Add source files, commit before reverting pictures to lists
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@@ -0,0 +1,901 @@
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module Dodge.WorldActions where
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import Dodge.Data
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import Dodge.Base
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import Dodge.SoundLogic
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import Dodge.RandomHelp
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import Geometry
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import Picture
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import Control.Lens
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import Control.Monad.State
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import System.Random
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import Data.Maybe
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import Data.Function
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import Data.List
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import qualified Data.IntMap.Strict as IM
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makeExplosionAt :: Point2 -> World -> World
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makeExplosionAt p w = soundOnce grenadeBang
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$ over tempLightSources ((:) $ tLightFade 20 150 intensityF p)
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$ fs
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$ over particles (IM.insert n exp)
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w
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where n = newParticleKey w
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exp = Particle
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{ _ptPos = p
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, _ptStartPos = p
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, _ptVel = (0,0)
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, _ptPict = blank
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, _ptID = n
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, _ptUpdate = explosionWaveDamage 6 p n
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}
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fVs = fst $ runState ((sequence . take 75 . repeat . randInCirc) 1) $ _randGen w
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fPs' = evalState ((sequence . take 75 . repeat . randInCirc) 15) $ _randGen w
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fPs = map (pushAgainstWalls . (+.+) p . (*.*) 0.5)
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--fPs = map (pushAgainstWalls . (+.+) p . (*.*) 5)
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fPs'
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inversePushOut v = (15 - magV v) * 0.01 *.* v
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fVs' = zipWith (+.+) fVs $ map inversePushOut fPs'
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sizes = randomRs (2,6) $ _randGen w
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times = randomRs (20,25) $ _randGen w
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mF q v size time = makeFlameletTimed q v (levLayer GloomLayer - 1) Nothing size time
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newFs = zipWith4 mF fPs (fmap (3 *.*) fVs') sizes times
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fs w = foldr ($) w newFs
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pushAgainstWalls q = fromMaybe q $ fmap (\(x,y)-> x +.+ y)
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$ collidePointWalls p q $ wallsNearPoint q w
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fadeFac x | x > 10 = 0
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| otherwise = 1 - fromIntegral x / 10
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intensityF x | x < 10 = 1 / (10 - fromIntegral x)
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| otherwise = 1
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explosionWaveDamage :: Int -> Point2 -> Int -> World -> World
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explosionWaveDamage 0 p ptid = over particles (IM.delete ptid)
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explosionWaveDamage time p ptid
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= set (particles . ix ptid . ptUpdate) (explosionWaveDamage (time-1) p ptid)
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. shockWaveDamage p rad 20
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. set (particles . ix ptid . ptPict) shockwavePic
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. lowLightRadAt white 0.3 75 150 p
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where shockwavePic = onLayer PtLayer $ uncurry translate p $ color (withAlpha 0.9 white)
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$ thickCircle rad (thickness*2)
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thickness = max 0 $ sqrt $ (fromIntegral time - 2) * 8
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rad = 40 - thickness
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shockWaveDamage :: Point2 -> Float -> Int -> World -> World
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shockWaveDamage p rad amount w = flip (foldr damageBlocks) hitBlocks $ over creatures (IM.map f) w
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where f cr | dist (_crPos cr) p < rad + _crRad cr = over (crState . crDamage)
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((:) $ Concussive amount p 2 0.5 rad) cr
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| otherwise = cr
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hitBlocks = wallsOnCirc p rad $ wallsNearPoint p w
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damageBlocks wall w
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= case wall ^? blHP of
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Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - (div amount 2)))
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w
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(_blIDs wall)
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_ -> w
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makeShockwaveAt :: Point2 -> Float -> Int -> Float -> Color
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-> World -> World
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makeShockwaveAt p rad dam push col = over particles' ((:) theShockwave)
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where theShockwave = shockwaveAt p rad dam push col 10
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shockwaveAt :: Point2 -> Float -> Int -> Float -> Color -> Int -> Particle'
