Implement wall penetrating bullets
This commit is contained in:
@@ -64,7 +64,7 @@ pistol = Weapon
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. withRandomDir 0.1
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. withMuzFlare
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. withVelWthHiteff (30,0) 2
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$ threeEff' bulHitCr' bulHitWall' bulHitFF'
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$ destroyOnImpact bulHitCr' bulHitWall' bulHitFF'
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, _wpSpread = 0.02
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, _wpRange = 20
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, _itHammer = HammerUp
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@@ -130,14 +130,14 @@ autoFireMode = shootWithSound (fromIntegral autoGunSound)
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. withRandomDir (autogunSpread/2)
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. withMuzFlare
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. withVelWthHiteff (50,0) 3
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$ threeEff' bulHitCr' bulHitWall' bulHitFF'
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$ destroyOnImpact bulHitCr' bulHitWall' bulHitFF'
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singleFireMode = shootWithSound (fromIntegral autoGunSound)
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. withRecoil 40
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. torqueAfter 0.03
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. withRandomDir (autogunSpread/2)
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. withMuzFlare
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. withVelWthHiteff (50,0) 3
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$ threeEff' bulHitCr' bulHitWall' bulHitFF'
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$ destroyOnImpact bulHitCr' bulHitWall' bulHitFF'
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incMode :: Int -> World -> World
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incMode _ w
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@@ -373,7 +373,7 @@ mkBezierBul :: Point2 -> Point2 -> Point2 -> Int -> World -> World
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mkBezierBul startp controlp targetp cid w = over particles' (bbul :) w
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where
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bbul = aCurveBulAt (Just cid) white startp (controlp +.+ randPos) (targetp +.+ randPos')
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(threeEff' bulHitCr' bulHitWall' bulHitFF') 5
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(destroyOnImpact bulHitCr' bulHitWall' bulHitFF') 5
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(randPos,randPos') = flip evalState (_randGen w)
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$ do a <- randInCirc 10
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b <- randInCirc 20
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@@ -428,7 +428,7 @@ hvAutoGun = defaultAutoGun
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. withThinSmoke
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. withMuzFlare
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. withVelWthHiteff (80,0) 6
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$ threeEff'
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$ penWalls
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hvBulHitCr' hvBulHitWall' bulHitFF'
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ltAutoGun = defaultAutoGun
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@@ -567,7 +567,7 @@ longGun = defaultGun
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. torqueAfter 0.05
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. withMuzFlare
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. withVelWthHiteff (60,0) 6
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$ threeEff' hvBulHitCr' hvBulHitWall' bulHitFF'
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$ penWalls hvBulHitCr' hvBulHitWall' bulHitFF'
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, _wpSpread = 0.0
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, _wpRange = 200
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@@ -895,7 +895,7 @@ makeFlame pos vel maycid = over particles' ((:) theFlame)
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, _btPassThrough' = maycid
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, _btWidth' = 4
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, _btTimer' = 100
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, _btHitEffect' = threeEff' (doFlameDam 1) noEff noEff
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, _btHitEffect' = destroyOnImpact (doFlameDam 1) noEff noEff
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}
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moveFlame :: Point2 -> World -> Particle' -> (World, Maybe Particle')
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@@ -218,10 +218,10 @@ bulHitFF' :: Particle' -> Point2 -> ForceField -> World -> World
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bulHitFF' _ _ _ = id
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bulletEffect' :: HitEffect
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bulletEffect' = threeEff' bulHitCr' bulHitWall' bulHitFF'
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bulletEffect' = destroyOnImpact bulHitCr' bulHitWall' bulHitFF'
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bulletParticleSideEffect :: Particle' -> HitEffect
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bulletParticleSideEffect pt = threeEff' mkPt mkPt noEff
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bulletParticleSideEffect pt = destroyOnImpact mkPt mkPt noEff
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where mkPt _ p _ = over particles' ((:) pt {_btTrail' = [p]})
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aGenBulAt' :: Maybe Int -> Color -> Point2 -> Point2 -> HitEffect -> Float -> Particle'
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@@ -35,7 +35,6 @@ updateBlocks w = (\w' -> seq (_wallsZone w') w') $ flip (foldr removeFromZone) d
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killBlock :: Wall -> World -> World
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killBlock bl w = f bl .
