Refactor wall points from lists to pairs

This commit is contained in:
2021-05-04 01:31:55 +02:00
parent e21178b688
commit 6d4c17fc07
23 changed files with 260 additions and 255 deletions
+5 -5
View File
@@ -154,7 +154,7 @@ bulHitWall' bt p x w = damageBlocks x
(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) )
argV (reflectIn ((snd $ _wlLine wall) -.- (fst $ _wlLine wall)) (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
@@ -173,7 +173,7 @@ bulBounceWall' bt p wl w = damageBlocks wl $ over worldEvents addBouncer w
bouncer = (aGenBulAt' Nothing (_btColor' bt) pOut reflectVel
(_btHitEffect' bt) (_btWidth' bt)
) {_btTimer' = _btTimer' bt - 1}
wallV = _wlLine wl !! 1 -.- _wlLine wl !! 0
wallV = (snd $ _wlLine wl) -.- (fst $ _wlLine wl)
reflectVel = (reflectIn wallV (_btVel' bt))
addBouncer = (.) ( over particles (bouncer : ) )
-- the hack is to get around the fact that the particles list gets reset after
@@ -196,7 +196,7 @@ bulIncWall' bt p wl w = damageBlocks wl $ incFlamelets 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
wallV = (snd $ _wlLine wl) -.- (fst $ _wlLine wl)
reflectVel = safeNormalizeV $ reflectIn wallV (_btVel' bt)
incFlamelets = over worldEvents $ (.) (makeFlameletTimed pOut reflectVel Nothing 3 20)
@@ -215,7 +215,7 @@ bulConWall' bt p wl w = damageBlocks wl $ mkwave 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
wallV = (snd $ _wlLine wl) -.- (fst $ _wlLine wl)
mkwave = over worldEvents $ (.) (makeShockwaveAt [] p 15 4 1 white)
hvBulHitWall'
@@ -231,7 +231,7 @@ hvBulHitWall' bt p x w = damageBlocks x $ set randGen g $ foldr ($) w (sparks 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) )
argV (reflectIn ((snd $ _wlLine wall) -.- (fst $ _wlLine wall)) (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)