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shockwaveAt p rad dam push col maxtime
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= Shockwave'
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{ _ptPict' = blank
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, _ptUpdate' = mvShockwave'
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, _btColor' = col
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, _btPos' = p
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, _btRad' = rad
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, _btDam' = dam
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, _btPush' = push
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, _btMaxTime' = maxtime
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, _btTimer' = maxtime
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}
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mvShockwave' :: World -> Particle' -> (World, Maybe Particle')
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mvShockwave' w pt
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| _btTimer' pt <= 0 = (w, Nothing)
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| otherwise
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= (dams w , Just $ set btTimer' (t - 1) $ set ptPict' pic pt)
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where r = _btRad' pt
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p = _btPos' pt
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push = _btPush' pt
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dam = _btDam' pt
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t = _btTimer' pt
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tFraction = fromIntegral t / fromIntegral (_btMaxTime' pt)
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pic = onLayer PtLayer $ uncurry translate p
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$ color (_btColor' pt) $ thickCircle rad thickness
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rad = r - (3/4) * r * tFraction
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thickness = tFraction**2 * r
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dams = over creatures (IM.map damCr) . flip (foldr damageBlocks) hitBlocks
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hitBlocks = wallsOnCirc p rad $ wallsNearPoint p w
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damageBlocks wall w
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= case wall ^? blHP of
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Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 1))
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w
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(_blIDs wall)
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_ -> w
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damCr cr | dist (_crPos cr) p < rad + _crRad cr
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= over (crState . crDamage)
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((:) $ PushDam dam (25 * push *.* safeNormalizeV (_crPos cr -.- p)))
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cr
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| otherwise = cr
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moveShockWave :: Int -> Point2 -> Float -> Float -> Float -> World -> Particle' -> (World, Maybe Particle')
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moveShockWave 0 _ _ _ _ w _ = (w, Nothing)
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moveShockWave t p r push pushexp w pt
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= (dams w, Just $ newupdate $ newpic pt )
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where newupdate = set ptUpdate' $ moveShockWave (t-1) p r push pushexp
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newpic = set ptPict' (onLayer PtLayer $ uncurry translate p
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$ color cyan $ thickCircle rad thickness)
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rad = r - (3/40) * r * fromIntegral t
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thickness = (fromIntegral t)**2 * rad / 40
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dams = over creatures (IM.map damCr) . flip (foldr damageBlocks) hitBlocks
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hitBlocks = wallsOnCirc p rad $ wallsNearPoint p w
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damageBlocks wall w
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= case wall ^? blHP of
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Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 1))
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w
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(_blIDs wall)
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_ -> w
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damCr cr | dist (_crPos cr) p < rad + _crRad cr
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= over (crState . crDamage)
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((:) $ PushDam 1 (25 *.* safeNormalizeV (_crPos cr -.- p)))
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cr
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| otherwise = cr
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inverseShockwaveAt :: Point2 -> Float -> Int -> Float -> Float -> World -> World
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inverseShockwaveAt p rad dam push pushexp = over particles' ((:) theShockwave)
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where theShockwave
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= Particle'
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{ _ptPict' = blank
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, _ptUpdate' = moveInverseShockWave 10 p rad push pushexp
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}
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moveInverseShockWave :: Int -> Point2 -> Float -> Float -> Float -> World -> Particle' -> (World, Maybe Particle')
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moveInverseShockWave 0 _ _ _ _ w _ = (w, Nothing)
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moveInverseShockWave t p r push pushexp w pt
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= (dams w, Just $ newupdate $ newpic pt )
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where newupdate = set ptUpdate' $ moveInverseShockWave (t-1) p r push pushexp
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newpic = set ptPict' (onLayer PtLayer $ uncurry translate p
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$ color cyan $ thickCircle rad thickness)
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rad = r - (4/40) * r * fromIntegral (10 - t)
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thickness = (fromIntegral (10 - t))**2 * rad / 40
