame vel
|
||||
, _ptUpdate' = moveFlame vel
|
||||
@@ -37,10 +43,18 @@ aFlameParticle t pos vel maycid = Pt'
|
||||
, _btHitEffect' = destroyOnImpact (doFlameDam 1) noEff noEff
|
||||
}
|
||||
|
||||
makeFlame :: Int -> Point2 -> Point2 -> Maybe Int -> World -> World
|
||||
makeFlame t pos vel maycid = over particles' (aFlameParticle t pos vel maycid : )
|
||||
makeFlame
|
||||
:: Int -- ^ Timer
|
||||
-> Point2 -- ^ Position
|
||||
-> Point2 -- ^ Velocity
|
||||
-> Maybe Int -- ^ Creature id
|
||||
-> World
|
||||
-> World
|
||||
makeFlame t pos vel maycid = over particles (aFlameParticle t pos vel maycid : )
|
||||
|
||||
drawFlame :: Point2 -> Particle' -> Picture
|
||||
drawFlame
|
||||
:: Point2 -- ^ Rotate direction
|
||||
-> Particle -> Picture
|
||||
drawFlame rotd pt = thePic
|
||||
where
|
||||
ep = _btPos' pt
|
||||
@@ -69,13 +83,20 @@ drawFlame rotd pt = thePic
|
||||
prot2 p' = p' +.+ rotateV (negate $ fromIntegral time) (0,1)
|
||||
prot3 p' = p' +.+ rotateV (2 + fromIntegral time * 0.1) (0,2)
|
||||
|
||||
moveFlame :: Point2 -> World -> Particle' -> (World, Maybe Particle')
|
||||
{-
|
||||
TODO: add generalised area damage particles/hiteffects.
|
||||
-}
|
||||
moveFlame
|
||||
:: Point2 -- ^ Rotation direction
|
||||
-> World
|
||||
-> Particle
|
||||
-> (World, Maybe Particle)
|
||||
moveFlame rotd w pt
|
||||
| time <= 0 = (smokeGen w, Nothing)
|
||||
| otherwise = case thingsHitExceptCr (_btPassThrough' pt) sp ep w of
|
||||
((p,(E3x1 cr)):_) -> (soundAndGlare damcrs , mvPt')
|
||||
(thing@(p,(E3x2 wl)):_) -> (fst $ hiteff [thing] damcrs , rfl wl p)
|
||||
_ -> (soundAndGlare damcrs , mvPt)
|
||||
((p,E3x1 cr):_) -> (soundAndGlare damcrs , mvPt')
|
||||
(thing@(p,E3x2 wl):_) -> (fst $ hiteff [thing] damcrs , rfl wl p)
|
||||
_ -> (soundAndGlare damcrs , mvPt)
|
||||
where
|
||||
time = _btTimer' pt
|
||||
soundAndGlare = soundFrom Flame fireSound 2 500
|
||||
@@ -89,16 +110,19 @@ moveFlame rotd w pt
|
||||
mvPt' = Just $ pt {_btTimer' = time - 1, _btPos' = ep
|
||||
, _btPassThrough' = Nothing
|
||||
,_btVel' = 0.7 *.* vel}
|
||||
damcrs = foldr ($) w $ map (\cr -> fst . hiteff [(ep,E3x1 cr)]) $ filter closeCrs
|
||||
$ IM.elems $ _creatures w
|
||||
damcrs = foldr (\cr -> fst . hiteff [(ep,E3x1 cr)]) w
|
||||
$ filter closeCrs
|
||||
$ IM.elems $ _creatures w
|
||||
closeCrs cr = dist ep (_crPos cr)
|
||||
< _crRad cr + 10 - min 9 (max 0 (fromIntegral time - 80))
|
||||
+ 5 * angleCoeff (angleVV (ep -.- _crPos cr) rotd)
|
||||
angleCoeff x = abs $ 1 - (abs $ (x * 2 - pi) / (pi))
|
||||
angleCoeff x = abs $ 1 - abs ( (x * 2 - pi) / pi )
|
||||
hiteff = _btHitEffect' pt pt
|
||||
rfl wl p = Just $ pt {_btTimer' = time -1, _btPos' = pOut p
|
||||
, _btVel' = reflV wl--, _ptDraw = const $ thepic $ pOut p
|
||||
}
|
||||
rfl wl p = Just $ pt
|
||||
{ _btTimer' = time -1
|
||||
, _btPos' = pOut p
|
||||
, _btVel' = reflV wl
|
||||
}
|
||||
pOut p = p +.+ safeNormalizeV (sp -.- p)
|
||||
reflV wall = (0.3 *.* reflectIn (_wlLine wall !! 1 -.- _wlLine wall !! 0)
|
||||
vel )
|
||||
@@ -106,23 +130,35 @@ moveFlame rotd w pt
|
||||
(0.2 *.* vel)
|
||||
smokeGen = makeFlamerSmokeAt ep
|
||||
|
||||
makeFlameletTimed :: Point2 -> Point2 -> Maybe Int -> Float -> Int -> World -> World
|
||||
makeFlameletTimed pos vel maycid size time w
|
||||
= set randGen g $ over particles' ((:) theFlamelet) w
|
||||
where theFlamelet =
|
||||
Pt' { _ptDraw = drawFlamelet rot
|
||||
, _ptUpdate' = moveFlamelet
