Hlinting
This commit is contained in:
@@ -1,3 +1,6 @@
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{-
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Creation of particles in the world.
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-}
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module Dodge.WorldEvent.SpawnParticle
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where
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import Dodge.Data
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@@ -11,7 +14,6 @@ import Dodge.WorldEvent.Bullet
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import Dodge.SoundLogic
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import Dodge.RandomHelp
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import Dodge.Debug
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import Picture
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import Geometry
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@@ -23,8 +25,12 @@ import Data.Function (on)
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import Data.List
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import Data.Maybe
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-- take out the flame particle from makeFlame
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aFlameParticle :: Int -> Point2 -> Point2 -> Maybe Int -> Particle'
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aFlameParticle
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:: Int -- ^ Timer
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-> Point2 -- ^ Position
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-> Point2 -- ^ Velocity
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-> Maybe Int -- ^ Creature id
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-> Particle
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aFlameParticle t pos vel maycid = Pt'
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{ _ptDraw = drawFlame vel
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, _ptUpdate' = moveFlame vel
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@@ -37,10 +43,18 @@ aFlameParticle t pos vel maycid = Pt'
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, _btHitEffect' = destroyOnImpact (doFlameDam 1) noEff noEff
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}
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makeFlame :: Int -> Point2 -> Point2 -> Maybe Int -> World -> World
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makeFlame t pos vel maycid = over particles' (aFlameParticle t pos vel maycid : )
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makeFlame
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:: Int -- ^ Timer
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-> Point2 -- ^ Position
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-> Point2 -- ^ Velocity
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-> Maybe Int -- ^ Creature id
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-> World
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-> World
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makeFlame t pos vel maycid = over particles (aFlameParticle t pos vel maycid : )
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drawFlame :: Point2 -> Particle' -> Picture
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drawFlame
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:: Point2 -- ^ Rotate direction
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-> Particle -> Picture
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drawFlame rotd pt = thePic
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where
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ep = _btPos' pt
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@@ -69,13 +83,20 @@ drawFlame rotd pt = thePic
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prot2 p' = p' +.+ rotateV (negate $ fromIntegral time) (0,1)
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prot3 p' = p' +.+ rotateV (2 + fromIntegral time * 0.1) (0,2)
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moveFlame :: Point2 -> World -> Particle' -> (World, Maybe Particle')
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{-
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TODO: add generalised area damage particles/hiteffects.
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-}
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moveFlame
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:: Point2 -- ^ Rotation direction
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-> World
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-> Particle
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-> (World, Maybe Particle)
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moveFlame rotd w pt
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| time <= 0 = (smokeGen w, Nothing)
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| otherwise = case thingsHitExceptCr (_btPassThrough' pt) sp ep w of
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((p,(E3x1 cr)):_) -> (soundAndGlare damcrs , mvPt')
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(thing@(p,(E3x2 wl)):_) -> (fst $ hiteff [thing] damcrs , rfl wl p)
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_ -> (soundAndGlare damcrs , mvPt)
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((p,E3x1 cr):_) -> (soundAndGlare damcrs , mvPt')
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(thing@(p,E3x2 wl):_) -> (fst $ hiteff [thing] damcrs , rfl wl p)
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_ -> (soundAndGlare damcrs , mvPt)
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where
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time = _btTimer' pt
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soundAndGlare = soundFrom Flame fireSound 2 500
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@@ -89,16 +110,19 @@ moveFlame rotd w pt
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mvPt' = Just $ pt {_btTimer' = time - 1, _btPos' = ep
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, _btPassThrough' = Nothing
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,_btVel' = 0.7 *.* vel}
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damcrs = foldr ($) w $ map (\cr -> fst . hiteff [(ep,E3x1 cr)]) $ filter closeCrs
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$ IM.elems $ _creatures w
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damcrs = foldr (\cr -> fst . hiteff [(ep,E3x1 cr)]) w
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$ filter closeCrs
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$ IM.elems $ _creatures w
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closeCrs cr = dist ep (_crPos cr)
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< _crRad cr + 10 - min 9 (max 0 (fromIntegral time - 80))
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+ 5 * angleCoeff (angleVV (ep -.- _crPos cr) rotd)
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angleCoeff x = abs $ 1 - (abs $ (x * 2 - pi) / (pi))