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dams = over creatures (IM.map damCr) . flip (foldr damageBlocks) hitBlocks
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hitBlocks = wallsOnCirc p rad $ wallsNearPoint p w
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damageBlocks wall w
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= case wall ^? blHP of
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Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 1))
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w
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(_blIDs wall)
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_ -> w
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damCr cr | dist (_crPos cr) p < rad + _crRad cr
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= over (crState . crDamage)
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((:) $ PushDam 1 (25 *.* safeNormalizeV (p -.- _crPos cr)))
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cr
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| otherwise = cr
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-- makeTremorAt :: Int -> Point -> Float -> Particle
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-- makeTremorAt i pos d = Particle
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-- { _ptPos = (0,0)
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-- , _ptStartPos = (0,0)
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-- , _ptVel = (0,0)
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-- , _ptPict = Line [(0,0),(0,0)]
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-- , _ptID = i
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-- , _ptUpdate = moveTremor [pos] 200 pos d i
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-- }
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--
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-- moveTremor :: [Point] -> Int -> Point -> Float -> Int -> World -> World
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-- moveTremor ps t p1 d i w
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-- | t <= -30 = over particles (IM.delete i) . over partUnder (IM.delete i) $ w
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-- | t <= 0 = set (particles . ix i . ptUpdate) (moveTremor ps (t-1) p1 d i)
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-- . over partUnder
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-- (IM.insert i (lineOfThickness (0.1*(fromIntegral t + 30)) ps)) $ w
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-- | otherwise = case hitWall of
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-- Nothing -> upUndPict . set randGen g . shakeCrs .
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-- shatterAt p1 pl $ shatterAt p1 pr
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-- $ set (particles . ix i . ptUpdate) (moveTremor (p3:ps) (t-1) p3 d i)
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-- $ damCrsOnLine 10 p1 p3 w
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-- Just (pw,pRef) -> set (particles . ix i . ptUpdate) (moveTremor ps (t-1) p1 (argV pRef) i) w
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-- where p2 = p1 +.+ 5 *.* unitVectorAtAngle d
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-- pl = p1 +.+ rotateV (d + pi/4) (75,0)
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-- pr = p1 +.+ rotateV (d - pi/4) (75,0)
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-- hitWall = collidePointWalls p1 p3 $ wallsAlongLine p1 p3 w
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-- (d1,g) = randomR (0,2*pi) $ _randGen w
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-- v = unitVectorAtAngle d1
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-- p3 = p2 +.+ 5 *.* v
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-- shakeCrs = over creatures (IM.map shCr)
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-- shCr cr | dist p1 (_crPos cr) < 75 = over crPos (+.+ v) cr
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-- | otherwise = cr
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-- upUndPict = over partUnder (IM.insert i pic)
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-- pic = pictures [color white $ lineOfThickness 3 [p3,head ps]
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-- ,lineOfThickness 3 ps]
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--
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-- makeTremorAt' :: Int -> Point -> Particle
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-- makeTremorAt' i pos = Particle
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-- { _ptPos = (0,0)
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-- , _ptStartPos = (0,0)
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-- , _ptVel = (0,0)
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-- , _ptPict = Line [(0,0),(0,0)]
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-- , _ptID = i
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-- , _ptUpdate = rotateTremorAround 10 pos i
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-- }
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--
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-- rotateTremorAround :: Int -> Point -> Int -> World -> World
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-- rotateTremorAround 0 p i w = over particles (IM.delete i) w
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-- rotateTremorAround t p i w = set (particles . ix i . ptUpdate) (rotateTremorAround (t-1) p i)
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-- $ foldr ($) w shatters
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-- where rot d = rotateV $ d + fromIntegral t * pi / 7
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-- ds = fmap (\x -> fromIntegral x * pi / 2.5) [0..4]
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-- shatters = map (\d -> shatterAt p (p +.+ rot d (300,0))) ds
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--
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-- shatterAt :: Point -> Point -> World -> World
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-- shatterAt p1 p2 w = case wlHit of
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-- Just (p,v,col) -> makeFallingBlock col (f1 p) (f2 v)
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-- $ set randGen g w
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-- _ -> w
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-- where wlHit = collidePointWallsNormCol p1 p2 $ wallsNearPoint p2 w
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-- f1 q = q +.+ 5 *.* errorNormalizeV 10 (p2 -.- p1)
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-- (d,g) = randomR (-0.5,0.5) $ _randGen w
