Refactoring, linting
This commit is contained in:
@@ -265,9 +265,8 @@ Items you start with.
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startInventory = IM.fromList (zip [0..20]
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(
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[lasGun
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,autoGun
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,flamer
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--,blinkGun
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,remoteLauncher
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,grenade
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--,spawnGun lamp
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--,poisonSprayer
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--,autoGun
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@@ -15,7 +15,6 @@ data ItAttachment
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,_scopeIsCamera :: Bool
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}
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| ItFuse {_itFuseTime :: Int}
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| ItPhaseV {_itPhaseV :: Float}
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| ItMode {_itMode :: Int}
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| ItCharMode {_itCharMode :: Seq.Seq Char }
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| ItTargetPos { _itTargetPos :: Point2 }
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+101
-246
@@ -220,7 +220,7 @@ forceFieldGun = defaultGun
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, _wpReloadState = 0
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, _wpFireRate = 10
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, _wpFireState = 0
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, _wpFire = forceFieldFire
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, _wpFire = undefined
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, _wpSpread = 0.02
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, _wpRange = 20
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, _itFloorPict = onLayer FlItLayer $ polygon [(-4,-4),(-4,4),(4,4),(4,0),(0,0),(0,-4)]
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@@ -364,7 +364,7 @@ remoteLauncher = defaultGun
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, _wpReloadState = 0
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, _wpFireRate = 10
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, _wpFireState = 0
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, _wpFire = fireRemoteLauncher
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, _wpFire = hammerCheck $ fireRemoteLauncher
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, _wpSpread = 0.02
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, _wpRange = 20
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, _itFloorPict = onLayer FlItLayer $ color cyan $ polygon $ rectNESW 5 5 (-5) (-5)
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@@ -386,7 +386,6 @@ hvAutoGun = defaultAutoGun
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, _wpFireState = 0
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, _wpFire = rateIncAB 24 10 (torqueBeforeForced 0.1 mkHvBul)
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$ torqueAfter 0.2 mkHvBul
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, _wpSpread = autogunSpread
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, _wpRange = 20
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, _itFloorPict = onLayer FlItLayer $ color orange $ polygon $ rectNESW 5 5 (-5) (-5)
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, _itAmount = 1
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@@ -442,7 +441,6 @@ miniGun = defaultAutoGun
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. withMuzFlare
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. withVelWthHiteff (30,0) 2
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$ destroyOnImpact bulBounceArmCr' bulHitWall' bulHitFF'
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, _wpSpread = autogunSpread
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, _wpRange = 20
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, _itFloorPict = onLayer FlItLayer $ color red $ polygon $ rectNESW 9 5 (-9) (-5)
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, _itAmount = 1
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@@ -593,7 +591,7 @@ flamer = defaultAutoGun
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, _wpReloadState = 0
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, _wpFireRate = 0
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, _wpFireState = 0
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, _wpFire = shoot $ withSidePushAfter 10 $ randWalkAngle 0.5 0.05 aFlame
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, _wpFire = shoot $ withSidePush 5 $ withSidePushAfter 10 $ randWalkAngle 0.5 0.05 aFlame
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, _wpSpread = 0
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, _wpRange = 8
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, _itFloorPict = onLayer FlItLayer $ color yellow $ polygon $ rectNESW 4 4 (-4) (-4)
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@@ -659,16 +657,6 @@ charToPhaseV 'V' = 0.2
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charToPhaseV '/' = 1
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charToPhaseV 'Z' = 5
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aTractorBeam :: Int -> Int -> World -> World
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aTractorBeam col cid w
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= set (creatures . ix cid . crInv . ix itRef . wpFire)
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(shoot $ aTractorBeam ((col + 1) `mod` 10))
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$ over projectiles (IM.insert i (tractorBeamAt col i pos dir)) w
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where i = newProjectileKey w
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cr = (_creatures w IM.! cid)
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pos = _crPos cr +.+ ((_crRad cr +10) *.* unitVectorAtAngle dir)
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dir = _crDir cr
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itRef = _crInvSel cr
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aRocketWithPayload
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:: (Point2 -> World -> World)
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@@ -779,19 +767,6 @@ remoteShellPic i | rem (i+200) 20 < 9 = polygon [(-6,4),(-6,-4),(6,-4),(8,0),(6,
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shellExplosionAt = makeExplosionAt