|
||||
, _btVel' = vel
|
||||
, _btColor' = red
|
||||
, _btPos' = pos
|
||||
, _btPassThrough' = maycid
|
||||
, _btWidth' = size
|
||||
, _btTimer' = time
|
||||
, _btHitEffect' = destroyOnImpact (doFlameDam 1) noEff noEff
|
||||
}
|
||||
(rot ,g) = randomR (0,3) $ _randGen w
|
||||
makeFlameletTimed
|
||||
:: Point2 -- ^ Position
|
||||
-> Point2 -- ^ Velocity
|
||||
-> Maybe Int -- ^ Creature id
|
||||
-> Float -- ^ Size
|
||||
-> Int -- ^ Timer
|
||||
-> World
|
||||
-> World
|
||||
makeFlameletTimed pos vel maycid size time w = w
|
||||
& randGen .~ g
|
||||
& particles %~ (theFlamelet :)
|
||||
where
|
||||
theFlamelet = Pt'
|
||||
{ _ptDraw = drawFlamelet rot
|
||||
, _ptUpdate' = moveFlamelet
|
||||
, _btVel' = vel
|
||||
, _btColor' = red
|
||||
, _btPos' = pos
|
||||
, _btPassThrough' = maycid
|
||||
, _btWidth' = size
|
||||
, _btTimer' = time
|
||||
, _btHitEffect' = destroyOnImpact (doFlameDam 1) noEff noEff
|
||||
}
|
||||
(rot ,g) = randomR (0,3) $ _randGen w
|
||||
|
||||
drawFlamelet :: Float -> Particle' -> Picture
|
||||
drawFlamelet
|
||||
:: Float -- ^ Rotation
|
||||
-> Particle
|
||||
-> Picture
|
||||
drawFlamelet rot pt = setLayer 1 $ pictures [pic , piu , pi2 , glow]
|
||||
where
|
||||
sp = _btPos' pt
|
||||
@@ -133,30 +169,40 @@ drawFlamelet rot pt = setLayer 1 $ pictures [pic , piu , pi2 , glow]
|
||||
time = _btTimer' pt
|
||||
glow = setDepth 0.336 $ uncurry translate ep
|
||||
$ circleSolidCol (withAlpha 0 red) (withAlpha 0.05 red) 30
|
||||
piu = setDepth 0.334 $ uncurry translate ep
|
||||
$ color (dark red) $ rotate (0 - (rot - 0.1 * fromIntegral time))
|
||||
$ scale s1 s1
|
||||
$ polygon $ rectNSWE (siz2) (-siz2) (-siz2) (siz2)
|
||||
pi2 = setDepth 0.332 $ uncurry translate ep
|
||||
$ color (mixColors (fromIntegral (max 0 (time-2))) (10-fromIntegral time)
|
||||
orange (dark red)
|
||||
)
|
||||
$ rotate (0 - (rot + 0.2 * fromIntegral time))
|
||||
$ scale s2 s2
|
||||
$ polygon $ rectNSWE (siz2) (-siz2) (-siz2) (siz2)
|
||||
pic = setDepth 0.33 $ uncurry translate ep
|
||||
$ color (mixColors (fromIntegral (max 0 (time-2))) (10-fromIntegral time)
|
||||
white (dark red)
|
||||
)
|
||||
$ rotate (0 - ( 0.1 * fromIntegral time + rot))
|
||||
$ scale sc sc
|
||||
$ polygon [(-size,-size),(size,-size),(size,size),(-size,size)]
|
||||
piu = setDepth 0.334
|
||||
. uncurry translate ep
|
||||
. color (dark red)
|
||||
. rotate (negate (rot - 0.1 * fromIntegral time))
|
||||
. scale s1 s1
|
||||
. polygon
|
||||
$ rectNSWE siz2 (-siz2) (-siz2) siz2
|
||||
pi2 = setDepth 0.332
|
||||
. uncurry translate ep
|
||||
. color (mixColors (fromIntegral (max 0 (time-2))) (10-fromIntegral time)
|
||||
orange (dark red)
|
||||
)
|
||||
. rotate (negate (rot + 0.2 * fromIntegral time))
|
||||
. scale s2 s2
|
||||
. polygon
|
||||
$ rectNSWE siz2 (-siz2) (-siz2) siz2
|
||||
pic = setDepth 0.33
|
||||
. uncurry translate ep
|
||||
. color (mixColors (fromIntegral (max 0 (time-2))) (10-fromIntegral time)
|
||||
white (dark red)
|
||||
)
|
||||
. rotate (negate ( 0.1 * fromIntegral time + rot))
|
||||
. scale sc sc
|
||||
$ polygon [(-size,-size),(size,-size),(size,size),(-size,size)]
|
||||
sc = (*) 2 $ log $ 1 + fromIntegral time / 20
|
||||
s1 = (*) 2 $ log $ 2 + fromIntegral time / 40
|
||||
s2 = 0.5 * (sc + s1)
|
||||
thepicture = pictures [pic , piu , pi2 , glow]
|
||||
|
||||
moveFlamelet :: World -> Particle' -> (World, Maybe Particle')
|
||||
{-
|
||||
Update of a flamelet.