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-- f2 v' = rotateV d $ 3 *.* errorNormalizeV 11 v'
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--
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-- fallingWall :: Int -> Color -> Point -> Float -> Particle
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-- fallingWall pid col p d
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-- = Particle
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-- { _ptPos = p
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-- , _ptStartPos = p
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-- , _ptVel = rotateV d (3,0)
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-- , _ptPict = Line [(0,0),(0,0)]
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-- , _ptID = pid
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-- , _ptUpdate = moveFallingWall 10 p d col pid
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-- }
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--
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-- moveFallingWall :: Int -> Point -> Float -> Color -> Int -> World -> World
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-- moveFallingWall 0 p d col i w = over particles (IM.delete i) $ b1 $ b2 w
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-- where b1 = makeFallingBlock col (p +.+ ( 3, 3)) (rotateV d (0,5))
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-- b2 = makeFallingBlock col (p +.+ (-3,-3)) (rotateV d (0,1))
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-- moveFallingWall t p d col i w
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-- = set (particles . ix i . ptUpdate) (moveFallingWall (t-1) np d col i)
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-- $ set (particles . ix i . ptPict) pic
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-- w
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-- where np = p +.+ 1 *.* unitVectorAtAngle d
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-- pic = uncurry translate p $ rotate (-radToDeg d)
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-- $ color col $ polygon [(-6,-6)
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-- ,(-6, 6)
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-- ,( 6, 6)
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-- ,( 6,-6)
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-- ]
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--
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-- makeFallingBlock :: Color -> Point -> Point -> World -> World
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-- makeFallingBlock col p v w
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-- = over particles (IM.insert i $ fallingBlock i col p v) w
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-- where i = newParticleKey w
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--
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-- fallingBlock :: Int -> Color -> Point -> Point -> Particle
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-- fallingBlock pid col p v
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-- = Particle
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-- { _ptPos = p
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-- , _ptStartPos = p
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-- , _ptVel = v
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-- , _ptPict = Line [(0,0),(0,0)]
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-- , _ptID = pid
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-- , _ptUpdate = moveFallingBlock 10 p v col pid
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-- }
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--
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-- moveFallingBlock :: Int -> Point -> Point -> Color -> Int -> World -> World
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-- moveFallingBlock 0 p v col i w = over particles (IM.delete i) w
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-- moveFallingBlock t p v col i w
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-- = case hitCr of
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-- Nothing -> set (particles . ix i . ptUpdate) (moveFallingBlock (t-1) np v col i)
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-- $ set (particles . ix i . ptPict) pic
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-- w
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-- Just (p1,v1,crID) -> over particles (IM.delete i)
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-- $ over (creatures . ix crID . crHP) (\hp -> hp - 1) w
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-- where np = p +.+ v
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-- pic = uncurry translate p $ rotate (-radToDeg (argV v))
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-- $ color col $ polygon [(-3,-3)
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-- ,(-3, 3)
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-- ,( 3, 3)
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-- ,( 3,-3)
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-- ]
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-- hitCr = reflectCircCreatures 4 p np $ _creatures w
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-- if the spark is created by another Particle', it cannot be directly added to
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-- the list, hence the redirect through worldEvents
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createSpark :: Int -> Int -> Point2 -> Float -> Maybe Int -> World -> World
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createSpark time colid pos dir maycid w = over worldEvents
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((.) $ ( over particles' ((:) spark)
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. flareAt' white 0.02 0.05 pos')
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-- . lowLightAt' pos)
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) w
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where spark = Bul' { _ptPict' = blank
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, _ptUpdate' = mvGenBullet'
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, _btVel' = rotateV dir (5,0)
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, _btColor' = numColor colid
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, _btTrail' = [pos]
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, _btPassThrough' = maycid
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, _btWidth' = 1
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, _btTimer' = time
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, _btHitEffect' = threeEff' sparkEff noEff noEff
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}