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tractorBeamAt :: Int -> Int -> Point2 -> Float -> Projectile
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tractorBeamAt colID i pos dir = Projectile
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{ _pjPos = pos
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, _pjStartPos = p'
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, _pjVel = d
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, _pjPict = blank
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, _pjID = i
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, _pjUpdate = updateTractor colID 10 i
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}
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where
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d = unitVectorAtAngle dir
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p' = pos +.+ 400 *.* d
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aGasCloud :: Int -> World -> World
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aGasCloud cid w
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= insertCloud $ set randGen g $
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@@ -857,7 +832,7 @@ retireRemoteRocket itid 0 pjid w
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= set (pointToItem (_itemPositions w IM.! itid) . itAttachment . _Just . scopePos)
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(0,0)
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$ set (pointToItem (_itemPositions w IM.! itid) . wpFire)
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fireRemoteLauncher
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(hammerCheck fireRemoteLauncher)
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(w & projectiles %~ IM.delete pjid)
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retireRemoteRocket itid t pjid w = setScope w & projectiles . ix pjid . pjUpdate .~ retireRemoteRocket itid (t-1) pjid
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where
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@@ -875,7 +850,7 @@ retireRemoteBomb itid 0 pjid w
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$ set (pointToItem (_itemPositions w IM.! itid) . itZoom)
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defaultItZoom
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$ set (pointToItem (_itemPositions w IM.! itid) . twFire)
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throwRemoteBomb
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(hammerCheck throwRemoteBomb)
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(w & projectiles %~ IM.delete pjid)
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retireRemoteBomb itid t pjid w
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= setScope w & projectiles . ix pjid . pjUpdate .~ retireRemoteBomb itid (t-1) pjid
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@@ -1101,7 +1076,7 @@ grenade = Throwable
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, _itFloorPict = onLayer FlItLayer $ polygon [(-3,-3),(-3,3),(3,3),(3,-3)]
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, _twMaxRange = 150
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, _twAccuracy = 30
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, _twFire = throwGrenade fuseTime
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, _twFire = throwGrenade' makeExplosionAt fuseTime
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, _itAimingSpeed = 1
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, _itAimingRange = 0
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, _itZoom = defaultItZoom {_itAimZoomMax = (f fuseTime), _itAimZoomMin = (f fuseTime)}
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@@ -1139,7 +1114,6 @@ teslaGrenade = grenade {
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increaseFuse :: Int -> Int -> World -> World
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increaseFuse fuse i w = w & creatures . ix 0 . crInv . ix itRef . itScrollUp .~ decreaseFuse newTime
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& creatures . ix 0 . crInv . ix itRef . itScrollDown .~ increaseFuse newTime
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& creatures . ix 0 . crInv . ix itRef . twFire .~ throwGrenade newTime
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& creatures . ix 0 . crInv . ix itRef . itName .~ "GRENADE " ++ show newTime
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& creatures . ix 0 . crInv . ix itRef . itAttachment .~ Just (ItFuse newTime)
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& creatures . ix 0 . crInv . ix itRef . itZoom
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@@ -1151,7 +1125,6 @@ increaseFuse fuse i w = w & creatures . ix 0 . crInv . ix itRef . itScrollUp .~
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decreaseFuse :: Int -> Int -> World -> World
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decreaseFuse fuse i w = w & creatures . ix 0 . crInv . ix itRef . itScrollUp .~ decreaseFuse newTime
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& creatures . ix 0 . crInv . ix itRef . itScrollDown .~ increaseFuse newTime
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& creatures . ix 0 . crInv . ix itRef . twFire .~ throwGrenade newTime
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& creatures . ix 0 . crInv . ix itRef . itName .~ "GRENADE " ++ show newTime
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& creatures . ix 0 . crInv . ix itRef . itAttachment .~ Just (ItFuse newTime)
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& creatures . ix 0 . crInv . ix itRef . itZoom
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@@ -1169,9 +1142,9 @@ remoteBomb = defaultThrowable
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, _itFloorPict = onLayer FlItLayer $ polygon [(-3,-3),(-3,3),(3,3),(3,-3)]
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, _twMaxRange = 150
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, _twAccuracy = 30
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, _twFire = throwRemoteBomb
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, _twFire = hammerCheck $ throwRemoteBomb
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, _itAttachment = Just $ ItScope (0,0) 0 1 True
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, _itEquipPict = drawWeapon $ remoteBombUnarmedPic
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, _itEquipPict = drawWeapon remoteBombUnarmedPic
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}
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@@ -1204,36 +1177,34 @@ throwGrenade' explosion fuseTime n w = setWp $ removePict $ over projectiles add