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flip (foldr unshadow)
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-- flip (foldr (\i -> set (walls . ix i . blVisible) (True)))
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(_blShadows bl)
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$ w
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where
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@@ -50,7 +49,8 @@ killBlock bl w = f bl .
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unshadow :: Int -> World -> World
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unshadow bid w = case w ^? walls . ix bid of
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Just b -> let (x,y) = zoneOfPoint $ pHalf (_wlLine b !! 0) (_wlLine b !! 1)
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in w & wallsZone . ix x . ix y . ix bid . blVisible %~ \_ -> True
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in w & wallsZone . ix x . ix y . ix bid . blVisible %~ (\_ -> True)
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& walls . ix bid . blVisible %~ \_ -> True
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Nothing -> w
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degradeBlock :: Wall -> World -> World
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@@ -33,59 +33,6 @@ basePane = Block
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evenOddSplit = foldr f ([],[])
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where f a (ls,rs) = (rs, a : ls)
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putWindowBlock :: Point2 -> Point2 -> World -> World
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putWindowBlock a b w = removePathsCrossing a b $ foldr (makeBlockAt bSide) w $ zip ps ns
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where d = dist a b
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rot = argV (b -.- a)
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numPoints = 2 * floor (d / 20)
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ns = take (numPoints+1) [0..]
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ps = map (\i -> a +.+ i/ (fromIntegral numPoints) *.* (b -.- a))
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$ map fromIntegral ns
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bSide = d / (fromIntegral numPoints)
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makeBlockAt :: Float -> (Point2,Int) -> World -> World
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makeBlockAt bSide (p,i) w =
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let k = newKey $ _walls w
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ds = [(-bSide,-9),(-bSide,9),(bSide,9),(bSide,-9)]
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polyAtP p = map ((+.+) p . rotateV rot) ds
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ksAtN i = [k+i*4,k+i*4 + 1 ,k+i*4 +2, k+i*4+3]
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(k0:k1:k2:k3:_) = ksAtN i
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(bl:tl:tr:br:_) = polyAtP p
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shadows | i == 0 = ksAtN 1
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| i == numPoints - 1 = ksAtN $ numPoints - 2
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| otherwise = ksAtN (i-1) ++ ksAtN (i+1)
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seen | even i = True
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| otherwise = False
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isLeftmost | i == 0 = True
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| otherwise = False
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isRightmost | i == numPoints = True
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| otherwise = False
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l = baseBlock
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{ _wlLine = [bl,tl]
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, _wlID = k0
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, _blVisible = isLeftmost
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}
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t = baseBlock
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{ _wlLine = [tl,tr]
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, _wlID = k1
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, _blVisible = seen
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}
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r = baseBlock
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{ _wlLine = [tr,br]
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, _wlID = k2
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, _blVisible = isRightmost
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}
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b = baseBlock
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{ _wlLine = [br,bl]
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, _wlID = k3
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, _blVisible = seen
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}
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baseBlock = basePane
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{ _blIDs = ksAtN i
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, _blShadows = shadows
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}
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f = IM.insert k0 l . IM.insert k1 t . IM.insert k2 r . IM.insert k3 b
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in over walls f w
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putWindowBlock' :: Point2 -> Point2 -> World -> World
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putWindowBlock' a b w = removePathsCrossing a b $ foldr insertBlock w listBlocks
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where d = dist a b
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@@ -108,11 +55,11 @@ putWindowBlock' a b w = removePathsCrossing a b $ foldr insertBlock w listBlocks
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| i == numBlocks - 1 = [False,True, True,True]
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| otherwise = [False,True,False,True]
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shadowsAt i | i == 0 = ksAtI 1
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| i == numBlocks - 1 = ksAtI $ numBlocks - 1
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| i == numBlocks - 1 = ksAtI $ numBlocks - 2
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| otherwise = ksAtI (i-1) ++ ksAtI (i+1)
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makeBlockAt :: Point2 -> Int -> [Wall]
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makeBlockAt p i = zipWith3 (makePane i) (ksAtI i) (visibilityAt i) (linesAt p)
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makePane i k' visStatus ps
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makeBlockAt p i = zipWith3 (makePane i) (visibilityAt i) (ksAtI i) (linesAt p)
