Cleanup rocket movement code
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@@ -788,16 +788,8 @@ moveShell time i cid rot accel w
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Just cr -> min 0.1 $ max (-0.1)
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$ (normalizeAnglePi (dir - _crDir cr)) / 20
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_ -> 0
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(v1:v2:v3:_) = fst $ runState ((sequence . repeat . randInCirc) 0.1) $ _randGen w
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(r1:r2:r3:_) = map ((*.*) 100) (v2:v3:v1:[])
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-- ((r1:r2:r3:_),_) = runState ((sequence . repeat . randInCirc) 10) $ _randGen w
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-- v1 = fst $ runState (randInCirc 0.5) $ _randGen w
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r1 = _randGen w & evalState (randInCirc 10)
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smokeGen = makeSmokeCloud (oldPos +.+ r1 +.+ 30 *.* (normalizeV (oldPos -.- newPos)))
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-- (t1:t2:t3:_) = randomRs ( 15,20) $ _randGen w
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-- (s1:s2:s3:_) = map (\s -> fromIntegral s * 0.1 - 1) (t3:t2:t1:[])
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-- smokeGen = makeSmokeAt'' v1 s1 t1 (newPos +.+ r1)
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-- . makeSmokeAt'' v2 s2 t2 (newPos +.+ r2)
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-- -- . makeSmokeAt'' v3 s3 t3 (newPos +.+ r3)
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normalizeAnglePi angle | normalizeAngle angle > pi = normalizeAngle angle - 2*pi
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@@ -1540,16 +1532,8 @@ moveRemoteShell time i cid itid dir w
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hitWl = fmap fst $ collideCircWalls' oldPos newPos 2 $ wallsNearPoint newPos w
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thingHit = hitCr <|> hitWl
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(v1:v2:v3:_) = fst $ runState ((sequence . repeat . randInCirc) 0.1) $ _randGen w
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(r1:r2:r3:_) = map ((*.*) 100) (v2:v3:v1:[])
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(t1:t2:t3:_) = randomRs ( 15,20) $ _randGen w
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(s1:s2:s3:_) = map (\s -> fromIntegral s * 0.1 - 1) (t3:t2:t1:[])
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-- ((r1:r2:r3:_),_) = runState ((sequence . repeat . randInCirc) 10) $ _randGen w
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-- v1 = fst $ runState (randInCirc 0.5) $ _randGen w
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smokeGen = makeSmokeAt'' v2 s2 t2 (newPos +.+ r2)
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. makeSmokeAt'' v1 s1 t1 (newPos +.+ r1)
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-- . makeSmokeAt'' v3 s3 t3 (newPos +.+ r3)
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r1 = _randGen w & evalState (randInCirc 10)
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smokeGen = makeSmokeCloud (oldPos +.+ r1 +.+ 30 *.* (normalizeV (oldPos -.- newPos)))
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doExplosion = explodeRemoteRocket itid i cid
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setScope w' = case _itemPositions w' IM.! itid of
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InInv cid invid
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