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setWp :: World -> World
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setWp w' = w' & creatures . ix n . crInv . ix j . itEffect .~ throwArmReset 20
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throwGrenade :: Int -> Int -> World -> World
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throwGrenade = throwGrenade' makeExplosionAt
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throwArmReset :: Int -> ItEffect
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throwArmReset x =
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ItInvEffect {_itInvEffect = f
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,_itEffectCounter = x
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}
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where f cr i = creatures . ix (_crID cr) . crInv %~ IM.adjust counterDown i
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counterDown it | _itEffectCounter (_itEffect it) == 0
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= it & itHammer .~ HammerUp
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& itEquipPict .~ (drawWeapon $ grenadePic 50)
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| otherwise = it & itEffect . itEffectCounter %~ (\x -> x - 1)
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throwArmReset x = ItInvEffect {_itInvEffect = f ,_itEffectCounter = x }
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where
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f cr i = creatures . ix (_crID cr) . crInv %~ IM.adjust counterDown i
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counterDown it
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| _itEffectCounter (_itEffect it) == 0 = it
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& itHammer .~ HammerUp
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& itEquipPict .~ drawWeapon (grenadePic 50)
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| otherwise = it & itEffect . itEffectCounter -~ 1
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(grenadeAccL, grenadeAccA) = (0.1, 0.1)
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grenadePic :: Int -> Picture
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grenadePic x = pictures [ color (dark $ dark green) $ circleSolid 5
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, color green $ arc
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(degToRad $ (179 * fromIntegral x / 50) - 180 )
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(degToRad $ 180 - (179 * fromIntegral x / 50) )
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5
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, translate (-2) 2 $ rotate (pi*0.5)
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$ scale 0.05 0.05 $ color green $ text $ show $ 1 + quot x 20
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]
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grenadePic x = pictures
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[ color (dark $ dark green) $ circleSolid 5
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, color green $ arc (degToRad $ (179 * fromIntegral x / 50) - 180 )
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(degToRad $ 180 - (179 * fromIntegral x / 50) )
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5
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, translate (-2) 2 $ rotate (pi*0.5)
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$ scale 0.05 0.05 $ color green $ text $ show $ 1 + quot x 20
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]
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fireRemoteLauncher :: Int -> World -> World
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fireRemoteLauncher cid w = setLocation $ resetFire $ resetName
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$ soundOnce (fromIntegral launcherSound)
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$ over projectiles remRocket w
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fireRemoteLauncher cid w = setLocation
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$ resetFire
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$ resetName
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$ soundOnce (fromIntegral launcherSound)
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$ over projectiles remRocket w
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where
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i = newKey $ _projectiles w
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cr = _creatures w IM.! cid
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@@ -1250,13 +1221,14 @@ fireRemoteLauncher cid w = setLocation $ resetFire $ resetName
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j = _crInvSel $ _creatures w IM.! cid
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newitid = newKey $ _itemPositions w
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maybeitid = w ^? creatures . ix cid . crInv . ix j . itID . _Just
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resetFire = set (creatures . ix cid . crInv . ix j . wpFire) $ explodeRemoteRocket itid i
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resetFire = set (creatures . ix cid . crInv . ix j . wpFire)
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$ hammerCheck $ explodeRemoteRocket itid i
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resetName = set (creatures . ix cid . crInv . ix j . itName) "REMOTEROCKET"
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setLocation :: World -> World
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setLocation w' = case maybeitid of
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Nothing -> w' & creatures . ix cid . crInv . ix j . itID .~ Just newitid
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& itemPositions %~ IM.insert newitid (InInv cid j)
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_ -> w'
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Nothing -> w' & creatures . ix cid . crInv . ix j . itID ?~ newitid
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& itemPositions %~ IM.insert newitid (InInv cid j)
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_ -> w'
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itid = fromMaybe newitid maybeitid
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moveRemoteShell :: Int -> Int -> Int -> Int -> Float -> World -> World
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@@ -1270,68 +1242,64 @@ moveRemoteShell time i cid itid dir w
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$ setScope
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w
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| time >= 20 = case thingHit of