|
||||
Applies movement and attaches damage to nearby creatures.
|
||||
-}
|
||||
moveFlamelet :: World -> Particle -> (World, Maybe Particle)
|
||||
moveFlamelet w pt
|
||||
| _btTimer' pt <= 0 = ( w, Nothing)
|
||||
| otherwise = (damcrs, mvPt)
|
||||
@@ -169,33 +215,46 @@ moveFlamelet w pt
|
||||
& btPos' .~ ep
|
||||
& btPassThrough' .~ Nothing
|
||||
& btVel' .~ 0.8 *.* vel
|
||||
damcrs = foldr ($) w $ map dodam $ filter closeCrs $ IM.elems $ _creatures w
|
||||
-- damcrs = w
|
||||
closeCrs cr = dist ep (_crPos cr) < _crRad cr + size
|
||||
dodam cr = over (creatures . ix (_crID cr) . crState . crDamage)
|
||||
((:) $ Flaming 3 sp ep ep)
|
||||
damcrs = w & creatures %~ IM.map damifclose
|
||||
isClose cr = dist ep (_crPos cr) < _crRad cr + size
|
||||
damifclose cr
|
||||
| isClose cr = cr & crState . crDamage %~ ( Flaming 3 sp ep ep : )
|
||||
| otherwise = cr
|
||||
|
||||
makeGasCloud :: Point2 -> Point2 -> World -> World
|
||||
makeGasCloud pos vel w = over clouds (IM.insert i theCloud)
|
||||
$ set randGen g w
|
||||
where i = newKey $ _clouds w
|
||||
theCloud = Cloud { _clID = i
|
||||
, _clPos = pos
|
||||
, _clVel = vel
|
||||
, _clPict = \_ -> onLayer CrLayer $ color (withAlpha 0.1 col)
|
||||
$ circleSolid 20
|
||||
, _clRad = 20
|
||||
, _clTimer = 400
|
||||
, _clEffect = cloudPoisonDamage
|
||||
}
|
||||
(col, g) = runState (takeOne [green,yellow]) $ _randGen w
|
||||
makeGasCloud
|
||||
:: Point2 -- ^ Position
|
||||
-> Point2 -- ^ Velocity
|
||||
-> World
|
||||
-> World
|
||||
makeGasCloud pos vel w = w
|
||||
& clouds %~ IM.insert i theCloud
|
||||
& randGen .~ g
|
||||
where
|
||||
i = newKey $ _clouds w
|
||||
theCloud = Cloud { _clID = i
|
||||
, _clPos = pos
|
||||
, _clVel = vel
|
||||
, _clPict = \_ -> onLayer CrLayer $ color (withAlpha 0.1 col)
|
||||
$ circleSolid 20
|
||||
, _clRad = 20
|
||||
, _clTimer = 400
|
||||
, _clEffect = cloudPoisonDamage
|
||||
}
|
||||
(col, g) = runState (takeOne [green,yellow]) $ _randGen w
|
||||
|
||||
{-
|
||||
Attach poison cloud damage to creatures near cloud.
|
||||
-}
|
||||
cloudPoisonDamage :: Cloud -> World -> World
|
||||
cloudPoisonDamage c w = w & creatures %~ flip (foldr (IM.adjust doDam)) damagedCrs
|
||||
where damagedCrs = IM.keys $ IM.filter f $ creaturesNearPoint (_clPos c) w
|
||||
f cr = dist (_crPos cr) (_clPos c) < _crRad cr + _clRad c
|
||||
doDam cr = cr & crState . crDamage %~ (:) (PoisonDam 1)
|
||||
where
|
||||
damagedCrs = IM.keys $ IM.filter f $ creaturesNearPoint (_clPos c) w
|
||||
f cr = dist (_crPos cr) (_clPos c) < _crRad cr + _clRad c
|
||||
doDam cr = cr & crState . crDamage %~ (:) (PoisonDam 1)
|
||||
|
||||
{-
|
||||
TODO: make tesla arc a particle.
