Slime crit collisions
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@@ -69,6 +69,7 @@ slimeCrit = defaultCreature
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& crType .~ SlimeCrit 40 (V2 30 0) False True
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& crFaction .~ ColorFaction (light green)
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& crPerception . cpVision . viFOV .~ FloatFOV pi
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& crActionPlan .~ SlimeIntelligence
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hoverCrit :: Creature
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hoverCrit =
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@@ -54,7 +54,7 @@ drawCreature w m cr = translateSP (_crPos cr) . fallrot . rotateSP (_crDir cr) $
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_ -> id
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drawSlimeCrit :: Creature -> Shape
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drawSlimeCrit cr = colorSH green $ upperPrismPolyHalf Medium Undesired r $ polyCirc 6 r
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drawSlimeCrit cr = colorSH green $ upperPrismPolyHalf Medium Typical r $ polyCirc 6 r
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& each %~ scaleAlong d s
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& each %~ scaleAlong (vNormal d) (1 / s)
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& each %~ rotateV (-cr ^. crDir)
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@@ -133,7 +133,8 @@ isAnimate :: Creature -> Bool
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{-# INLINE isAnimate #-}
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isAnimate cr = case _crActionPlan cr of
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Inanimate -> False
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_ -> True
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SlimeIntelligence -> False
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ActionPlan{} -> True
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hasAutoDoorBody :: Creature -> Bool
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hasAutoDoorBody cr = case cr ^. crHP of
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@@ -13,6 +13,7 @@ import Sound.Data
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data ActionPlan
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= Inanimate
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| SlimeIntelligence
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| ActionPlan
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{ -- _apImpulse :: [Impulse] -- done per frame
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_apAction :: Action -- updated per frame, likely persist across frames
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+16
-1
@@ -1002,7 +1002,13 @@ crCrSpring c1 c2
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| diffheight = id
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| SlimeCrit{} <- c1 ^. crType
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, SlimeCrit{} <- c2 ^. crType
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, id2 > id1 = fuseSlimes c1 c2
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, id2 > id1
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, distance xy1 xy2 < abs (r1 - r2) + 1 = fuseSlimes c1 c2
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| SlimeCrit{} <- c1 ^. crType =
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--cWorld . lWorld . creatures %~ (rolap c1 c2 . rolap' c2 c1)
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cWorld . lWorld . creatures %~ (rolap . rolap')
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| SlimeCrit{} <- c2 ^. crType = id
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-- cWorld . lWorld . creatures %~ ( rolap c1 c2 . rolap' c2 c1)
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| otherwise = cWorld . lWorld . creatures %~ ( olap c1 c2 . olap' c2 c1)
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where
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z c = c ^. crPos . _z
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@@ -1013,13 +1019,22 @@ crCrSpring c1 c2
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return $ z c1 > h2 || z c2 > h1
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olap a b = ix (a ^. crID) . crPos . _xy +~ overlap b
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olap' a b = ix (a ^. crID) . crPos . _xy -~ overlap b
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suckx = min 1 (2 * (1 - distance xy1 xy2 / (r1 + r2)))
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rolap = ix id1 . crPos . _xy +~ (2*m2 / (m1+m2)) *^ normalize (xy2 - xy1)
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rolap' = ix id2 . crPos . _xy +~ (suckx * 1.5*m1 / (m1+m2)) *^ normalize (xy1 - xy2)
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id1 = _crID c1
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id2 = _crID c2
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xy1 = c1 ^. crPos . _xy
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xy2 = c2 ^. crPos . _xy
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vec = c1 ^. crPos . _xy - c2 ^. crPos . _xy
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diff = magV vec
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r1 = crRad (c1 ^. crType)
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r2 = crRad (c2 ^. crType)
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comRad = crRad (c1 ^. crType) + crRad (c2 ^. crType)
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overlap c = ((comRad - diff) * crMass (_crType c) * 0.5 / massT) *^ signorm vec
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massT = crMass (_crType c1) + crMass (_crType c2)
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m1 = crMass $ c1 ^. crType
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m2 = crMass $ c2 ^. crType
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fuseSlimes :: Creature -> Creature -> World -> World
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fuseSlimes c1 c2 = (cWorld . lWorld . creatures . ix i1 .~ c)
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