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Just p -> doExplosion w
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Nothing -> over (projectiles . ix i . pjPos) (+.+ vel)
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$ set (projectiles . ix i . pjPict) pic
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$ set (projectiles . ix i . pjUpdate)
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(moveRemoteShell (time-1) i cid itid newdir)
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$ setScope
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w
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| time > -99
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= case thingHit of
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Just p -> doExplosion
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$ stopSoundFrom (ShellSound i)
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w
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Nothing -> over (projectiles . ix i . pjPos) (+.+ vel)
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$ set randGen g
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$ set (projectiles . ix i . pjPict) pic
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$ set (projectiles . ix i . pjUpdate)
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(moveRemoteShell (time-1) i cid itid newdir)
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$ over (projectiles . ix i . pjVel) (\v -> accel +.+ frict *.* v)
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$ soundFromPos (ShellSound i) newPos (fromIntegral smokeTrailSound) (1) 250
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$ smokeGen
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$ makeFlameletTimed oldPos
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(0.5 *.* rotateV (pi+sparkD) accel) Nothing 3 10
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$ setScope
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w
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Just p -> doExplosion w
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Nothing -> over (projectiles . ix i . pjPos) (+.+ vel)
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$ set (projectiles . ix i . pjPict) pic
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$ set (projectiles . ix i . pjUpdate)
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(moveRemoteShell (time-1) i cid itid newdir)
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$ setScope
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w
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| time > -99 = case thingHit of
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Just p -> doExplosion
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$ stopSoundFrom (ShellSound i)
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w
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Nothing -> over (projectiles . ix i . pjPos) (+.+ vel)
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$ set randGen g
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$ set (projectiles . ix i . pjPict) pic
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$ set (projectiles . ix i . pjUpdate) (moveRemoteShell (time-1) i cid itid newdir)
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$ over (projectiles . ix i . pjVel) (\v -> accel +.+ frict *.* v)
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$ soundFromPos (ShellSound i) newPos (fromIntegral smokeTrailSound) 1 250
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$ smokeGen
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$ makeFlameletTimed oldPos (0.5 *.* rotateV (pi+sparkD) accel) Nothing 3 10
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$ setScope
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w
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| time > -200 = case thingHit of
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Just p -> doExplosion
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$ stopSoundFrom (ShellSound i)
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w
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Nothing -> over (projectiles . ix i . pjPos) (+.+ vel)
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$ set (projectiles . ix i . pjPict) pic
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$ set (projectiles . ix i . pjUpdate)
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(moveRemoteShell (time-1) i cid itid newdir)
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$ setScope
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w
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Just p -> doExplosion
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$ stopSoundFrom (ShellSound i)
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w
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Nothing -> over (projectiles . ix i . pjPos) (+.+ vel)
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$ set (projectiles . ix i . pjPict) pic
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$ set (projectiles . ix i . pjUpdate) (moveRemoteShell (time-1) i cid itid newdir)
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$ setScope
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w
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| otherwise = doExplosion
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$ stopSoundFrom (ShellSound i)
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w
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$ stopSoundFrom (ShellSound i)
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w
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where
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pj = _projectiles w IM.! i
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oldPos = _pjPos pj
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vel = _pjVel pj
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newPos = oldPos +.+ vel
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newdir
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| SDL.ButtonRight `S.member` (_mouseButtons w)
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| SDL.ButtonRight `S.member` _mouseButtons w
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&& w ^? creatures . ix cid . crInvSel == w ^? itemPositions . ix itid . itInvId
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= _cameraRot w + (argV $ _mousePos w)
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= _cameraRot w + argV (_mousePos w)
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| otherwise = dir
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accel = rotateV newdir (2,0)
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(frict,g) = randomR (0.6,0.9) $ _randGen w
