Cleanup, remove bullet tweaks
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@@ -5,6 +5,8 @@ module Dodge.WorldEvent.SpawnParticle
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, makeFlamelet
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, aStaticBall
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, makeStaticBall
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, incBall
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, concBall
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) where
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import Dodge.Data
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import Dodge.Base
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@@ -13,6 +15,7 @@ import Dodge.WorldEvent.HitEffect
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import Dodge.WorldEvent.ThingsHit
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import Dodge.WorldEvent.Cloud
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import Dodge.WorldEvent.Flash
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import Dodge.WorldEvent.Shockwave
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import Dodge.SoundLogic
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import Dodge.RandomHelp
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import Dodge.Wall.Damage
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@@ -111,8 +114,38 @@ moveFlame rotd w pt
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reflV wall = (0.3 *.* reflectIn (uncurry (-.-) . swap $ _wlLine wall) vel )
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+.+ (0.2 *.* vel)
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aStaticBall :: Point2 -> Particle
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aStaticBall vel = PtZ
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incBall :: RandomGen g => Point2 -> State g Particle
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incBall vel = do
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rot <- state $ randomR (0,3)
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return PtZ
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{ _ptDraw = drawFlameletZ rot
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, _ptUpdate = moveFlamelet
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, _ptVel = vel
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, _ptColor = red
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, _ptPos = V2 0 0
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, _ptCrIgnore = Nothing
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, _ptWidth = 3
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, _ptTimer = 20
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, _ptHitEff = damageBothTypeAmount Flaming 20
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, _ptZ = 20
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}
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concBall :: Point2 -> State g Particle
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concBall _ = return Shockwave
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{ _ptDraw = drawShockwave
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, _ptUpdate = mvShockwave []
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, _ptColor = white
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, _ptPos = 0
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, _ptRad = 15
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, _ptDam = 4
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, _ptPush = 1
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, _ptMaxTime = 10
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, _ptTimer = 10
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}
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aStaticBall :: Point2 -> State g Particle
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aStaticBall vel = return PtZ
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{ _ptDraw = drawStaticBall
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, _ptUpdate = moveStaticBall
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, _ptVel = vel
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