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angleCoeff x = abs $ 1 - abs ( (x * 2 - pi) / pi )
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hiteff = _btHitEffect' pt pt
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rfl wl p = Just $ pt {_btTimer' = time -1, _btPos' = pOut p
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, _btVel' = reflV wl--, _ptDraw = const $ thepic $ pOut p
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}
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rfl wl p = Just $ pt
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{ _btTimer' = time -1
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, _btPos' = pOut p
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, _btVel' = reflV wl
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}
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pOut p = p +.+ safeNormalizeV (sp -.- p)
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reflV wall = (0.3 *.* reflectIn (_wlLine wall !! 1 -.- _wlLine wall !! 0)
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vel )
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@@ -106,23 +130,35 @@ moveFlame rotd w pt
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(0.2 *.* vel)
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smokeGen = makeFlamerSmokeAt ep
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makeFlameletTimed :: Point2 -> Point2 -> Maybe Int -> Float -> Int -> World -> World
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makeFlameletTimed pos vel maycid size time w
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= set randGen g $ over particles' ((:) theFlamelet) w
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where theFlamelet =
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Pt' { _ptDraw = drawFlamelet rot
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, _ptUpdate' = moveFlamelet
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, _btVel' = vel
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, _btColor' = red
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, _btPos' = pos
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, _btPassThrough' = maycid
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, _btWidth' = size
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, _btTimer' = time
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, _btHitEffect' = destroyOnImpact (doFlameDam 1) noEff noEff
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}
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(rot ,g) = randomR (0,3) $ _randGen w
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makeFlameletTimed
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:: Point2 -- ^ Position
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-> Point2 -- ^ Velocity
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-> Maybe Int -- ^ Creature id
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-> Float -- ^ Size
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-> Int -- ^ Timer
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-> World
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-> World
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makeFlameletTimed pos vel maycid size time w = w
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& randGen .~ g
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& particles %~ (theFlamelet :)
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where
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theFlamelet = Pt'
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{ _ptDraw = drawFlamelet rot
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, _ptUpdate' = moveFlamelet
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, _btVel' = vel
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, _btColor' = red
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, _btPos' = pos
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, _btPassThrough' = maycid
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, _btWidth' = size
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, _btTimer' = time
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, _btHitEffect' = destroyOnImpact (doFlameDam 1) noEff noEff
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}
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(rot ,g) = randomR (0,3) $ _randGen w
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drawFlamelet :: Float -> Particle' -> Picture
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drawFlamelet
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:: Float -- ^ Rotation
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-> Particle
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-> Picture
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drawFlamelet rot pt = setLayer 1 $ pictures [pic , piu , pi2 , glow]
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where
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sp = _btPos' pt
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@@ -133,30 +169,40 @@ drawFlamelet rot pt = setLayer 1 $ pictures [pic , piu , pi2 , glow]
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time = _btTimer' pt
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glow = setDepth 0.336 $ uncurry translate ep
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$ circleSolidCol (withAlpha 0 red) (withAlpha 0.05 red) 30
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piu = setDepth 0.334 $ uncurry translate ep
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$ color (dark red) $ rotate (0 - (rot - 0.1 * fromIntegral time))
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$ scale s1 s1
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$ polygon $ rectNSWE (siz2) (-siz2) (-siz2) (siz2)
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pi2 = setDepth 0.332 $ uncurry translate ep
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$ color (mixColors (fromIntegral (max 0 (time-2))) (10-fromIntegral time)
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orange (dark red)
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)
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$ rotate (0 - (rot + 0.2 * fromIntegral time))
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$ scale s2 s2
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$ polygon $ rectNSWE (siz2) (-siz2) (-siz2) (siz2)
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pic = setDepth 0.33 $ uncurry translate ep
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$ color (mixColors (fromIntegral (max 0 (time-2))) (10-fromIntegral time)
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white (dark red)
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)
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$ rotate (0 - ( 0.1 * fromIntegral time + rot))
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$ scale sc sc
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$ polygon [(-size,-size),(size,-size),(size,size),(-size,size)]