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(sparkD,_) = randomR (-0.5,0.5) $ _randGen w
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dir = argV $ vel
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dir = argV vel
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pic = onLayer PtLayer $ uncurry translate newPos
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$ rotate (argV accel) $ remoteShellPic time
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piclow = onLayerL [levLayer CrLayer - 2]
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$ uncurry translate newPos $ rotate (argV accel)
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$ remoteShellPic time
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hitCr = fmap fst $ collideCircCrsPoint oldPos newPos 4 w
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hitWl = fmap fst $ collideCircWalls' oldPos newPos 2 $ wallsNearPoint newPos w
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hitCr = fst <$> collideCircCrsPoint oldPos newPos 4 w
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hitWl = fst <$> collideCircWalls' oldPos newPos 2 (wallsNearPoint newPos w)
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thingHit = hitCr <|> hitWl
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r1 = _randGen w & evalState (randInCirc 10)
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smokeGen = makeSmokeCloudAt (oldPos +.+ r1 +.+ 30 *.* (normalizeV (oldPos -.- newPos)))
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smokeGen = makeSmokeCloudAt $ 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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@@ -1368,12 +1336,14 @@ throwRemoteBomb n w = setLocation $ removePict $ resetFire
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--(l, _) = randomR (1 - grenadeAccL,1+grenadeAccL) (_randGen w)
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--(a, g) = randomR (-grenadeAccA,grenadeAccA) (_randGen w)
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v' = 0.02 / _cameraZoom w *.* rotateV (_cameraRot w) ( _mousePos w)
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v | magV v' > 6 = 6 *.* normalizeV v'
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v | magV v' > 6 = 6 *.* normalizeV v'
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| otherwise = v'
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-- zoom = 1 / _cameraZoom w
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j = _crInvSel $ _creatures w IM.! n
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resetName = set (creatures . ix n . crInv . ix j . itName) "REMOTE"
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removePict = set (creatures . ix n . crInv . ix j . itEquipPict) $ \ _ _ -> blank
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resetFire = set (creatures . ix n . crInv . ix j . twFire) $ explodeRemoteBomb itid i
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resetFire = set (creatures . ix n . crInv . ix j . twFire)
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$ hammerCheck $ explodeRemoteBomb itid i
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cr = _creatures w IM.! n
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p' = _crPos cr +.+ rotateV (_crDir cr) (_crRad cr,0)
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p | circOnSomeWall p' 4 w = _crPos cr +.+ rotateV (_crDir cr) (_crRad cr-4,0)
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@@ -1381,13 +1351,12 @@ throwRemoteBomb n w = setLocation $ removePict $ resetFire
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maybeitid = w ^? creatures . ix n . crInv . ix j . itID . _Just
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setLocation :: World -> World
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setLocation w' = case maybeitid of
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Nothing -> w' & creatures . ix n . crInv . ix j . itID .~ Just newitid
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Nothing -> w' & creatures . ix n . crInv . ix j . itID ?~ newitid
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& itemPositions %~ IM.insert newitid (InInv n j)
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_ -> w'
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newitid = newKey $ _itemPositions w
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itid = fromMaybe newitid maybeitid
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explodeRemoteBomb :: Int -> Int -> Int -> World -> World
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explodeRemoteBomb itid pjid n w
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= set (projectiles . ix pjid . pjUpdate) (retireRemoteBomb itid 30 pjid)
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@@ -1401,28 +1370,19 @@ explodeRemoteBomb itid pjid n w
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where
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resetName = set (creatures . ix n . crInv . ix j . itName) "REMOTEBOMB"
|
||||
resetPict = set (creatures . ix n . crInv . ix j . itEquipPict )
|
||||
(drawWeapon $ remoteBombUnarmedPic)
|
||||
(drawWeapon remoteBombUnarmedPic)
|
||||
-- resetScope = creatures . ix n . crInv . ix j . itScope . _Just . scopePos .~ (0,0)
|
||||
j = _crInvSel $ _creatures w IM.! n
|
||||
remoteBombPic :: Int -> Picture
|
||||
remoteBombPic x = pictures [ color (dark $ dark orange) $ circleSolid 5
|
||||
, rotate (0 - degToRad (fromIntegral x * 10 + 45)) $ color red $ arc 0 (pi/2) 5
|
||||
, rotate (0 - degToRad (fromIntegral x * 10 + 45)) $ color (withAlpha 0.05 red)
|
||||
$ arcSolid 0 90 50
|
||||
, rotate (0 - degToRad (fromIntegral x * 10 + 20)) $ color (withAlpha 0.05 red)
|
||||
$ arcSolid 0 40 40
|
||||
, rotate (0 - degToRad (fromIntegral x * 10 + 10)) $ color (withAlpha 0.05 red)
|
||||
$ arcSolid 0 20 20
|
||||
]
|
||||
remoteBombPic x = pictures
|
||||
[ color (dark $ dark orange) $ circleSolid 5
|
||||
]
|
||||
remoteBombUnarmedPic :: Picture
|
||||
remoteBombUnarmedPic = color (dark $ dark orange) $ circleSolid 5
|
||||
|
||||
|
||||
|
||||
spreadGunSpread,autogunSpread :: Float
|
||||
spreadGunSpread = 0.5
|
||||
autogunSpread = 0.07
|
||||
|
||||
pipe = Craftable
|
||||
{ _itIdentity = Generic
|
||||
, _itName = "PIPE"
|
||||
@@ -1449,155 +1409,52 @@ flameShield = defaultEquipment
|
||||
, _itMaxStack = 1
|
||||
, _itAmount = 1
|
||||
, _itFloorPict = onLayer FlItLayer $ polygon [(-3,-3),(-3,3),(3,3),(3,-3)]
|
||||
, _itEquipPict = (\cr _ -> onLayer CrLayer $
|
||||
pictures [color cyan $ circle (_crRad cr+2)]
|
||||
)
|
||||
, _itEquipPict = \cr _ -> onLayer CrLayer $ pictures [color cyan $ circle (_crRad cr+2)]
|
||||
, _itID = Nothing
|
||||
}
|
||||
{- |
|
||||
Slows you down, blocks forward projectiles. -}
