Remove dependencies on afterParticles
This commit is contained in:
@@ -268,96 +268,6 @@ tLightRad i rmax rmin p =
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tLightAt i p = tLightRad i 100 0 p
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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
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flareRad rad rays col ax ay p
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= over particles' ((:) (flashRadAt rad col ax p))
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. lowLightRadAt col ay rays rad p
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flashRadAt :: Float -> Color -> Float -> Point2 -> Particle'
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flashRadAt rad col alphax (x,y) =
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Particle'
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{ _ptPict' = pictures $
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map (\i -> onLayerL [levLayer PtLayer]
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$ color (withAlpha alphax col) $ translate x y $ circleSolid i
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)
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[rad/5,2*rad/5,3*rad/5,4*rad/5,rad]
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, _ptUpdate' = ptTimer' 1
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}
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lowLightWidthAt :: Float -> Float -> Color -> Float -> Int -> Float -> Point2 -> World -> World
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lowLightWidthAt len wdth col alphay rays rad p w = foldr (lowLightWidthHit len wdth col alphay p) w ps
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where ps = map ((+.+) p) $ nRaysRad rays rad
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lowLightRadAt :: Color -> Float -> Int -> Float -> Point2 -> World -> World
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lowLightRadAt col alphay rays rad p w = foldr (lowLightColHit col alphay p) w ps
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where ps = map ((+.+) p) $ nRaysRad rays rad
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lowLightDirected :: Color -> Float -> Point2 -> Point2 -> [Float] -> World -> World
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lowLightDirected col alpha a b angles w
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= foldr (\angle w' -> lowLightColHit col alpha a (a +.+ rotateV angle b) w') w angles
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lowLightWidthHit :: Float -> Float -> Color -> Float -> Point2 -> Point2 -> World -> World
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lowLightWidthHit len wdth col alphay a b w
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= case thingsHitLongLine a b w of
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((p, E3x2 wall):_)
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-> over particles' ((:) (wallGlareWidth len wdth col alphay p wall)) w
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((p, E3x1 cr):_)
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-> over afterParticles' ((:) (crGlareWidth wdth col alphay p cr)) w
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_ -> w
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muzFlareAt :: Point2 -> World -> World
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muzFlareAt p = over particles' ((:) (muzzleFlareAt p))
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. lowLightAt p
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muzzleFlareAt :: Point2 -> Particle'
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muzzleFlareAt (x,y) =
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Particle'
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{ _ptPict' = pictures
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$ map (\i -> onLayer PtLayer $ color (withAlpha 0.02 white) $ translate x y $ circleSolid i
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)
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[20,25,30,35,40,45,50]
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, _ptUpdate' = ptTimer' 1
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}
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lowLightAt :: Point2 -> World -> World
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lowLightAt p w = lowLightWidthAt 10 5 white 0.5 20 30 p w
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lowLightHit :: Point2 -> Point2 -> World -> World
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lowLightHit a b w
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= case thingsHitLongLine a b w of
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((p, E3x2 wall):_)
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-> over particles' ((:) (wallGlare p wall)) w
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((p, E3x1 cr):_)
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-> over afterParticles' ((:) (crGlare p cr)) w
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_ -> w
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wallGlare :: Point2 -> Wall -> Particle'
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wallGlare p wl = wallGlareWidth 10 5 white 0.5 p wl
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crGlare :: Point2 -> Creature -> Particle'
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crGlare = crGlareCol white 0.5
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lowLightAt' :: Point2 -> World -> World
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lowLightAt' p w = foldr (lowLightHit' p) w ps
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where ps = map ((+.+) p) $ nRaysRad 20 30
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lowLightHit' :: Point2 -> Point2 -> World -> World
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lowLightHit' a b w
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= case thingsHitLongLine a b w of
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((p, E3x2 wall):_)
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-> over particles' ((:) (wallGlare' p wall)) w
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_ -> w
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wallGlare' :: Point2 -> Wall -> Particle'
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wallGlare' p wl = wallGlareWidth 5 5 white 0.1 p wl
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noEff _ _ _ = id
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noEff _ _ _ = id
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@@ -95,13 +95,6 @@ mvGenBullet' w bt
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$ set btTimer' (t-1) bt
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$ set btTimer' (t-1) bt
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)
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)
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hits -> hiteff bt hits w
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hits -> hiteff bt hits w
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-- hits@((hitp,thing):_)
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-- -> ( hiteff bt hits w
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-- , Just $ set btPassThrough' Nothing
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-- $ set btTrail' (hitp:p:ps)
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-- $ set ptPict' (bulLine col wth (hitp:p:ps))
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-- $ set btTimer' 3 bt
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-- )
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where mcr = _btPassThrough' bt
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where mcr = _btPassThrough' bt
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col = _btColor' bt
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col = _btColor' bt
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(p:ps) = _btTrail' bt
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(p:ps) = _btTrail' bt
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@@ -24,13 +24,14 @@ lowLightColAt :: Color -> Float -> Point2 -> World -> World
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lowLightColAt col alphay p w = foldr (lowLightColHit col alphay p) w ps
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lowLightColAt col alphay p w = foldr (lowLightColHit col alphay p) w ps
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where ps = map ((+.+) p) $ nRaysRad 20 30