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x = fst $ randomR (0,20) $ _randGen w
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pos' = pos +.+ rotateV dir (x,0)
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sparkEff bt p cr = over (creatures . ix (_crID cr) . crState . crDamage)
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((:) $ SparkDam 1 sp p ep)
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where sp = head (_btTrail' bt)
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ep = sp +.+ _btVel' bt
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createBarrelSpark :: Int -> Int -> Point2 -> Float -> Maybe Int -> World -> World
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createBarrelSpark time colid pos dir maycid w = over worldEvents
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((.) $ ( over particles' ((:) spark)
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. flareAt' white 0.005 0.03 pos')
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-- . lowLightAt' pos)
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) w
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where spark = Bul' { _ptPict' = blank
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, _ptUpdate' = mvGenBullet'
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, _btVel' = rotateV dir (5,0)
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, _btColor' = numColor colid
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, _btTrail' = [pos]
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, _btPassThrough' = maycid
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, _btWidth' = 1
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, _btTimer' = time
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, _btHitEffect' = threeEff' sparkEff noEff noEff
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}
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x = fst $ randomR (0,20) $ _randGen w
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pos' = pos +.+ rotateV dir (x,0)
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sparkEff bt p cr = over (creatures . ix (_crID cr) . crState . crDamage)
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((:) $ SparkDam 1 sp p ep)
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where sp = head (_btTrail' bt)
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ep = sp +.+ _btVel' bt
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flareAt :: Color -> Point2 -> World -> World
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flareAt c p = flareAt' c 0.02 0.5 p
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flareAt' :: Color -> Float -> Float -> Point2 -> World -> World
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flareAt' col alphax alphay p
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= over particles' ((:) (flashColAt col alphax p))
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. lowLightColAt col alphay p
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tLightFade :: Int -> Float -> (Int -> Float) -> Point2 -> TempLightSource
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tLightFade 0 rmax intensityF p =
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TLS { _tlsPos = p
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, _tlsRad = rmax
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, _tlsIntensity = intensityF 0
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, _tlsUpdate = \w _ -> (w, Nothing)
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}
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tLightFade i rmax intensityF p =
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TLS { _tlsPos = p
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, _tlsRad = rmax
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, _tlsIntensity = intensityF i
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, _tlsUpdate = \w _ -> (w, Just $ tLightFade (i-1) rmax intensityF p)
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}
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tLightRad :: Int -> Float -> Float -> Point2 -> TempLightSource
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tLightRad 0 rmax rmin p =
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TLS { _tlsPos = p
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, _tlsRad = rmax
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, _tlsIntensity = 0.5
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, _tlsUpdate = \w _ -> (w, Nothing)
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}
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tLightRad i rmax rmin p =
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TLS { _tlsPos = p
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, _tlsRad = rmax
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, _tlsIntensity = 0.5
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, _tlsUpdate = \w _ -> (w, Just $ tLightRad (i-1) rmax rmin p)
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}
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tLightAt i p = tLightRad i 100 0 p
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flareWidth :: Float -> Float -> Float -> Int -> Color -> Float -> Float -> Point2 -> World -> World
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flareWidth len wdth rad rays col ax ay p
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= over particles' ((:) (flashRadAt rad col ax p))
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. lowLightWidthAt len wdth col ay rays rad p
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|
||||
flareRad :: Float -> Int -> Color -> Float -> Float -> Point2 -> World -> World
|
||||
flareRad rad rays col ax ay p
|
||||
= over particles' ((:) (flashRadAt rad col ax p))
|
||||
. lowLightRadAt col ay rays rad p
|
||||
|
||||
flashRadAt :: Float -> Color -> Float -> Point2 -> Particle'
|
||||
flashRadAt rad col alphax (x,y) =
|
||||
Particle'
|
||||
{ _ptPict' = mconcat $
|
||||
map (\i -> onLayerL [levLayer PtLayer]
|
||||
$ color (withAlpha alphax col) $ translate x y $ circleSolid i
|
||||
)
|
||||
[rad/5,2*rad/5,3*rad/5,4*rad/5,rad]
|
||||
, _ptUpdate' = ptTimer' 1
|
||||
}
|
||||
|
||||
flashColAt :: Color -> Float -> Point2 -> Particle'
|
||||
flashColAt col alphax (x,y) =
|
||||
Particle'
|
||||
{ _ptPict' = mconcat $
|
||||
map (\i -> onLayerL [levLayer PtLayer]
|
||||
$ color (withAlpha alphax col) $ translate x y $ circleSolid i
|
||||
)
|
||||
[20,25,30,35,40,45,50]
|
||||
, _ptUpdate' = ptTimer' 1
|
||||
}
|
||||
lowLightWidthAt :: Float -> Float -> Color -> Float -> Int -> Float -> Point2 -> World -> World
|
||||
lowLightWidthAt len wdth col alphay rays rad p w = foldr (lowLightWidthHit len wdth col alphay p) w ps
|
||||
where ps = map ((+.+) p) $ nRaysRad rays rad
|
||||
|
||||