|
||||
frontArmour = defaultEquipment
|
||||
{ _itIdentity = FrontArmour
|
||||
, _itName = "FARMOUR"
|
||||
, _itMaxStack = 1
|
||||
, _itAmount = 1
|
||||
, _itFloorPict = onLayer FlItLayer $ translate 0 (-5)
|
||||
$ pictures [color (greyN 0.1) $ thickArc 0 (pi/2) 10 5
|
||||
,color (greyN 0.1) $ thickArc (3*pi/2) (2*pi) 10 5
|
||||
]
|
||||
, _itEquipPict = (\cr _ -> onLayer CrLayer
|
||||
$ pictures [color (greyN 0.1) $ thickArc 0 (pi/2) 10 5
|
||||
,color (greyN 0.1) $ thickArc (3*pi/2) (2*pi) 10 5
|
||||
]
|
||||
)
|
||||
, _itFloorPict = onLayer FlItLayer $ translate 0 (-5) $ pictures
|
||||
[color (greyN 0.1) $ thickArc 0 (pi/2) 10 5
|
||||
,color (greyN 0.1) $ thickArc (3*pi/2) (2*pi) 10 5
|
||||
]
|
||||
, _itEquipPict = \cr _ -> onLayer CrLayer $ pictures
|
||||
[color (greyN 0.1) $ thickArc 0 (pi/2) 10 5
|
||||
,color (greyN 0.1) $ thickArc (3*pi/2) (2*pi) 10 5
|
||||
]
|
||||
, _itEffect = NoItEffect
|
||||
, _itID = Nothing
|
||||
}
|
||||
{- |
|
||||
Increases speed, reduces friction, cannot only move forwards. -}
|
||||
jetPack = defaultEquipment
|
||||
{ _itIdentity = JetPack
|
||||
, _itName = "JETPACK"
|
||||
, _itMaxStack = 1
|
||||
, _itAmount = 1
|
||||
, _itFloorPict = onLayer FlItLayer $ color yellow $ polygon [(-3,-3),(-3,3),(3,3),(3,-3)]
|
||||
, _itEquipPict = (\cr _ -> onLayer CrLayer
|
||||
$ pictures [color yellow $ polygon $ rectNSEW 5 (-5) (-3) (-11)
|
||||
]
|
||||
)
|
||||
, _itEquipPict = \_ _ -> onLayer CrLayer
|
||||
$ pictures [color yellow $ polygon $ rectNSEW 5 (-5) (-3) (-11) ]
|
||||
, _itEffect = NoItEffect
|
||||
, _itID = Nothing
|
||||
}
|
||||
|
||||
|
||||
|
||||
-- }}}
|
||||
|
||||
forceFieldFire :: Int -> World -> World
|
||||
forceFieldFire cid w = w
|
||||
|
||||
--shatterGunFire :: Int -> World -> World
|
||||
--shatterGunFire n w | fireCondition = -- soundOnce 0
|
||||
-- set (creatures . ix n . crInv . ix itRef . wpFireState)
|
||||
-- (_wpFireRate (_crInv cr IM.! itRef))
|
||||
-- $ over (creatures . ix n . crInv . ix itRef . wpLoadedAmmo)
|
||||
-- (\x -> x - 1)
|
||||
-- $ over projectiles (IM.insert i $ makeTremorAt i pos dir) w
|
||||
-- | reloadCondition = let remAmmo = _crAmmo cr M.! _wpAmmoType item
|
||||
-- (newA,newTotalA) = moveInt (_wpMaxAmmo item) remAmmo
|
||||
-- in set (pointerToItem . wpReloadState) rTime
|
||||
-- $ set (pointerToItem . wpLoadedAmmo) newA
|
||||
-- $ over (creatures . ix n . crAmmo )
|
||||
-- (M.insert (_wpAmmoType item) newTotalA) w
|
||||
-- | emptyCondition = soundOnce 1 w
|
||||
-- | otherwise = w
|
||||
-- where i = newProjectileKey w
|
||||
-- cr = (_creatures w IM.! n)
|
||||
-- pos = _crPos cr +.+ ((_crRad cr +1) *.* unitVectorAtAngle dir)
|
||||
-- dir = _crDir cr
|
||||
-- --(colID, _) = randomR (0,11) (_randGen w)
|
||||
-- itRef = _crInvSel cr
|
||||
-- item = _crInv cr IM.! itRef
|
||||
-- pointerToItem = creatures . ix n . crInv . ix itRef
|
||||
-- rTime = _wpReloadTime (_crInv cr IM.! itRef)
|
||||
-- fireCondition = _wpReloadState (_crInv cr IM.! itRef) == 0
|
||||
-- && _wpFireState (_crInv cr IM.! itRef) == 0
|
||||
-- && _wpLoadedAmmo (_crInv cr IM.! itRef) > 0
|
||||
-- reloadCondition = _wpReloadState (_crInv cr IM.! itRef) == 0
|
||||
-- && _wpLoadedAmmo (_crInv cr IM.! itRef) == 0
|
||||
-- && someJust (_crAmmo cr M.!? PistolBullet)
|
||||
-- emptyCondition = _wpLoadedAmmo (_crInv cr IM.! itRef) == 0
|
||||
|
||||
|
||||
--for reloading, we take from the total ammo
|
||||
moveInt :: Int -> Int -> (Int,Int)
|
||||
moveInt toReload totalAmmo = (x, totalAmmo-x)
|
||||
where x = min toReload totalAmmo
|
||||
|
||||
updateTractor :: Int -> Int -> Int -> World -> World
|
||||
updateTractor colID time i w
|
||||
| time > 0 = set (projectiles . ix i . pjUpdate) (updateTractor colID (time-1) i)
|
||||
$ set (projectiles . ix i . pjPict) pic
|
||||
$ over creatures (IM.map tractCr)
|
||||
$ over floorItems (IM.map tractFlIt)
|
||||
w
|
||||
| otherwise = over projectiles (IM.delete i) w
|
||||
where tractCr cr | circOnSeg p1 p2 cP 10
|
||||
= over crPos (\p ->
|
||||
p -.- m *.* ((0.3/ x) *.* q +.+ (f y *.* p4))
|
||||
) cr
|
||||
| otherwise = cr
|
||||
where x = abs y + 1
|
||||
y = errorClosestPointOnLineParam 1 p1 p3 cP
|
||||
cP = _crPos cr
|
||||
m | dist cP p1 < 350 = 1
|
||||
| otherwise = (400 - dist cP p1) / 50
|
||||
tractFlIt it | circOnSeg p1 p2 iP 10
|
||||
= over flItPos (\p -> p -.- m *.*
|
||||
( (0.3/ x) *.* q +.+ (f y *.* p4))
|
||||
) it
|
||||
| otherwise = it
|
||||
where x = abs y + 1
|
||||
y = errorClosestPointOnLineParam 2 p1 p3 iP
|
||||
iP = _flItPos it
|
||||
m | dist iP p1 < 350 = 1
|
||||
| otherwise = (410 - dist iP p1) / 60
|
||||
pj = _projectiles w IM.! i
|
||||
q = _pjVel pj
|
||||
p1 = _pjPos pj
|
||||
p' = _pjStartPos pj
|
||||
p2 = fromMaybe p' $ fmap fst $ collidePointWalls p1 p' $ wallsNearPoint p' w
|
||||
p4 = vNormal p5
|
||||
p5 = errorNormalizeV 12 $ p2 -.- p1
|
||||
p3 = p1 +.+ p4
|
||||
g x | x > 5 = (10 - x) / 5
|
||||
| x > 1 = 1
|
||||
| x > -1 = x
|
||||
| x > -5 = -1
|
||||
| otherwise = (x - 10) / 5
|
||||
d = errorNormalizeV 13 $ p' -.- p1
|
||||
f x = g x / 50
|
||||
cID = fromIntegral colID / 10
|
||||
col = mixColors 0.5 0.5 white blue
|
||||
px z = (fromIntegral time + 5) *.* z
|
||||
pz z = fromIntegral time * 10 *.* z
|
||||
pic = onLayer PtLayer $ color (withAlpha 0.05 col)
|
||||
$ polygon [ p1 +.+ px p4
|
||||
, p1 -.- 10 *.* p5
|
||||
, p1 -.- px p4
|
||||
, (p' -.- pz p5) -.- px p4
|
||||
, (p' -.- pz p5) +.+ px p4]
|
||||
|
||||
{- |
|
||||
Current thickness: 2 -}
|
||||
thickLine :: [Point2] -> Picture
|
||||
thickLine = lineOfThickness 2
|
||||
|
||||
{- |
|
||||
Current thickness: 3 -}
|
||||
vThickLine :: [Point2] -> Picture
|
||||
vThickLine = lineOfThickness 3
|
||||
|
||||
{- |
|
||||
Current thickness: 6 -}
|
||||
vvThickLine :: [Point2] -> Picture
|
||||
vvThickLine = lineOfThickness 6
|
||||
|
||||
thinLine :: [Point2] -> Picture
|
||||
thinLine = lineOfThickness 1
|
||||
|
||||
someJust (Just x) | x > 0 = True
|
||||
| otherwise = False
|
||||
{- |
|
||||
Sends out pulses that display walls. -}
|
||||
radar = defaultGun
|
||||
@@ -1632,7 +1489,6 @@ sonar = defaultGun
|
||||
, _wpFireRate = 120
|
||||
, _wpFireState = 0
|
||||
, _wpFire = shoot aSonarPulse
|
||||
, _wpSpread = autogunSpread
|
||||
, _wpRange = 20
|
||||
, _itHammer = HammerUp
|
||||
, _itFloorPict = onLayer FlItLayer $ color blue $ polygon $ rectNESW 5 5 (-5) (-5)
|
||||
@@ -1684,7 +1540,6 @@ spawnGun cr = defaultGun
|
||||
, _wpFireRate = 100
|
||||
, _wpFire = spawnCrNextTo cr
|
||||
}
|
||||
|
||||
spawnCrNextTo
|
||||
:: Creature -- ^ Creature to spawn
|
||||
-> Int -- ^ ID of existing creature that will be spawned next to
|
||||
|
||||
@@ -17,11 +17,13 @@ import Control.Monad
|
||||
Displays the item name, ammo if loaded, and any selected '_itCharMode'.