|
||||
-}
|
||||
makeTeslaArcAt :: Int -> Point2 -> Float -> Projectile
|
||||
makeTeslaArcAt i pos dir = Projectile
|
||||
{ _pjPos = pos
|
||||
@@ -206,7 +265,12 @@ makeTeslaArcAt i pos dir = Projectile
|
||||
, _pjUpdate = moveTeslaArc pos dir i
|
||||
}
|
||||
|
||||
moveTeslaArc :: Point2 -> Float -> Int -> World -> World
|
||||
moveTeslaArc
|
||||
:: Point2 -- ^ Emmission position
|
||||
-> Float -- ^ Emmission direction
|
||||
-> Int -- ^ Projectile id
|
||||
-> World
|
||||
-> World
|
||||
moveTeslaArc p d i w =
|
||||
set (projectiles . ix i . pjPict) pic
|
||||
$ set (projectiles . ix i . pjUpdate)
|
||||
@@ -214,37 +278,44 @@ moveTeslaArc p d i w =
|
||||
$ set randGen g
|
||||
$ createSpark 8 nc q2 (argV sv + d1) Nothing
|
||||
$ foldr damCrs w hitCrs
|
||||
where pic = setLayer 1 $ pictures
|
||||
[ onLayer PtLayer $ color (f2 nc) $ line ps'
|
||||
, onLayer UPtLayer $ color (withAlpha 0.02 cyan) $ lineOfThickness 20 ps'
|
||||
, onLayer UPtLayer $ color (withAlpha 0.02 cyan) $ lineOfThickness 25 ps'
|
||||
, onLayer UPtLayer $ color (withAlpha 0.02 cyan) $ lineOfThickness 30 ps'
|
||||
]
|
||||
ps' = lightningMids d pers ps
|
||||
ps = take 15 $ p : map f (crsLightChain p d 0 w)
|
||||
f (E3x1 cr) = _crPos cr
|
||||
f (E3x2 p1) = p1
|
||||
f (E3x3 p1) = p1
|
||||
pers = evalState (sequence $ repeat $ randInCirc 5) $ _randGen w
|
||||
(nc,g) = randomR (0::Int,11) $ _randGen w
|
||||
f1 (E3x1 cr) = Just $ _crID cr
|
||||
f1 _ = Nothing
|
||||
hitCrs = mapMaybe f1 $ take 14 $ crsLightChain p d 0 w
|
||||
damCrs i = over (creatures . ix i . crHP) (\hp -> hp - 5)
|
||||
f2 0 = cyan
|
||||
f2 1 = azure
|
||||
f2 _ = white
|
||||
sID = newProjectileKey w
|
||||
q1 = last $ init ps'
|
||||
q2 = last ps'
|
||||
hitWall = collidePointWalls q1 ((2 *.* q2) -.- q1) $ wallsNearPoint q1 w
|
||||
(d1,_) = randomR (-0.7,0.7) $ _randGen w
|
||||
sv = fromMaybe (q2 -.- q1) $ fmap snd hitWall
|
||||
where
|
||||
pic = setLayer 1 $ pictures
|
||||
[ onLayer PtLayer $ color (f2 nc) $ line ps'
|
||||
, onLayer UPtLayer $ color (withAlpha 0.02 cyan) $ lineOfThickness 20 ps'
|
||||
, onLayer UPtLayer $ color (withAlpha 0.02 cyan) $ lineOfThickness 25 ps'
|
||||
, onLayer UPtLayer $ color (withAlpha 0.02 cyan) $ lineOfThickness 30 ps'
|
||||
]
|
||||
ps' = lightningMids d pers ps
|
||||
ps = take 15 $ p : map f (crsLightChain p d 0 w)
|
||||
f (E3x1 cr) = _crPos cr
|
||||
f (E3x2 p1) = p1
|
||||
f (E3x3 p1) = p1
|
||||
pers = evalState (sequence $ repeat $ randInCirc 5) $ _randGen w
|
||||
(nc,g) = randomR (0::Int,11) $ _randGen w
|
||||
f1 (E3x1 cr) = Just $ _crID cr
|
||||
f1 _ = Nothing
|
||||
hitCrs = mapMaybe f1 $ take 14 $ crsLightChain p d 0 w
|
||||
damCrs i = over (creatures . ix i . crHP) (\hp -> hp - 5)
|
||||
f2 0 = cyan
|
||||
f2 1 = azure
|
||||
f2 _ = white
|
||||
sID = newProjectileKey w
|
||||
q1 = last $ init ps'
|
||||
q2 = last ps'
|
||||
hitWall = collidePointWalls q1 ((2 *.* q2) -.- q1) $ wallsNearPoint q1 w
|
||||
(d1,_) = randomR (-0.7,0.7) $ _randGen w
|
||||
sv = maybe (q2 -.- q1) snd hitWall
|
||||
|
||||
{-
|
||||
Finds a point somewhere roughly inbetween two points.
