Hlinting
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@@ -9,12 +9,12 @@ import Data.Maybe
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import Control.Lens
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type HitCreatureEffect = Particle' -> Point2 -> Creature -> World -> World
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type HitWallEffect = Particle' -> Point2 -> Wall -> World -> World
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type HitForceFieldEffect = Particle' -> Point2 -> ForceField -> World -> World
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type HitCreatureEffect = Particle -> Point2 -> Creature -> World -> World
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type HitWallEffect = Particle -> Point2 -> Wall -> World -> World
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type HitForceFieldEffect = Particle -> Point2 -> ForceField -> World -> World
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passThroughAll :: HitCreatureEffect -> HitWallEffect -> HitForceFieldEffect ->
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Particle' -> [(Point2, Either3 Creature Wall ForceField)] -> World -> (World, Maybe Particle')
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Particle -> [(Point2, Either3 Creature Wall ForceField)] -> World -> (World, Maybe Particle)
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passThroughAll crEff wlEff ffEff pt hitThings w = (w, mvPt)
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where
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mvPt = Just $ pt & btTrail' .~ (newP : trl)
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@@ -24,7 +24,7 @@ passThroughAll crEff wlEff ffEff pt hitThings w = (w, mvPt)
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newP = head trl +.+ _btVel' pt
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destroyOnImpact :: HitCreatureEffect -> HitWallEffect -> HitForceFieldEffect ->
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Particle' -> [(Point2, Either3 Creature Wall ForceField)] -> World -> (World, Maybe Particle')
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Particle -> [(Point2, Either3 Creature Wall ForceField)] -> World -> (World, Maybe Particle)
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destroyOnImpact crEff wlEff ffEff pt hitThings w = case hitThings of
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[] -> ( w, mvPt)
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((p,E3x1 cr):_) -> (crEff pt p cr w, destroyAt p)
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@@ -40,7 +40,7 @@ destroyOnImpact crEff wlEff ffEff pt hitThings w = case hitThings of
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newP = head trl +.+ _btVel' pt
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penWalls :: HitCreatureEffect -> HitWallEffect -> HitForceFieldEffect ->
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Particle' -> [(Point2, Either3 Creature Wall ForceField)] -> World -> (World, Maybe Particle')
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Particle -> [(Point2, Either3 Creature Wall ForceField)] -> World -> (World, Maybe Particle)
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penWalls crEff wlEff ffEff pt hitThings w = case hitThings of
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[] -> ( w, mvPt)
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((p,E3x1 cr):_) -> (crEff pt p cr w, destroyAt p)
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@@ -57,7 +57,7 @@ penWalls crEff wlEff ffEff pt hitThings w = case hitThings of
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wth = _btWidth' pt
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newP = head trl +.+ _btVel' pt
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doFlameDam :: Int -> Particle' -> Point2 -> Creature -> World -> World
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doFlameDam :: Int -> Particle -> Point2 -> Creature -> World -> World
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doFlameDam amount pt p cr = over (creatures . ix (_crID cr) . crState . crDamage)
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((:) $ Flaming amount sp p ep)
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where sp = _btPos' pt
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