|
||||
-}
|
||||
basicWeaponDisplay :: Item -> String
|
||||
basicWeaponDisplay it = case it ^? itAttachment . _Just . itCharMode of
|
||||
Just (c :<| _) -> midPadL 10 ' ' (_itName it) (' ' : aIfLoaded) ++ [' ',c]
|
||||
basicWeaponDisplay it = case it ^? itAttachment . _Just of
|
||||
Just ItCharMode {_itCharMode = (c :<| _)} -> midPadL 10 ' ' (_itName it) (' ' : aIfLoaded) ++ [' ',c]
|
||||
Just ItMode {_itMode = i} -> midPadL 10 ' ' (_itName it) (' ' : aIfLoaded) ++ show i
|
||||
_ -> midPadL 10 ' ' (_itName it) (' ' : aIfLoaded)
|
||||
where
|
||||
availableAmmo = show $ _wpMaxAmmo it
|
||||
aIfLoaded = case _wpReloadState it of
|
||||
0 -> show $ _wpLoadedAmmo it
|
||||
x -> "R" ++ show x
|
||||
aIfLoaded = case it ^? wpReloadState of
|
||||
Just 0 -> show $ _wpLoadedAmmo it
|
||||
Just x -> "R" ++ show x
|
||||
_ -> ""
|
||||
|
||||
@@ -197,7 +197,6 @@ withMuzFlare f cid w = tempLightForAt 3 pos . muzzleFlashAt pos2 $ f cid w
|
||||
dir = _crDir cr
|
||||
pos = _crPos cr +.+ _crRad cr *.* unitVectorAtAngle (_crDir cr)
|
||||
pos2 = _crPos cr +.+ (2 * _crRad cr) *.* unitVectorAtAngle (_crDir cr)
|
||||
|
||||
{- |
|
||||
Rotates the creature randomly, applies the effect, rotates the creature back. -}
|
||||
withRandomDir
|
||||
@@ -213,8 +212,8 @@ withRandomDir acc f cid w = over (creatures . ix cid . crDir) (\d -> d - a)
|
||||
$ set randGen g
|
||||
w
|
||||
where (a, g) = randomR (-acc,acc) $ _randGen w
|
||||
{- | Creates a bullet with a given velocity, width, and 'HitEffect'
|
||||
-}
|
||||
{- |
|
||||
Creates a bullet with a given velocity, width, and 'HitEffect' -}
|
||||
withVelWthHiteff
|
||||
:: Point2 -- ^ Velocity, x direction is forward with respect to the creature
|
||||
-> Float -- ^ Bullet width
|
||||
@@ -231,7 +230,8 @@ withVelWthHiteff vel width hiteff cid w
|
||||
dir = _crDir cr
|
||||
pos = _crPos cr +.+ _crRad cr *.* unitVectorAtAngle (_crDir cr)
|
||||
pos2 = _crPos cr +.+ (2 * _crRad cr) *.* unitVectorAtAngle (_crDir cr)
|
||||
{- | Translate the creature sideways a random amount, apply the effect, translate back. -}
|
||||
{- |
|
||||
Translate the creature sideways a random amount, apply the effect, translate back. -}
|
||||
withRandomOffset
|
||||
:: Float -- ^ Max possible translate
|
||||
-> (Int -> World -> World)
|
||||
@@ -249,7 +249,6 @@ withRandomOffset offsetAmount f cid w
|
||||
(offsetVal , g) = randomR (-offsetAmount,offsetAmount) $ _randGen w
|
||||
cr = _creatures w IM.! cid
|
||||
offV = rotateV (_crDir cr) (0,offsetVal)
|
||||
|
||||
-- | Rotates a creature with minimum rotation at least 0.1.
|
||||
-- Rotates the player creature before applying the effect, other creatures after.
|
||||
torqueBeforeForced
|
||||
@@ -269,7 +268,6 @@ torqueBeforeForced torque feff cid w
|
||||
(rot, g) = randomR (-torque,torque) $ _randGen w
|
||||
rot' | rot < 0 = rot - 0.1
|
||||
| otherwise = rot + 0.1
|
||||
|
||||
-- | Rotates the player creature before applying an effect.
|
||||
-- Note this currently (29/4/2021) rotates other creatures /after/ applying the effect.