|
||||
-}
|
||||
lightningMid :: Float -> Point2 -> Point2 -> Point2
|
||||
lightningMid d p1 p2 = (0.25 *.* (p1 +.+ p2)) +.+ 0.5 *.* p3
|
||||
where p3 = errorClosestPointOnLine 1 p1 (p1 +.+ unitVectorAtAngle d) p2
|
||||
|
||||
{-
|
||||
Finds extra middle points between successive points in a list of points.
|
||||
-}
|
||||
lightningMids :: Float -> [Point2] -> [Point2] -> [Point2]
|
||||
lightningMids d1 (p:pers) (p1:p3:ps)
|
||||
= let p2 = p +.+ lightningMid d1 p1 p3
|
||||
@@ -252,15 +323,10 @@ lightningMids d1 (p:pers) (p1:p3:ps)
|
||||
in p1 : p2 : lightningMids d2 pers (p3:ps)
|
||||
lightningMids _ _ ps = ps
|
||||
|
||||
crsLightChain' :: Point2 -> Float -> World -> [Either3 Creature Point2 Point2]
|
||||
crsLightChain' p d w
|
||||
= case crOrWall p d w of
|
||||
E3x1 cr -> E3x1 cr : crsLightChain' (_crPos cr) (argV (_crPos cr -.- p)) w
|
||||
E3x2 p1 -> [E3x2 p1]
|
||||
E3x3 p1 -> E3x3 p1 : crsLightChain' p1 (dChange + argV (p1 -.- p)) (set randGen g w)
|
||||
-- where (dChange, g) = (0, _randGen w)
|
||||
where (dChange, g) = randomR (-0.05,0.05) $ _randGen w
|
||||
|
||||
{-
|
||||
Finds a list of hit things from a given point.
|
||||
'E3x1' objects are creatures, 'E3x2' objects are points on walls, 'E3x3' objects are points in space.
|
||||
-}
|
||||
crsLightChain :: Point2 -> Float -> Float -> World -> [Either3 Creature Point2 Point2]
|
||||
crsLightChain p d wlAttract w
|
||||
= case crOrWallSensitive p d wlAttract w of
|
||||
@@ -271,73 +337,92 @@ crsLightChain p d wlAttract w
|
||||
-- where (dChange, g) = (0, _randGen w)
|
||||
where (dChange, g) = randomR (-0.05,0.05) $ _randGen w
|
||||
|
||||
crOrWallSensitive :: Point2 -> Float -> Float -> World -> Either3 Creature Point2 Point2
|
||||
crOrWallSensitive p dir wlAttract w = fromMaybe (E3x3 $ p +.+ rotateV dir (arcLen,0))
|
||||
$ listToMaybe $ sortBy (compare `on` g)
|
||||
$ catMaybes [cr,wlp]
|
||||
where cr = fmap E3x1 $ nearestCrInFront p dir 100 w
|
||||
wlp = fmap E3x2 $ listToMaybe
|
||||
$ sortBy (compare `on` dist p)
|
||||
$ mapMaybe
|
||||
( fmap fst
|
||||
. (\p1 -> collidePointWalls p p1 $ wallsNearPoint p w)
|
||||
. (+.+) p
|
||||
. (\d -> rotateV d (100,0))
|
||||
. (+) dir
|
||||
)
|
||||
(fmap (*wlAttract) [-(3*pi/8),-pi/4,-pi/8,0,pi/8,pi/4,3*pi/8])
|
||||
--[-pi/4,-pi/8,0,pi/8,pi/4]
|
||||
g (E3x2 p1) = 100 + dist p p1 -- tweak makes it more likely to hit crs first
|
||||
--g (E3x2 p1) = dist p p1 - 100 -- tweak makes it more likely to hit walls first
|
||||
g (E3x1 cr1) = dist p $ _crPos cr1
|
||||
(arcLen,_) = randomR (25,50) $ _randGen w
|
||||
{-
|
||||
Finds whether a creature or wall is in front of a given point and direction.
|
||||
Evaluates to a creature as an 'E3x1' or a wall as an 'E3x2'.
|
||||
Has a parameter to tweak how attracted the test is to walls.
