Refactor inverse shockwave
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@@ -28,7 +28,7 @@ aRadarPulse cr = over particles (radarPulseAt (_crPos cr) :)
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blipAt :: Point2 -> Color -> Int -> Particle
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blipAt p col i = Particle
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{_ptDraw = const blank
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,_ptUpdate' = mvBlip p col i i
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,_ptUpdate = mvBlip p col i i
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}
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mvBlip :: Point2 -> Color
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-> Int -- ^ Max possible timer value
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@@ -37,7 +37,7 @@ mvBlip :: Point2 -> Color
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mvBlip _ _ _ 0 w _ = (w, Nothing)
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mvBlip p col maxt t w pt =
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(w
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, Just $ pt & ptUpdate' .~ mvBlip p col maxt (t-1)
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, Just $ pt & ptUpdate .~ mvBlip p col maxt (t-1)
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& ptDraw .~ ( const
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. setDepth (-0.5)
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. setLayer 1
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@@ -47,7 +47,7 @@ mvBlip p col maxt t w pt =
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)
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{- | An outwardly increasing circle that draws creatures, even those behind walls. -}
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sonarPulseAt :: Point2 -> Particle
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sonarPulseAt p = Particle { _ptDraw = const blank , _ptUpdate' = mvSonar 100 p }
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sonarPulseAt p = Particle { _ptDraw = const blank , _ptUpdate = mvSonar 100 p }
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mvSonar
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:: Int -- ^ Timer
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@@ -55,7 +55,7 @@ mvSonar
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-> World -> Particle -> (World, Maybe Particle)
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mvSonar 0 _ w _ = (w, Nothing)
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mvSonar x p w pt = (w, Just $ pt {_ptDraw = const pic
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,_ptUpdate' = mvSonar (x-1) p
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,_ptUpdate = mvSonar (x-1) p
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}
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)
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where
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@@ -77,7 +77,7 @@ An outwardly increasing circle that displays walls, even those behind other wall
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radarPulseAt :: Point2 -> Particle
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radarPulseAt p = Particle
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{ _ptDraw = const blank
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, _ptUpdate' = mvRadar 50 p
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, _ptUpdate = mvRadar 50 p
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}
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mvRadar
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:: Int -- ^ Timer
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@@ -86,7 +86,7 @@ mvRadar
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mvRadar 0 _ w _ = (w, Nothing)
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mvRadar x p w pt =
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( putBlips w
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, Just $ pt {_ptDraw = const pic ,_ptUpdate' = mvRadar (x-1) p }
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, Just $ pt {_ptDraw = const pic ,_ptUpdate = mvRadar (x-1) p }
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)
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where
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pic = onLayerL [levLayer ShadowLayer, 1] $ pictures sweepPics
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