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piu = setDepth 0.334
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. uncurry translate ep
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. color (dark red)
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. rotate (negate (rot - 0.1 * fromIntegral time))
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. scale s1 s1
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. polygon
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$ rectNSWE siz2 (-siz2) (-siz2) siz2
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pi2 = setDepth 0.332
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. uncurry translate ep
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. color (mixColors (fromIntegral (max 0 (time-2))) (10-fromIntegral time)
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orange (dark red)
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)
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. rotate (negate (rot + 0.2 * fromIntegral time))
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. scale s2 s2
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. polygon
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$ rectNSWE siz2 (-siz2) (-siz2) siz2
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pic = setDepth 0.33
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. uncurry translate ep
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. color (mixColors (fromIntegral (max 0 (time-2))) (10-fromIntegral time)
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white (dark red)
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)
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. rotate (negate ( 0.1 * fromIntegral time + rot))
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. scale sc sc
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$ polygon [(-size,-size),(size,-size),(size,size),(-size,size)]
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sc = (*) 2 $ log $ 1 + fromIntegral time / 20
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s1 = (*) 2 $ log $ 2 + fromIntegral time / 40
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s2 = 0.5 * (sc + s1)
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thepicture = pictures [pic , piu , pi2 , glow]
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moveFlamelet :: World -> Particle' -> (World, Maybe Particle')
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{-
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Update of a flamelet.
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Applies movement and attaches damage to nearby creatures.
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-}
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moveFlamelet :: World -> Particle -> (World, Maybe Particle)
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moveFlamelet w pt
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| _btTimer' pt <= 0 = ( w, Nothing)
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| otherwise = (damcrs, mvPt)
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@@ -169,33 +215,46 @@ moveFlamelet w pt
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& btPos' .~ ep
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& btPassThrough' .~ Nothing
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& btVel' .~ 0.8 *.* vel
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damcrs = foldr ($) w $ map dodam $ filter closeCrs $ IM.elems $ _creatures w
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-- damcrs = w
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closeCrs cr = dist ep (_crPos cr) < _crRad cr + size
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dodam cr = over (creatures . ix (_crID cr) . crState . crDamage)
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((:) $ Flaming 3 sp ep ep)
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damcrs = w & creatures %~ IM.map damifclose
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isClose cr = dist ep (_crPos cr) < _crRad cr + size
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damifclose cr
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| isClose cr = cr & crState . crDamage %~ ( Flaming 3 sp ep ep : )
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| otherwise = cr
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makeGasCloud :: Point2 -> Point2 -> World -> World
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makeGasCloud pos vel w = over clouds (IM.insert i theCloud)
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$ set randGen g w
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where i = newKey $ _clouds w
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theCloud = Cloud { _clID = i
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, _clPos = pos
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, _clVel = vel
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, _clPict = \_ -> onLayer CrLayer $ color (withAlpha 0.1 col)
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$ circleSolid 20
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, _clRad = 20
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, _clTimer = 400
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, _clEffect = cloudPoisonDamage
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}
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(col, g) = runState (takeOne [green,yellow]) $ _randGen w
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makeGasCloud
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:: Point2 -- ^ Position
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-> Point2 -- ^ Velocity
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-> World
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-> World
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makeGasCloud pos vel w = w
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& clouds %~ IM.insert i theCloud
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& randGen .~ g
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where
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i = newKey $ _clouds w
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theCloud = Cloud { _clID = i
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, _clPos = pos
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, _clVel = vel
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, _clPict = \_ -> onLayer CrLayer $ color (withAlpha 0.1 col)
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$ circleSolid 20
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, _clRad = 20
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, _clTimer = 400
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, _clEffect = cloudPoisonDamage
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}
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(col, g) = runState (takeOne [green,yellow]) $ _randGen w
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{-
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Attach poison cloud damage to creatures near cloud.