|
||||
torqueBefore
|
||||
|
||||
@@ -6,6 +6,7 @@ module Dodge.Item.Weapon.UseEffect
|
||||
import Dodge.Data
|
||||
import Dodge.Base
|
||||
import Dodge.Item.Weapon.Decoration
|
||||
import Dodge.Item.Weapon.TriggerType
|
||||
import Dodge.WorldEvent.Flash
|
||||
import Dodge.WorldEvent.ThingsHit
|
||||
import Picture
|
||||
@@ -102,9 +103,97 @@ mvRadar x p w pt = (putBlips w, Just $ pt {_ptDraw = const pic
|
||||
++ (IM.elems $ wallsAlongCirc p r w)
|
||||
r = fromIntegral (800 - x*16)
|
||||
sweepPics = [--colHelper 0.1 $ uncurry translate p $ thickCircle r 15
|
||||
--,colHelper 0.06 $ uncurry translate p $ thickCircle (r-5) 5
|
||||
--,colHelper 0.03 $ uncurry translate p $ thickCircle (r-10) 5
|
||||
--,colHelper 0.06 $ uncurry translate p $ thickCircle (r-5) 5
|
||||
--,colHelper 0.03 $ uncurry translate p $ thickCircle (r-10) 5
|
||||
]
|
||||
globalAlpha | x > 10 = 1
|
||||
| otherwise = fromIntegral x / 10
|
||||
colHelper y = color (withAlpha (y * globalAlpha) red)
|
||||
|
||||
aTractorBeam
|
||||
:: Int -- ^ Color id
|
||||
-> Int -- ^ Creature id
|
||||
-> World
|
||||
-> World
|
||||
aTractorBeam col cid w
|
||||
= set (creatures . ix cid . crInv . ix itRef . wpFire)
|
||||
(shoot $ aTractorBeam ((col + 1) `mod` 10))
|
||||
$ over projectiles (IM.insert i (tractorBeamAt col i pos dir)) w
|
||||
where
|
||||
i = newProjectileKey w
|
||||
cr = (_creatures w IM.! cid)
|
||||
pos = _crPos cr +.+ ((_crRad cr +10) *.* unitVectorAtAngle dir)
|
||||
dir = _crDir cr
|
||||
itRef = _crInvSel cr
|
||||
|
||||
tractorBeamAt :: Int -> Int -> Point2 -> Float -> Projectile
|
||||
tractorBeamAt colID i pos dir = Projectile
|
||||
{ _pjPos = pos
|
||||
, _pjStartPos = p'
|
||||
, _pjVel = d
|
||||
, _pjPict = blank
|
||||
, _pjID = i
|
||||
, _pjUpdate = updateTractor colID 10 i
|
||||
}
|
||||
where
|
||||
d = unitVectorAtAngle dir
|
||||
p' = pos +.+ 400 *.* d
|
||||
|
||||
{- |
|
||||
The interaction of this with objects, walls etc needs more thought. -}
|
||||
updateTractor :: Int -> Int -> Int -> World -> World
|
||||
updateTractor colID time i w
|
||||
| time > 0 = set (projectiles . ix i . pjUpdate) (updateTractor colID (time-1) i)
|
||||
$ set (projectiles . ix i . pjPict) pic
|
||||
$ over creatures (IM.map tractCr)
|
||||
$ over floorItems (IM.map tractFlIt)
|
||||
w
|
||||
| otherwise = over projectiles (IM.delete i) w
|
||||
where
|
||||
tractCr cr
|
||||
| circOnSeg p1 p2 cP 10
|
||||
= over crPos (\p ->
|
||||
p -.- m *.* ((0.3/ x) *.* q +.+ (f y *.* p4))
|
||||
) cr
|
||||
| otherwise = cr
|
||||
where
|
||||
x = abs y + 1
|
||||
y = errorClosestPointOnLineParam 1 p1 p3 cP
|
||||
cP = _crPos cr
|
||||
m | dist cP p1 < 350 = 1
|
||||
| otherwise = (400 - dist cP p1) / 50
|
||||
tractFlIt it | circOnSeg p1 p2 iP 10
|
||||
= over flItPos (\p -> p -.- m *.*
|
||||
( (0.3/ x) *.* q +.+ (f y *.* p4))
|
||||
) it
|
||||
| otherwise = it
|
||||
where x = abs y + 1
|
||||
y = errorClosestPointOnLineParam 2 p1 p3 iP
|
||||
iP = _flItPos it
|
||||
m | dist iP p1 < 350 = 1
|
||||
| otherwise = (410 - dist iP p1) / 60
|
||||
pj = _projectiles w IM.! i
|
||||
q = _pjVel pj
|
||||
p1 = _pjPos pj
|
||||
p' = _pjStartPos pj
|
||||
p2 = maybe p' fst $ collidePointWalls p1 p' $ wallsNearPoint p' w
|
||||
p4 = vNormal p5
|
||||
p5 = errorNormalizeV 12 $ p2 -.- p1
|
||||
p3 = p1 +.+ p4
|
||||
g x | x > 5 = (10 - x) / 5
|
||||
| x > 1 = 1
|
||||
| x > -1 = x
|
||||
| x > -5 = -1
|
||||
| otherwise = (x - 10) / 5
|
||||
d = errorNormalizeV 13 $ p' -.- p1
|
||||
f x = g x / 50
|
||||
cID = fromIntegral colID / 10
|
||||
col = mixColors 0.5 0.5 white blue
|
||||
px z = (fromIntegral time + 5) *.* z
|
||||
pz z = fromIntegral time * 10 *.* z
|
||||
pic = setLayer 1 $ onLayer PtLayer $ color (withAlpha 0.05 col)
|
||||
$ polygon [ p1 +.+ px p4
|
||||
, p1 -.- 10 *.* p5
|
||||
, p1 -.- px p4
|
||||
, (p' -.- pz p5) -.- px p4
|
||||
, (p' -.- pz p5) +.+ px p4]
|
||||
|
||||
Reference in New Issue
Block a user