lowLightRadAt :: Color -> Float -> Int -> Float -> Point2 -> World -> World
|
||||
lowLightRadAt col alphay rays rad p w = foldr (lowLightColHit col alphay p) w ps
|
||||
where ps = map ((+.+) p) $ nRaysRad rays rad
|
||||
|
||||
lowLightColAt :: Color -> Float -> Point2 -> World -> World
|
||||
lowLightColAt col alphay p w = foldr (lowLightColHit col alphay p) w ps
|
||||
where ps = map ((+.+) p) $ nRaysRad 20 30
|
||||
|
||||
lowLightDirected :: Color -> Float -> Point2 -> Point2 -> [Float] -> World -> World
|
||||
lowLightDirected col alpha a b angles w
|
||||
= foldr (\angle w' -> lowLightColHit col alpha a (a +.+ rotateV angle b) w') w angles
|
||||
|
||||
lowLightColHit :: Color -> Float -> Point2 -> Point2 -> World -> World
|
||||
lowLightColHit col alphay a b w
|
||||
= case thingsHitLongLine a b w of
|
||||
((p, E3x2 wall):_)
|
||||
-> over particles' ((:) (wallGlareCol col alphay p wall)) w
|
||||
((p, E3x1 cr):_)
|
||||
-> over afterParticles' ((:) (crGlareCol col alphay p cr)) w
|
||||
_ -> w
|
||||
|
||||
wallGlareCol :: Color -> Float -> Point2 -> Wall -> Particle'
|
||||
wallGlareCol col alphay p wl = wallGlareWidth 10 5 col alphay p wl
|
||||
|
||||
crGlareCol :: Color -> Float -> Point2 -> Creature -> Particle'
|
||||
crGlareCol col alphay p cr = crGlareWidth 5 col alphay p cr
|
||||
|
||||
lowLightWidthHit :: Float -> Float -> Color -> Float -> Point2 -> Point2 -> World -> World
|
||||
lowLightWidthHit len wdth col alphay a b w
|
||||
= case thingsHitLongLine a b w of
|
||||
((p, E3x2 wall):_)
|
||||
-> over particles' ((:) (wallGlareWidth len wdth col alphay p wall)) w
|
||||
((p, E3x1 cr):_)
|
||||
-> over afterParticles' ((:) (crGlareWidth wdth col alphay p cr)) w
|
||||
_ -> w
|
||||
|
||||
wallGlareWidth :: Float -> Float -> Color -> Float -> Point2 -> Wall -> Particle'
|
||||
wallGlareWidth len wdth col alphay p wl =
|
||||
Particle'
|
||||
{ _ptPict' = onLayerL [levLayer GloomLayer + 2] $ l
|
||||
, _ptUpdate' = ptTimer' 1
|
||||
}
|
||||
where l = color (withAlpha alphay col) $ lineOfThickness wdth $ [p +.+ x, p -.- x]
|
||||
x = len *.* ( normalizeV $ a -.- b)
|
||||
(a:b:_) = _wlLine wl
|
||||
|
||||
crGlareWidth :: Float -> Color -> Float -> Point2 -> Creature -> Particle'
|
||||
crGlareWidth wdth col alphay p cr =
|
||||
Particle'
|
||||
{ _ptPict' = onLayerL [levLayer GloomLayer + 2] $ l cp
|
||||
--{ _ptPict' = [(blank, [levLayer WlLayer + 2])]
|
||||
, _ptUpdate' = \w pt -> (w, Just $ pt {_ptPict' = onLayerL [levLayer GloomLayer + 2] $ upp cid w
|
||||
,_ptUpdate' = ptTimer' 0
|
||||
}
|
||||
)
|
||||
}
|
||||
where l x = uncurry translate x
|
||||
$ rotate (90 - (radToDeg $ argV (p -.- x)))
|
||||
$ color (withAlpha alphay col)
|
||||
$ thickArc 0 180 (_crRad cr) wdth
|
||||
-- where l = rotate (radToDeg $ argV (cp -.- p)) $ uncurry translate cp $ color (withAlpha 0.5 white) $ thickArc 0 25 (_crRad cr) 5
|
||||
cp = _crPos cr
|
||||
cid = _crID cr
|
||||
upp cid' w' = case w' ^? creatures . ix cid . crPos of
|
||||
Just y -> l y
|
||||
--Just p -> uncurry translate p $ circleSolid 5
|
||||
_ -> blank
|
||||
|
||||
muzFlareAt :: Point2 -> World -> World
|
||||
muzFlareAt p = over particles' ((:) (muzzleFlareAt p))
|
||||
. lowLightAt p
|
||||
|
||||
muzzleFlareAt :: Point2 -> Particle'
|
||||
muzzleFlareAt (x,y) =
|
||||
Particle'
|
||||
{ _ptPict' = mconcat
|
||||
$ map (\i -> onLayer PtLayer $ color (withAlpha 0.02 white) $ translate x y $ circleSolid i
|
||||
)
|
||||
[20,25,30,35,40,45,50]
|
||||
, _ptUpdate' = ptTimer' 1
|
||||
}
|
||||
|
||||
ptTimer' :: Int -> World -> Particle' -> (World, Maybe Particle')
|
||||
ptTimer' 0 w pt = (w, Nothing)
|
||||
ptTimer' n w pt = (w, Just $ pt {_ptUpdate' = ptTimer' (n-1)})
|
||||
|
||||
lowLightAt :: Point2 -> World -> World
|
||||
lowLightAt p w = lowLightWidthAt 10 5 white 0.5 20 30 p w
|
||||
|
||||
lowLightHit :: Point2 -> Point2 -> World -> World
|
||||
lowLightHit a b w
|
||||
= case thingsHitLongLine a b w of
|
||||
((p, E3x2 wall):_)
|
||||
-> over particles' ((:) (wallGlare p wall)) w
|
||||
((p, E3x1 cr):_)
|
||||
-> over afterParticles' ((:) (crGlare p cr)) w
|
||||
_ -> w
|
||||
|
||||
wallGlare :: Point2 -> Wall -> Particle'
|
||||
wallGlare p wl = wallGlareWidth 10 5 white 0.5 p wl
|
||||
|
||||
crGlare :: Point2 -> Creature -> Particle'
|
||||
crGlare = crGlareCol white 0.5
|
||||
-- crGlare p cr =
|
||||
-- Particle'
|
||||
-- { _ptPict' = [(l, [levLayer WlLayer + 2])]
|
||||
-- , _ptUpdate' = ptTimer' 1
|
||||
-- }
|
||||
-- where l = uncurry translate cp
|
||||
-- $ rotate (90 - (radToDeg $ argV (p -.- cp)))
|
||||
-- $ color (withAlpha 0.5 white)
|
||||
-- $ thickArc 0 180 (_crRad cr) 5
|
||||
-- -- where l = rotate (radToDeg $ argV (cp -.- p)) $ uncurry translate cp $ color (withAlpha 0.5 white) $ thickArc 0 25 (_crRad cr) 5
|
||||
-- cp = _crPos cr
|
||||
|
||||
|
||||
lowLightAt' :: Point2 -> World -> World
|
||||
lowLightAt' p w = foldr (lowLightHit' p) w ps
|
||||
where ps = map ((+.+) p) $ nRaysRad 20 30
|
||||
|
||||
lowLightHit' :: Point2 -> Point2 -> World -> World
|
||||
lowLightHit' a b w
|
||||
= case thingsHitLongLine a b w of
|
||||
((p, E3x2 wall):_)
|
||||
-> over particles' ((:) (wallGlare' p wall)) w
|
||||
_ -> w
|
||||
|
||||
wallGlare' :: Point2 -> Wall -> Particle'
|
||||
wallGlare' p wl = wallGlareWidth 5 5 white 0.1 p wl
|
||||
|
||||
noEff _ _ _ = id
|
||||
|
||||
threeEff' ::
|
||||
( Particle' -> Point2 -> Creature -> World -> World ) ->
|
||||
( Particle' -> Point2 -> Wall -> World -> World ) ->
|
||||
( Particle' -> Point2 -> ForceField -> World -> World ) ->
|
||||
Particle' -> (Point2, Either3 Creature Wall ForceField) -> World -> World
|
||||
threeEff' crEff wlEff ffEff pt thing w = case thing of
|
||||
(p,E3x1 cr) -> crEff pt p cr w
|
||||
(p,E3x2 wl) -> wlEff pt p wl w
|
||||
(p,E3x3 ff) -> ffEff pt p ff w
|
||||
|
||||
mvGenBullet' :: World -> Particle' -> (World, Maybe Particle')
|
||||
mvGenBullet' w bt
|
||||
| t <= 0 = (w, Nothing)
|
||||
| t < 4 = (w, Just $ set btPassThrough' Nothing
|
||||
$ set btTrail' (p:p:ps)
|
||||
$ set ptPict' (bulLine col wth (p:p:ps))
|
||||
$ set btTimer' (t-1) bt
|
||||
)
|
||||
| otherwise = case thingsHitExceptCr mcr p (p +.+ vel) w of
|
||||
[] -> (w, Just $ set btPassThrough' Nothing
|
||||
$ set btTrail' (p +.+ vel :p:ps)
|
||||
$ set ptPict' (bulLine col wth (p +.+ vel:p:ps))
|
||||
$ set btTimer' (t-1) bt
|
||||
)
|
||||
((hitp,thing):_)
|
||||
-> ( hiteff bt (hitp,thing) w
|
||||
, Just $ set btPassThrough' Nothing
|
||||
$ set btTrail' (hitp:p:ps)
|
||||
$ set ptPict' (bulLine col wth (hitp:p:ps))
|
||||
$ set btTimer' 3 bt
|
||||
)
|
||||
where mcr = _btPassThrough' bt
|
||||
col = _btColor' bt
|
||||
(p:ps) = _btTrail' bt
|
||||
vel = _btVel' bt
|
||||
hiteff = _btHitEffect' bt
|
||||
wth = _btWidth' bt
|
||||
t = _btTimer' bt
|
||||
|
||||
bulLine :: Color -> Float -> [Point2] -> Drawing
|
||||
bulLine col width (a:b:[])
|
||||