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-}
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cloudPoisonDamage :: Cloud -> World -> World
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cloudPoisonDamage c w = w & creatures %~ flip (foldr (IM.adjust doDam)) damagedCrs
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where damagedCrs = IM.keys $ IM.filter f $ creaturesNearPoint (_clPos c) w
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f cr = dist (_crPos cr) (_clPos c) < _crRad cr + _clRad c
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doDam cr = cr & crState . crDamage %~ (:) (PoisonDam 1)
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where
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damagedCrs = IM.keys $ IM.filter f $ creaturesNearPoint (_clPos c) w
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f cr = dist (_crPos cr) (_clPos c) < _crRad cr + _clRad c
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doDam cr = cr & crState . crDamage %~ (:) (PoisonDam 1)
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{-
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TODO: make tesla arc a particle.
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-}
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makeTeslaArcAt :: Int -> Point2 -> Float -> Projectile
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makeTeslaArcAt i pos dir = Projectile
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{ _pjPos = pos
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@@ -206,7 +265,12 @@ makeTeslaArcAt i pos dir = Projectile
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, _pjUpdate = moveTeslaArc pos dir i
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}
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moveTeslaArc :: Point2 -> Float -> Int -> World -> World
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moveTeslaArc
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:: Point2 -- ^ Emmission position
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-> Float -- ^ Emmission direction
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-> Int -- ^ Projectile id
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-> World
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-> World
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moveTeslaArc p d i w =
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set (projectiles . ix i . pjPict) pic
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$ set (projectiles . ix i . pjUpdate)
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@@ -214,37 +278,44 @@ moveTeslaArc p d i w =
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$ set randGen g
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$ createSpark 8 nc q2 (argV sv + d1) Nothing
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$ foldr damCrs w hitCrs
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where pic = setLayer 1 $ pictures
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[ onLayer PtLayer $ color (f2 nc) $ line ps'
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, onLayer UPtLayer $ color (withAlpha 0.02 cyan) $ lineOfThickness 20 ps'
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, onLayer UPtLayer $ color (withAlpha 0.02 cyan) $ lineOfThickness 25 ps'
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, onLayer UPtLayer $ color (withAlpha 0.02 cyan) $ lineOfThickness 30 ps'
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]
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ps' = lightningMids d pers ps
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ps = take 15 $ p : map f (crsLightChain p d 0 w)
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f (E3x1 cr) = _crPos cr
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f (E3x2 p1) = p1
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f (E3x3 p1) = p1
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pers = evalState (sequence $ repeat $ randInCirc 5) $ _randGen w
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(nc,g) = randomR (0::Int,11) $ _randGen w
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f1 (E3x1 cr) = Just $ _crID cr
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f1 _ = Nothing
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hitCrs = mapMaybe f1 $ take 14 $ crsLightChain p d 0 w
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damCrs i = over (creatures . ix i . crHP) (\hp -> hp - 5)
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f2 0 = cyan
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f2 1 = azure
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f2 _ = white
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sID = newProjectileKey w
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q1 = last $ init ps'
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q2 = last ps'
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hitWall = collidePointWalls q1 ((2 *.* q2) -.- q1) $ wallsNearPoint q1 w
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(d1,_) = randomR (-0.7,0.7) $ _randGen w
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sv = fromMaybe (q2 -.- q1) $ fmap snd hitWall
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where
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pic = setLayer 1 $ pictures
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[ onLayer PtLayer $ color (f2 nc) $ line ps'
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, onLayer UPtLayer $ color (withAlpha 0.02 cyan) $ lineOfThickness 20 ps'
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, onLayer UPtLayer $ color (withAlpha 0.02 cyan) $ lineOfThickness 25 ps'
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, onLayer UPtLayer $ color (withAlpha 0.02 cyan) $ lineOfThickness 30 ps'