|
||||
-}
|
||||
crOrWallSensitive
|
||||
:: Point2 -- ^ Start point
|
||||
-> Float -- ^ Direction (radians)
|
||||
-> Float -- ^ Wall attraction parameter
|
||||
-> World
|
||||
-> Either3 Creature Point2 Point2
|
||||
crOrWallSensitive p dir wlAttract w =
|
||||
fromMaybe (E3x3 $ p +.+ rotateV dir (arcLen,0))
|
||||
. listToMaybe
|
||||
. sortBy (compare `on` g)
|
||||
$ catMaybes [cr,wlp]
|
||||
where
|
||||
cr = E3x1 <$> nearestCrInFront p dir 100 w
|
||||
wlp = fmap E3x2
|
||||
. listToMaybe
|
||||
. sortBy (compare `on` dist p)
|
||||
$ mapMaybe
|
||||
( fmap fst
|
||||
. (\p1 -> collidePointWalls p p1 $ wallsNearPoint p w)
|
||||
. (+.+) p
|
||||
. (\d -> rotateV d (100,0))
|
||||
. (+ dir)
|
||||
. (* wlAttract)
|
||||
)
|
||||
[-(3*pi/8),-pi/4,-pi/8,0,pi/8,pi/4,3*pi/8]
|
||||
g (E3x2 p1) = 100 + dist p p1 -- tweak makes it more likely to hit crs first
|
||||
--g (E3x2 p1) = dist p p1 - 100 -- tweak makes it more likely to hit walls first
|
||||
g (E3x1 cr1) = dist p $ _crPos cr1
|
||||
(arcLen,_) = randomR (25,50) $ _randGen w
|
||||
-- BUG: can hit crs through walls
|
||||
|
||||
{-
|
||||
Finds whether a creature or wall is in front of a given point and direction.
|
||||
Evaluates to a creature as an 'E3x1' or a wall as an 'E3x2'.
|
||||
-}
|
||||
crOrWall :: Point2 -> Float -> World -> Either3 Creature Point2 Point2
|
||||
crOrWall p dir w = fromMaybe (E3x3 $ p +.+ rotateV dir (arcLen,0))
|
||||
$ listToMaybe $ sortBy (compare `on` g)
|
||||
$ catMaybes [cr,wlp]
|
||||
where cr = fmap E3x1 $ nearestCrInFront p dir 100 w
|
||||
wlp = fmap E3x2 $ listToMaybe
|
||||
$ sortBy (compare `on` dist p)
|
||||
$ mapMaybe
|
||||
( fmap fst
|
||||
. (\p1 -> collidePointWalls p p1 $ wallsNearPoint p w)
|
||||
. (+.+) p
|
||||
. (\d -> rotateV d (100,0))
|
||||
. (+) dir
|
||||
)
|
||||
[-(3*pi/8),-pi/4,-pi/8,0,pi/8,pi/4,3*pi/8]
|
||||
--[-pi/4,-pi/8,0,pi/8,pi/4]
|
||||
g (E3x2 p1) = 100 + dist p p1 -- tweak makes it more likely to hit crs first
|
||||
--g (E3x2 p1) = dist p p1 - 100 -- tweak makes it more likely to hit walls first
|
||||
g (E3x1 cr1) = dist p $ _crPos cr1
|
||||
(arcLen,_) = randomR (25,50) $ _randGen w
|
||||
where
|
||||
cr = E3x1 <$> nearestCrInFront p dir 100 w
|
||||
wlp = fmap E3x2 $ listToMaybe
|
||||
$ sortBy (compare `on` dist p)
|
||||
$ mapMaybe
|
||||
( fmap fst
|
||||
. (\p1 -> collidePointWalls p p1 $ wallsNearPoint p w)
|
||||
. (+.+) p
|
||||
. (\d -> rotateV d (100,0))
|
||||
. (+) dir
|
||||
)
|
||||
[-(3*pi/8),-pi/4,-pi/8,0,pi/8,pi/4,3*pi/8]
|
||||
--[-pi/4,-pi/8,0,pi/8,pi/4]
|
||||
g (E3x2 p1) = 100 + dist p p1 -- tweak makes it more likely to hit crs first
|
||||
--g (E3x2 p1) = dist p p1 - 100 -- tweak makes it more likely to hit walls first
|
||||
g (E3x1 cr1) = dist p $ _crPos cr1
|
||||
(arcLen,_) = randomR (25,50) $ _randGen w
|
||||
|
||||
-- | Create a spark.
|
||||
-- If the spark is created by another Particle, it cannot be directly added to
|
||||
-- the list, hence the redirect through worldEvents.