= onLayer HPtLayer $ pictures
|
||||
[color (withAlpha 0.5 col) $ lineOfThickness (width+1.5) [a,b]
|
||||
,color white $ wedgeOfThickness width a b
|
||||
-- ,color white $ lineOfThickness width [a,b]
|
||||
-- ,color (withAlpha 0.3 white) $ lineOfThickness width [a3,b]
|
||||
-- ,color (withAlpha 0.7 white) $ lineOfThickness width [a2,a3]
|
||||
]
|
||||
-- where a2 = (0.7 *.* a) +.+ (0.3 *.* b)
|
||||
-- a3 = (0.3 *.* a) +.+ (0.7 *.* b)
|
||||
bulLine col width (a:b:c:_)
|
||||
= onLayer HPtLayer $ pictures
|
||||
[color (withAlpha 0.5 col) $ lineOfThickness (width+1.5) [a,c]
|
||||
,color white $ wedgeOfThickness width a c
|
||||
-- ,color white $ lineOfThickness width [a,b]
|
||||
-- ,color (withAlpha 0.3 white) $ lineOfThickness (width-1) [a3,c]
|
||||
-- ,color (withAlpha 0.7 white) $ lineOfThickness width [a2,a3]
|
||||
-- ,color white $ lineOfThickness width [a,a2]
|
||||
]
|
||||
-- where a2 = b
|
||||
-- a3 = (0.5 *.* b) +.+ (0.5 *.* c)
|
||||
-- where a2 = (0.7 *.* a) +.+ (0.3 *.* b)
|
||||
-- a3 = (0.3 *.* a) +.+ (0.7 *.* b)
|
||||
--bulLine col width (a:b:c:d:_)
|
||||
-- = onLayer HPtLayer $ pictures
|
||||
-- [color (withAlpha 0.5 col) $ lineOfThickness (width+1) [a,c]
|
||||
-- ,color (withAlpha 0.3 white) $ lineOfThickness width [a3,b]
|
||||
-- ,color (withAlpha 0.7 white) $ lineOfThickness width [a2,a3]
|
||||
-- ,color white $ lineOfThickness width [a,a2]
|
||||
-- ]
|
||||
-- where a2 = (0.7 *.* a) +.+ (0.3 *.* b)
|
||||
-- a3 = (0.3 *.* a) +.+ (0.7 *.* b)
|
||||
|
||||
thingsHitExceptCr :: Maybe Int -> Point2 -> Point2 -> World
|
||||
-> [(Point2, (Either3 Creature Wall ForceField))]
|
||||
thingsHitExceptCr Nothing sp ep = thingsHit sp ep
|
||||
thingsHitExceptCr (Just cid) sp ep = filter crNotCid . thingsHit sp ep
|
||||
where crNotCid (_,(E3x1 cr)) = _crID cr /= cid
|
||||
crNotCid _ = True
|
||||
|
||||
thingsHit :: Point2 -> Point2 -> World -> [(Point2, (Either3 Creature Wall ForceField))]
|
||||
thingsHit sp ep w = sortBy (compare `on` dist sp . fst) (crs ++ walls ++ ffs)
|
||||
where hitCrs = IM.elems $ IM.filter (\cr -> circOnLine sp ep (_crPos cr) (_crRad cr))
|
||||
$ creaturesAlongLine sp ep w
|
||||
crPs = map (\cr -> ssaTriPoint ep (_crPos cr) sp (_crRad cr)) hitCrs
|
||||
crs = zip crPs (map E3x1 hitCrs)
|
||||
-- hitWls = wallsOnLine sp ep (f y $ f x $ _wallsZone w)
|
||||
hitWls = wallsOnLine sp ep (IM.unions [f b $ f a $ _wallsZone w | a<-[x-1,x,x+1]
|
||||
, b<-[y-1,y,y+1]])
|
||||
(x,y) = zoneOfPoint (0.5 *.* (sp +.+ ep))
|
||||
f i m = case IM.lookup i m of Just val -> val
|
||||
_ -> IM.empty
|
||||
walls = zip (map (fromJust . hitPoint) hitWls) (map E3x2 hitWls)
|
||||
hitPoint w = intersectSegSeg' sp ep (_wlLine w !! 0) (_wlLine w !! 1)
|
||||
hitFFs = mapMaybe (collidePointFF sp ep (_randGen w)) (IM.elems $ _forceFields w)
|
||||
ffs = map (\(p,(_,i)) -> (p, E3x3 $ _forceFields w IM.! i)) hitFFs
|
||||
|
||||
thingsHitExceptCrLongLine :: Maybe Int -> Point2 -> Point2 -> World
|
||||
-> [(Point2, (Either3 Creature Wall ForceField))]
|
||||
thingsHitExceptCrLongLine Nothing sp ep = thingsHitLongLine sp ep
|
||||
thingsHitExceptCrLongLine (Just cid) sp ep = filter crNotCid . thingsHitLongLine sp ep
|
||||
where crNotCid (_,(E3x1 cr)) = _crID cr /= cid
|
||||
crNotCid _ = True
|
||||
|
||||
thingsHitLongLine :: Point2 -> Point2 -> World -> [(Point2, (Either3 Creature Wall ForceField))]
|
||||
--thingsHitLongLine sp ep w = crs ++ walls
|
||||
thingsHitLongLine sp ep w = sortBy (compare `on` dist sp . fst) (crs ++ walls ++ ffs)
|
||||
where hitCrs = IM.elems $ IM.filter (\cr -> circOnLine sp ep (_crPos cr) (_crRad cr))
|
||||
-- $ _creatures w
|
||||
$ creaturesAlongLine sp ep w
|
||||
crPs = map (\cr -> ssaTriPoint ep (_crPos cr) sp (_crRad cr)) hitCrs
|
||||
--crPs = map _crPos hitCrs
|
||||
crs = zip crPs (map E3x1 hitCrs)
|
||||
-- hitWls = wallsOnLine sp ep (f y $ f x $ _wallsZone w)
|
||||
hitWls = wallsOnLine sp ep $ wallsAlongLine sp ep w
|
||||
--hitWls = wallsOnLine sp ep $ _walls w
|
||||
f i m = case IM.lookup i m of Just val -> val
|
||||
_ -> IM.empty
|
||||
--walls = zip (map (fromJust . hitPoint) hitWls) (map E3x2 hitWls)
|
||||
walls = zip (map (fromJust . hitPoint) hitWls) (map E3x2 hitWls)
|
||||
hitPoint w = intersectSegSeg' sp ep (_wlLine w !! 0) (_wlLine w !! 1)
|
||||
-- hitPoint w = intersectSegSeg' sp ep (_wlLine w !! 0) (_wlLine w !! 1)
|
||||
hitFFs = mapMaybe (collidePointFF sp ep (_randGen w)) (IM.elems $ _forceFields w)
|
||||
ffs = map (\(p,(_,i)) -> (p, E3x3 $ _forceFields w IM.! i)) hitFFs
|
||||
cr = _creatures w IM.! 0
|
||||
|
||||
makeFlameletTimed :: Point2 -> Point2 -> Int -> Maybe Int -> Float -> Int -> World -> World
|
||||
makeFlameletTimed pos vel levelInt maycid size time w
|
||||
= set randGen g $ over particles' ((:) theFlamelet)
|
||||
$ flareAt' white 0.01 0.1 pos w
|
||||
where theFlamelet =
|
||||
Pt' { _ptPict' = blank
|
||||
, _ptUpdate' = moveFlamelet levelInt rot
|
||||
, _btVel' = vel
|
||||
, _btColor' = red
|
||||
, _btPos' = pos
|
||||
, _btPassThrough' = maycid
|
||||
, _btWidth' = size
|
||||
, _btTimer' = time
|
||||
, _btHitEffect' = threeEff' (doFlameDam 1) noEff noEff
|
||||
}
|
||||
(rot ,g) = randomR (0,3) $ _randGen w
|
||||
|
||||
makeFlamelet :: Point2 -> Point2 -> Int -> Maybe Int -> Float -> World -> World
|
||||
makeFlamelet pos vel levelInt maycid size w = set randGen g $ over particles' ((:) theFlamelet) w
|
||||
where theFlamelet =
|
||||
Pt' { _ptPict' = blank
|
||||
, _ptUpdate' = moveFlamelet levelInt rot
|
||||
, _btVel' = vel
|
||||
, _btColor' = red
|
||||
, _btPos' = pos
|
||||
, _btPassThrough' = maycid
|
||||
, _btWidth' = size
|
||||
, _btTimer' = 20
|
||||
, _btHitEffect' = threeEff' (doFlameDam 1) noEff noEff
|
||||
}
|
||||
(rot ,g) = randomR (0.5,1.5) $ _randGen w
|
||||
moveFlamelet :: Int -> Float -> World -> Particle' -> (World, Maybe Particle')
|
||||
moveFlamelet levelInt rot w pt =
|
||||
case _btTimer' pt of
|
||||
time | time <= 0 -> (w, Nothing)
|
||||
| otherwise -> (damcrs, mvPt)
|
||||
where sp = _btPos' pt
|
||||
vel = _btVel' pt
|
||||
ep = sp +.+ vel
|
||||
size = _btWidth' pt
|
||||
siz2 = size + 0.2
|
||||
mvPt = Just $ pt {_btTimer' = time - 1, _btPos' = ep, _ptPict' = thepicture
|
||||
, _btPassThrough' = Nothing
|
||||
,_btVel' = 0.8 *.* vel}
|
||||
damcrs = foldr ($) w $ map dodam $ filter closeCrs $ IM.elems $ _creatures w
|
||||
closeCrs cr = dist ep (_crPos cr) < _crRad cr + size
|
||||
dodam cr = over (creatures . ix (_crID cr) . crState . crDamage)
|
||||
((:) $ Flaming 3 sp ep ep)
|
||||
pic = onLayerL [levelInt,3] $ uncurry translate ep
|
||||
$ color (mixColors (fromIntegral (max 0 (time-2))) (10-fromIntegral time)
|
||||
white (dark red)
|
||||
)
|
||||
$ rotate (radToDeg ( 0.1 * fromIntegral time + rot))
|
||||
$ scale sc sc
|
||||
$ polygon [(-size,-size),(size,-size),(size,size),(-size,size)]
|
||||
piu = onLayerL [levelInt,1] $ uncurry translate ep
