Work on transparency of windows/clouds
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+3
-13
@@ -138,7 +138,7 @@ makeFragBullets p w = w & cWorld . lWorld . bullets .++~ bus
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f a s =
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defaultBullet
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& buPayload .~ BulPlain 5
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& buVel .~ s *.* unitVectorAtAngle a
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& buVel .~ s *^ unitVectorAtAngle a
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& buDrag .~ 0.8
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& buPos .~ p
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& buOldPos .~ p
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@@ -151,20 +151,10 @@ makeFlak bu _ w = w & cWorld . lWorld . bullets .++~ [f x | x <- xs]
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f x =
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bu & buVel %~ g x
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& buPayload .~ BulPlain 25
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g x v = v +.+ x *.* normalizeV (vNormal v)
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g x v = v + x *^ normalizeV (vNormal v)
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hitEffFromBul :: World -> Bullet -> (World, Bullet)
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hitEffFromBul w bu = hitEffFromBul' w' bu
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where
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w' = w & cWorld . lWorld . distortions .:~ x
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x = RadialDistortion (_buPos bu + _buVel bu) (V2 50 0) (V2 0 50)
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(v3 & _3 .~ t) (v3 & _3 .~ negate t) v3 1
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v3 = V3 (V2 1 0) (V2 0 1) 0
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t = vNormal (_buVel bu)
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-- (V2 1 0) (V2
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hitEffFromBul' :: World -> Bullet -> (World, Bullet)
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hitEffFromBul' w bu = case _buEffect bu of
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hitEffFromBul w bu = case _buEffect bu of
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PenetrateBullet -> movePenBullet bu hitstream w
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BounceBullet -> fromMaybe (expireAndDamage bu hitstream w) $ do
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(hp, crwl) <- hitstream ^? _head
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