|
||||
createSpark :: Int -> Int -> Point2 -> Float -> Maybe Int -> World -> World
|
||||
createSpark time colid pos dir maycid w
|
||||
= over worldEvents ((.) ( over particles' (spark :) . sparkFlashAt pos')) w
|
||||
= w & worldEvents %~ ( (over particles (spark :) . sparkFlashAt pos') . )
|
||||
where
|
||||
spark = Bul' { _ptDraw = drawBul
|
||||
, _ptUpdate' = mvGenBullet'
|
||||
, _btVel' = rotateV dir (5,0)
|
||||
, _btColor' = numColor colid
|
||||
, _btTrail' = [pos]
|
||||
, _btPassThrough' = maycid
|
||||
, _btWidth' = 1
|
||||
, _btTimer' = time
|
||||
, _btHitEffect' = destroyOnImpact sparkEff noEff noEff
|
||||
}
|
||||
x = fst $ randomR (0,20) $ _randGen w
|
||||
pos' = pos +.+ rotateV dir (x,0)
|
||||
sparkEff bt p cr = over (creatures . ix (_crID cr) . crState . crDamage)
|
||||
((:) $ SparkDam 1 sp p ep)
|
||||
spark = Bul'
|
||||
{ _ptDraw = drawBul
|
||||
, _ptUpdate' = mvGenBullet'
|
||||
, _btVel' = rotateV dir (5,0)
|
||||
, _btColor' = numColor colid
|
||||
, _btTrail' = [pos]
|
||||
, _btPassThrough' = maycid
|
||||
, _btWidth' = 1
|
||||
, _btTimer' = time
|
||||
, _btHitEffect' = destroyOnImpact sparkEff noEff noEff
|
||||
}
|
||||
pos' = pos +.+ rotateV dir (5,0)
|
||||
sparkEff bt p cr
|
||||
= creatures . ix (_crID cr) . crState . crDamage %~ ( SparkDam 1 sp p ep : )
|
||||
where
|
||||
sp = head (_btTrail' bt)
|
||||
ep = sp +.+ _btVel' bt
|
||||
|
||||
drawBul :: Particle' -> Picture
|
||||
drawBul :: Particle -> Picture
|
||||
drawBul pt = setLayer 1 . color white $ thickLine (take 2 $ _btTrail' pt) (_btWidth' pt)
|
||||
|
||||
@@ -1,19 +1,27 @@
|
||||
{-
|
||||
Find which objects lie upon a line.
|
||||
-}
|
||||
module Dodge.WorldEvent.ThingsHit
|
||||
where
|
||||
import Dodge.Data
|
||||
import Dodge.Base
|
||||
|
||||
import Geometry
|
||||
|
||||
import qualified Data.IntMap.Strict as IM
|
||||
import Data.List
|
||||
import Data.Maybe
|
||||
import Data.Function (on)
|
||||
|
||||
thingsHit :: Point2 -> Point2 -> World -> [(Point2, Either3 Creature Wall ForceField)]
|
||||
{-
|
||||
List those objects that appear on a line.
|
||||
-}
|
||||
thingsHit
|
||||
:: Point2 -- ^ Line start point
|
||||
-> Point2 -- ^ Line end point
|
||||
-> World
|
||||
-> [(Point2, Either3 Creature Wall ForceField)]
|
||||
thingsHit sp ep w
|
||||
| sp == ep = []
|
||||
| otherwise = sortBy (compare `on` dist sp . fst) (crs ++ walls ++ ffs)
|
||||
| otherwise = sortBy (compare `on` dist sp . fst) (crs ++ walls ++ ffs)
|
||||
where
|
||||
hitCrs = IM.elems $ IM.filter (\cr -> circOnSeg sp ep (_crPos cr) (_crRad cr))
|
||||
$ _creatures w
|
||||
@@ -31,9 +39,16 @@ thingsHit sp ep w
|
||||
hitFFs = mapMaybe (collidePointFF sp ep (_randGen w)) (IM.elems $ _forceFields w)
|
||||
ffs = map (\(p,(_,i)) -> (p, E3x3 $ _forceFields w IM.! i)) hitFFs
|
||||
|
||||
|
||||
thingsHitExceptCr :: Maybe Int -> Point2 -> Point2 -> World
|
||||
-> [(Point2, (Either3 Creature Wall ForceField))]
|
||||
{-
|
||||
List objects that appear on a line.
|
||||
Can filter out a creature.
|
||||
-}
|
||||
thingsHitExceptCr
|
||||
:: Maybe Int -- ^ A possible creature ID
|
||||
-> Point2 -- ^ Line start point
|
||||
-> Point2 -- ^ Line end point
|
||||
-> World
|
||||
-> [(Point2, Either3 Creature Wall ForceField)]
|
||||
thingsHitExceptCr Nothing sp ep = thingsHit sp ep
|
||||
thingsHitExceptCr (Just cid) sp ep = filter crNotCid . thingsHit sp ep
|
||||
where
|
||||
|
||||
@@ -1,8 +1,14 @@
|
||||
{-# LANGUAGE TupleSections #-}
|
||||
{-
|
||||
Testing for and finding intersection points.