|
||||
$ color (dark red) $ rotate (radToDeg (rot - 0.1 * fromIntegral time))
|
||||
$ scale s1 s1
|
||||
$ polygon $ rectNSWE (siz2) (-siz2) (-siz2) (siz2)
|
||||
glow = onLayerL [levelInt,0] $ uncurry translate ep
|
||||
$ color (withAlpha 0.01 red)
|
||||
$ circleSolid 30
|
||||
sc = (*) 2 $ log $ 1 + fromIntegral time / 20
|
||||
s1 = (*) 2 $ log $ 2 + fromIntegral time / 40
|
||||
s2 = 0.5 * (sc + s1)
|
||||
thepicture = pic <> piu <> pi2 <> glow
|
||||
pi2 = onLayerL [levelInt,2] $ uncurry translate ep
|
||||
$ color (mixColors (fromIntegral (max 0 (time-2))) (10-fromIntegral time)
|
||||
orange (dark red)
|
||||
)
|
||||
$ rotate (radToDeg $ rot + 0.2 * fromIntegral time)
|
||||
$ scale s2 s2
|
||||
$ polygon $ rectNSWE (siz2) (-siz2) (-siz2) (siz2)
|
||||
|
||||
|
||||
doFlameDam :: Int -> Particle' -> Point2 -> Creature -> World -> World
|
||||
doFlameDam amount pt p cr = over (creatures . ix (_crID cr) . crState . crDamage)
|
||||
((:) $ Flaming amount sp p ep)
|
||||
where sp = _btPos' pt
|
||||
ep = sp +.+ _btVel' pt
|
||||
|
||||
|
||||
|
||||
makeSmokeAt :: Point2 -> World -> World
|
||||
makeSmokeAt p w = over particles (IM.insert n smP) w
|
||||
where n = newParticleKey w
|
||||
smP = Particle
|
||||
{ _ptPos = p
|
||||
, _ptStartPos = p
|
||||
, _ptVel = (0,0)
|
||||
, _ptPict = onLayer PtLayer $ uncurry translate p $ color black $ circleSolid 1
|
||||
--, _ptPict = uncurry translate p $ color white $ circleSolid 30
|
||||
, _ptID = n
|
||||
, _ptUpdate = moveSmoke p 20 n
|
||||
}
|
||||
|
||||
moveSmoke :: Point2 -> Int -> Int -> World -> World
|
||||
moveSmoke p time i | time > 0 =
|
||||
set (particles . ix i . ptPict) pic . set (particles . ix i . ptUpdate) (moveSmoke p (time-1) i)
|
||||
| time > -50 =
|
||||
set (particles . ix i . ptPict) pi1 . set (particles . ix i . ptUpdate) (moveSmoke p (time-1) i)
|
||||
| otherwise =
|
||||
over particles (IM.delete i)
|
||||
|
||||
where pic = onLayer PtLayer $ uncurry translate p $ color (greyN 0.5) $ circleSolid $ 21 - fromIntegral time
|
||||
pi1 = onLayer PtLayer $ uncurry translate p
|
||||
$ color (withAlpha (1 + fromIntegral time /50) (greyN 0.5))
|
||||
$ circleSolid $ 21
|
||||
|
||||
makeSmokeAt' :: Float -> Int -> Point2 -> World -> World
|
||||
makeSmokeAt' scal time p w = over particles (IM.insert n smP) w
|
||||
where n = newParticleKey w
|
||||
smP = Particle
|
||||
{ _ptPos = p
|
||||
, _ptStartPos = p
|
||||
, _ptVel = (0,0)
|
||||
, _ptPict = onLayer PtLayer $ uncurry translate p $ color black $ circleSolid 1
|
||||
, _ptID = n
|
||||
, _ptUpdate = moveSmoke' scal p time n
|
||||
}
|
||||
|
||||
moveSmoke' :: Float -> Point2 -> Int -> Int -> World -> World
|
||||
moveSmoke' scal p time i
|
||||
| time > 0
|
||||
= set (particles . ix i . ptPict) pic
|
||||
. set (particles . ix i . ptUpdate) (moveSmoke' scal p (time-1) i)
|
||||
| time > -50
|
||||
= set (particles . ix i . ptPict) pi1
|
||||
. set (particles . ix i . ptUpdate) (moveSmoke' scal p (time-1) i)
|
||||
| otherwise
|
||||
= over particles (IM.delete i)
|
||||
where pic = onLayer PtLayer $ uncurry translate p $ color (greyN 0.5) $ circleSolid $ (21 - fromIntegral time) * scal
|
||||
pi1 = onLayer PtLayer $ uncurry translate p
|
||||
$ color (withAlpha (1 + fromIntegral time /50) (greyN 0.5))
|
||||
$ circleSolid $ 21 * scal
|
||||
|
||||
makeSmokeAt'' :: Point2 -> Float -> Int -> Point2 -> World -> World
|
||||
makeSmokeAt'' vel scal time p w = over particles' ((:) smokeP) w
|
||||
where smokeP = Particle'
|
||||
{ _ptPict' = onLayerL [levLayer PtLayer - 1] $ uncurry translate p $ color black $ circleSolid 1
|
||||
, _ptUpdate' = moveSmoke'' scal time p vel
|
||||
}
|
||||
|
||||
moveSmoke'' :: Float -> Int -> Point2 -> Point2 -> World -> Particle' -> (World, Maybe Particle')
|
||||
moveSmoke'' scal time p vel w pt
|
||||
| time > 0 = (w, Just $ pt { _ptPict' = pic
|
||||
, _ptUpdate' = moveSmoke'' scal (time-1) pNew vel
|
||||
})
|
||||
| time > -50 = (w, Just $ pt { _ptPict' = pi1
|
||||
, _ptUpdate' = moveSmoke'' scal (time-1) pNew vel
|
||||
})
|
||||
| otherwise = (w, Nothing)
|
||||
where pNew = p +.+ vel
|
||||
pic = onLayerL [levLayer PtLayer - 1]
|
||||
$ uncurry translate pNew
|
||||
$ color (greyN 0.5) $ circleSolid $ (21 - fromIntegral time) * scal
|
||||
pi1 = (onLayerL [levLayer PtLayer]
|
||||
$ uncurry translate pNew
|
||||
$ color (withAlpha (0.3 * (1 + fromIntegral time /50)) (greyN 0.5))
|
||||
$ circleSolid $ 21 * scal)
|
||||
<> (onLayerL [levLayer BgLayer+1]
|
||||
$ uncurry translate pNew
|
||||
$ color (withAlpha (1 + fromIntegral time /50) (greyN 0.5))
|
||||
$ circleSolid $ 21 * scal)
|
||||
|
||||
makeColorSmokeAt :: Color -> Point2 -> Float -> Int -> Point2 -> World -> World
|
||||
makeColorSmokeAt col vel scal time p w = over particles (IM.insert n smP) w
|
||||
where n = newParticleKey w
|
||||
smP = Particle
|
||||
{ _ptPos = p
|
||||
, _ptStartPos = p
|
||||
, _ptVel = vel
|
||||
, _ptPict = onLayer PtLayer $ uncurry translate p $ color col $ circleSolid 1
|
||||
, _ptID = n
|
||||
, _ptUpdate = moveColorSmoke col scal time n
|
||||
}
|
||||
|
||||
moveColorSmoke :: Color -> Float -> Int -> Int -> World -> World
|
||||
moveColorSmoke col scal time i w
|
||||
| time > 0
|
||||
= set (particles . ix i . ptPict) pic
|
||||
. set (particles . ix i . ptUpdate) (moveColorSmoke col scal (time-1) i)
|
||||
. set (particles . ix i . ptPos) newPos
|
||||
. setVel
|
||||
$ w
|
||||
| time > -50
|
||||
= set (particles . ix i . ptPict) pi1
|
||||
. set (particles . ix i . ptUpdate) (moveColorSmoke col scal (time-1) i)
|
||||
. set (particles . ix i . ptPos) newPos
|
||||
. setVel
|
||||
$ w
|
||||
| otherwise
|
||||
= over particles (IM.delete i) w
|
||||
where oldPos = _ptPos $ _particles w IM.! i
|
||||
newPos = oldPos +.+ (_ptVel $ _particles w IM.! i)
|
||||
setVel = over (particles . ix i . ptVel) $ (*.*) 0.99
|
||||
pic = onLayer PtLayer $ uncurry translate newPos $ color col $ circleSolid $ (21 - fromIntegral time) * scal
|
||||
pi1 = onLayer PtLayer $ uncurry translate newPos
|
||||
$ color (withAlpha (1 + fromIntegral time /50) col)
|
||||
$ circleSolid $ 21 * scal
|
||||
|
||||
|
||||
thingHit :: Point2 -> Maybe (Point2,a,b) -> Maybe (Point2,c) -> Maybe (Either (Point2,a,b) (Point2,c))
|
||||
thingHit p Nothing Nothing = Nothing
|
||||
thingHit p (Just x) Nothing = Just (Left x)
|
||||
thingHit p Nothing (Just x) = Just (Right x)
|
||||
thingHit p (Just x@(p1,_,_)) (Just y@(p2,_))
|
||||
| magV (p -.- p1) > magV (p -.- p2) = Just (Right y)
|
||||
| otherwise = Just (Left x)
|
||||
|
||||
|
||||
damCrsOnLine :: Int -> Point2 -> Point2 -> World -> World
|
||||
damCrsOnLine dam p1 p2 = over creatures (IM.map damIfOnLine)
|
||||
where damIfOnLine cr | circOnLine p1 p2 (_crPos cr) (_crRad cr)
|
||||
= over crHP (\hp -> hp - dam) cr
|
||||
| otherwise = cr
|
||||
Reference in New Issue
Block a user