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]
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ps' = lightningMids d pers ps
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ps = take 15 $ p : map f (crsLightChain p d 0 w)
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f (E3x1 cr) = _crPos cr
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f (E3x2 p1) = p1
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f (E3x3 p1) = p1
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pers = evalState (sequence $ repeat $ randInCirc 5) $ _randGen w
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(nc,g) = randomR (0::Int,11) $ _randGen w
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f1 (E3x1 cr) = Just $ _crID cr
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f1 _ = Nothing
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hitCrs = mapMaybe f1 $ take 14 $ crsLightChain p d 0 w
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damCrs i = over (creatures . ix i . crHP) (\hp -> hp - 5)
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f2 0 = cyan
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f2 1 = azure
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f2 _ = white
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sID = newProjectileKey w
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q1 = last $ init ps'
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q2 = last ps'
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hitWall = collidePointWalls q1 ((2 *.* q2) -.- q1) $ wallsNearPoint q1 w
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(d1,_) = randomR (-0.7,0.7) $ _randGen w
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sv = maybe (q2 -.- q1) snd hitWall
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{-
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Finds a point somewhere roughly inbetween two points.
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-}
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lightningMid :: Float -> Point2 -> Point2 -> Point2
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lightningMid d p1 p2 = (0.25 *.* (p1 +.+ p2)) +.+ 0.5 *.* p3
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where p3 = errorClosestPointOnLine 1 p1 (p1 +.+ unitVectorAtAngle d) p2
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{-
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Finds extra middle points between successive points in a list of points.
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-}
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lightningMids :: Float -> [Point2] -> [Point2] -> [Point2]
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lightningMids d1 (p:pers) (p1:p3:ps)
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= let p2 = p +.+ lightningMid d1 p1 p3
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@@ -252,15 +323,10 @@ lightningMids d1 (p:pers) (p1:p3:ps)
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in p1 : p2 : lightningMids d2 pers (p3:ps)
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lightningMids _ _ ps = ps
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crsLightChain' :: Point2 -> Float -> World -> [Either3 Creature Point2 Point2]
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crsLightChain' p d w
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= case crOrWall p d w of
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E3x1 cr -> E3x1 cr : crsLightChain' (_crPos cr) (argV (_crPos cr -.- p)) w
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E3x2 p1 -> [E3x2 p1]
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E3x3 p1 -> E3x3 p1 : crsLightChain' p1 (dChange + argV (p1 -.- p)) (set randGen g w)
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-- where (dChange, g) = (0, _randGen w)
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where (dChange, g) = randomR (-0.05,0.05) $ _randGen w
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{-
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Finds a list of hit things from a given point.
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'E3x1' objects are creatures, 'E3x2' objects are points on walls, 'E3x3' objects are points in space.
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-}
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crsLightChain :: Point2 -> Float -> Float -> World -> [Either3 Creature Point2 Point2]
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crsLightChain p d wlAttract w
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= case crOrWallSensitive p d wlAttract w of
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@@ -271,73 +337,92 @@ crsLightChain p d wlAttract w
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-- where (dChange, g) = (0, _randGen w)
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where (dChange, g) = randomR (-0.05,0.05) $ _randGen w
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crOrWallSensitive :: Point2 -> Float -> Float -> World -> Either3 Creature Point2 Point2
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crOrWallSensitive p dir wlAttract w = fromMaybe (E3x3 $ p +.+ rotateV dir (arcLen,0))
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$ listToMaybe $ sortBy (compare `on` g)
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$ catMaybes [cr,wlp]
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where cr = fmap E3x1 $ nearestCrInFront p dir 100 w
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wlp = fmap E3x2 $ listToMaybe
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$ 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)
|
||||
|
||||
Reference in New Issue
Block a user