|
||||
-}
|
||||
module Geometry.Intersect
|
||||
where
|
||||
import Geometry.Data
|
||||
import Control.Applicative
|
||||
|
||||
import Data.Maybe (isNothing)
|
||||
|
||||
-- | If two lines intersect, return 'Just' that point.
|
||||
intersectLineLine' :: Point2 -> Point2 -> Point2 -> Point2 -> Maybe Point2
|
||||
{-# INLINE intersectLineLine' #-}
|
||||
@@ -95,13 +101,12 @@ myIntersectSegSeg a@(ax,ay) b@(bx,by) c@(cx,cy) d@(dx,dy) = case ratIntersectLin
|
||||
-- | Polymorphic intersection of fractional line points.
|
||||
myIntersectLineLine :: (Eq a,Fractional a) => (a,a) -> (a,a) -> (a,a) -> (a,a) -> Maybe (a,a)
|
||||
myIntersectLineLine a@(ax,ay) b c@(cx,cy) d
|
||||
| linGrad a b == Nothing = ((,) ax) <$> axisInt (c *-* (ax,0)) (d *-* (ax,0))
|
||||
| linGrad c d == Nothing = ((,) cx) <$> axisInt (a *-* (cx,0)) (b *-* (cx,0))
|
||||
| isNothing (linGrad a b) = (ax ,) <$> axisInt (c *-* (ax,0)) (d *-* (ax,0))
|
||||
| isNothing (linGrad c d) = (cx ,) <$> axisInt (a *-* (cx,0)) (b *-* (cx,0))
|
||||
| otherwise
|
||||
= case linGrad a b ^-^ linGrad c d of
|
||||
Just 0 -> Nothing
|
||||
_ -> liftA2 (,) newx ((linGrad a b ^*^ newx) ^+^ axisInt a b)
|
||||
|
||||
where
|
||||
(^-^) = liftA2 (-)
|
||||
(^+^) = liftA2 (+)
|
||||
@@ -132,7 +137,6 @@ but is symmetric around 0:
|
||||
(0.0,0.0)
|
||||
|
||||
-}
|
||||
|
||||
roundPoint2 :: Point2 -> Point2
|
||||
roundPoint2 (x,y) = (fromIntegral $ round x,fromIntegral $ round y)
|
||||
|
||||
|
||||
@@ -154,11 +154,11 @@ createLightMap pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints
|
||||
-- bind buffer for floor light circle
|
||||
let lightPtr = (\(_,ptr,_) -> ptr) $ head
|
||||
$ _vaoBufferTargets $ _shaderVAO $ _lightSourceShader pdata
|
||||
(x',y') = zTran $ rotateV (0 - rot) $ (x,y) -.- (tranx,trany)
|
||||
(x',y') = zTran $ rotateV (negate rot) $ (x,y) -.- (tranx,trany)
|
||||
zTran (a,b) = (a*2*zoom / winx, b*2*zoom / winy)
|
||||
pokeFourOff lightPtr 0 (x',y',r,lum)
|
||||
-- stencil out walls
|
||||
colorMask $= (Color4 Disabled Disabled Disabled Disabled)
|
||||
colorMask $= Color4 Disabled Disabled Disabled Disabled
|
||||
clear [StencilBuffer]
|
||||
cullFace $= Just Back
|
||||
stencilOp $= (OpKeep,OpKeep,OpIncr)
|
||||
|
||||
+3
-2
@@ -8,6 +8,7 @@ import Geometry
|
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import Data.Bifunctor
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import Data.List
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import Data.Maybe (isNothing)
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-- todo: refactor out the layer check somehow
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-- consider generalising to alternative rather than using LTree
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@@ -48,14 +49,14 @@ picToLTree j (OverPic f f' r f'' (OverPic g g' s g'' pic))
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picToLTree j (OverPic f f' r f'' (Pictures ps))
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= LBranches (map (picToLTree j . OverPic f f' r f'') ps)
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picToLTree j (OverPic f f' r f'' pic)
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= (overPos f . overSca f' . overRot r . overCol f'') <$> picToLTree j pic
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= overPos f . overSca f' . overRot r . overCol f'' <$> picToLTree j pic
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picToLTree (Just j) (OnLayer i pic) | j == i = picToLTree Nothing pic
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| otherwise = LBranches []
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picToLTree Nothing (OnLayer _ pic) = picToLTree Nothing pic
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filtB :: Maybe Int -> Int -> LTree RenderType -> LTree RenderType
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{-# INLINE filtB #-}
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filtB mx i t | Just i == mx || Nothing == mx = t
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filtB mx i t | Just i == mx || isNothing mx = t
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| otherwise = LBranches []
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doubleLine :: [a] -> [a]
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