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where ps = map ((+.+) p) $ nRaysRad 20 30
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lowLightColHit :: Color -> Float -> Point2 -> Point2 -> World -> World
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lowLightColHit :: Color -> Float -> Point2 -> Point2 -> World -> World
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lowLightColHit col alphay a b w
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lowLightColHit col alphay a b w
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= case thingsHitLongLine a b w of
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= case thingsHitLongLine a b w of
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((p, E3x2 wall):_)
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((p, E3x2 wall):_)
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-> over particles' ((:) (wallGlareCol col alphay p wall)) w
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-> over particles' ((:) (wallGlareWidth 10 5 col alphay p wall)) w
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((p, E3x1 cr):_)
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((p, E3x1 cr):_)
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-> over afterParticles' ((:) (crGlareCol col alphay p cr)) w
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-> over particles' ((:) (crGlareCol col alphay p cr)) w
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_ -> w
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_ -> w
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flashColAt :: Color -> Float -> Point2 -> Particle'
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flashColAt :: Color -> Float -> Point2 -> Particle'
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@@ -44,9 +45,6 @@ flashColAt col alphax (x,y) =
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, _ptUpdate' = ptTimer' 1
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, _ptUpdate' = ptTimer' 1
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}
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}
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wallGlareCol :: Color -> Float -> Point2 -> Wall -> Particle'
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wallGlareCol col alphay p wl = wallGlareWidth 10 5 col alphay p wl
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crGlareCol :: Color -> Float -> Point2 -> Creature -> Particle'
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crGlareCol :: Color -> Float -> Point2 -> Creature -> Particle'
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crGlareCol col alphay p cr = crGlareWidth 5 col alphay p cr
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crGlareCol col alphay p cr = crGlareWidth 5 col alphay p cr
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@@ -78,3 +76,79 @@ crGlareWidth wdth col alphay p cr =
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upp cid' w' = case w' ^? creatures . ix cid . crPos of
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upp cid' w' = case w' ^? creatures . ix cid . crPos of
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Just y -> l y
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Just y -> l y
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_ -> blank
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_ -> blank
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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
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flareRad rad rays col ax ay p
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= over particles' ((:) (flashRadAt rad col ax p))
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. lowLightRadAt col ay rays rad p
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flashRadAt :: Float -> Color -> Float -> Point2 -> Particle'
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flashRadAt rad col alphax (x,y) =
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Particle'
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{ _ptPict' = pictures $
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map (\i -> onLayerL [levLayer PtLayer]
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$ color (withAlpha alphax col) $ translate x y $ circleSolid i
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)
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[rad/5,2*rad/5,3*rad/5,4*rad/5,rad]
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, _ptUpdate' = ptTimer' 1
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}
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lowLightWidthAt :: Float -> Float -> Color -> Float -> Int -> Float -> Point2 -> World -> World
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lowLightWidthAt len wdth col alphay rays rad p w = foldr (lowLightWidthHit len wdth col alphay p) w ps
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where ps = map ((+.+) p) $ nRaysRad rays rad
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lowLightRadAt :: Color -> Float -> Int -> Float -> Point2 -> World -> World
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lowLightRadAt col alphay rays rad p w = foldr (lowLightColHit col alphay p) w ps
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where ps = map ((+.+) p) $ nRaysRad rays rad
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lowLightDirected :: Color -> Float -> Point2 -> Point2 -> [Float] -> World -> World
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lowLightDirected col alpha a b angles w
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= foldr (\angle w' -> lowLightColHit col alpha a (a +.+ rotateV angle b) w') w angles
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lowLightWidthHit :: Float -> Float -> Color -> Float -> Point2 -> Point2 -> World -> World
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lowLightWidthHit len wdth col alphay a b w
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= case thingsHitLongLine a b w of
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((p, E3x2 wall):_)
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-> over particles' ((:) (wallGlareWidth len wdth col alphay p wall)) w
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((p, E3x1 cr):_)
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-> over afterParticles' ((:) (crGlareWidth wdth col alphay p cr)) w
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_ -> w
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muzFlareAt :: Point2 -> World -> World
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muzFlareAt p = over particles' ((:) (muzzleFlareAt p))
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. lowLightAt p
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muzzleFlareAt :: Point2 -> Particle'
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muzzleFlareAt (x,y) =
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Particle'
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{ _ptPict' = pictures
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$ map (\i -> onLayer PtLayer $ color (withAlpha 0.02 white) $ translate x y $ circleSolid i
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)
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[20,25,30,35,40,45,50]
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, _ptUpdate' = ptTimer' 1
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}
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lowLightAt :: Point2 -> World -> World
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lowLightAt p w = lowLightWidthAt 10 5 white 0.5 20 30 p w
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lowLightAt' :: Point2 -> World -> World
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lowLightAt' p w = foldr (lowLightHit' p) w ps
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where ps = map ((+.+) p) $ nRaysRad 20 30
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lowLightHit' :: Point2 -> Point2 -> World -> World
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lowLightHit' a b w
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= case thingsHitLongLine a b w of
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((p, E3x2 wall):_)
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-> over particles' ((:) (wallGlare' p wall)) w
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_ -> w
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wallGlare' :: Point2 -> Wall -> Particle'
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wallGlare' p wl = wallGlareWidth 5 5 white 0.1 p wl
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