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makePane i visStatus k' ps
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= basePane {_wlID = k'
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,_wlLine = ps
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,_blIDs = ksAtI i
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+43
-16
@@ -25,6 +25,7 @@ import Control.Monad.State
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import System.Random
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import Data.Bifunctor
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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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@@ -205,7 +206,7 @@ createSpark time colid pos dir maycid w = over worldEvents
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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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, _btHitEffect' = destroyOnImpact 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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@@ -228,7 +229,7 @@ createBarrelSpark time colid pos dir maycid w = over worldEvents
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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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, _btHitEffect' = destroyOnImpact 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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@@ -243,22 +244,48 @@ createBarrelSpark time colid pos dir maycid w = over worldEvents
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noEff _ _ _ = id
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threeEff' ::
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( Particle' -> Point2 -> Creature -> World -> World ) ->
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( Particle' -> Point2 -> Wall -> World -> World ) ->
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( Particle' -> Point2 -> ForceField -> World -> World ) ->
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type HitCreatureEffect = Particle' -> Point2 -> Creature -> World -> World
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type HitWallEffect = Particle' -> Point2 -> Wall -> World -> World
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type HitForceFieldEffect = Particle' -> Point2 -> ForceField -> World -> World
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destroyOnImpact :: HitCreatureEffect -> HitWallEffect -> HitForceFieldEffect ->
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Particle' -> [(Point2, Either3 Creature Wall ForceField)] -> World -> (World, Maybe Particle')
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threeEff' crEff wlEff ffEff pt hitThings w = case hitThings of
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[] -> error "threeEff called without hitting anything"
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((p,E3x1 cr):_) -> (crEff pt p cr w, updatePt p)
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((p,E3x2 wl):_) -> (wlEff pt p wl w, updatePt p)
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((p,E3x3 ff):_) -> (ffEff pt p ff w, updatePt p)
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where updatePt hitp = Just $ pt & btTrail' .~ (hitp : trl)
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& ptPict' .~ bulLine col wth (hitp: trl)
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& btTimer' .~ 3
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destroyOnImpact crEff wlEff ffEff pt hitThings w = case hitThings of
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[] -> ( w, mvPt)
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((p,E3x1 cr):_) -> (crEff pt p cr w, destroyAt p)
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((p,E3x2 wl):_) -> (wlEff pt p wl w, destroyAt p)
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((p,E3x3 ff):_) -> (ffEff pt p ff w, destroyAt p)
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where destroyAt hitp = Just $ pt & btTrail' .~ (hitp : trl)
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& ptPict' .~ bulLine col wth (hitp: trl)
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& btTimer' .~ 3
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mvPt = Just $ pt & btTrail' .~ (newP : trl)
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& ptPict' .~ bulLine col wth (newP : trl)
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& btTimer' %~ (\t -> t - 1)
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& btPassThrough' .~ Nothing
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trl = _btTrail' pt
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col = _btColor' pt
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wth = _btWidth' pt
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newP = head trl +.+ _btVel' pt
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penWalls :: HitCreatureEffect -> HitWallEffect -> HitForceFieldEffect ->
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Particle' -> [(Point2, Either3 Creature Wall ForceField)] -> World -> (World, Maybe Particle')
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penWalls crEff wlEff ffEff pt hitThings w = case hitThings of
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[] -> ( w, mvPt)
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((p,E3x1 cr):_) -> (crEff pt p cr w, destroyAt p)
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((p,E3x3 ff):_) -> (ffEff pt p ff w, destroyAt p)
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((p,E3x2 wl):hs) | isJust (wl ^? blHP)
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-> first (wlEff pt p wl) $ penWalls crEff wlEff ffEff pt hs w
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((p,E3x2 wl):_) | otherwise -> (wlEff pt p wl w, destroyAt p)
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where destroyAt hitp = Just $ pt & btTrail' .~ (hitp : trl)
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& ptPict' .~ bulLine col wth (hitp: trl)
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& btTimer' .~ 3
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mvPt = Just $ pt & btTrail' .~ (newP : trl)
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& ptPict' .~ bulLine col wth (newP : trl)
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& btTimer' %~ (\t -> t - 1)
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& btPassThrough' .~ Nothing
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trl = _btTrail' pt
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col = _btColor' pt
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wth = _btWidth' pt
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newP = head trl +.+ _btVel' pt
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makeFlameletTimed :: Point2 -> Point2 -> Int -> Maybe Int -> Float -> Int -> World -> World
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makeFlameletTimed pos vel levelInt maycid size time w
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@@ -273,7 +300,7 @@ makeFlameletTimed pos vel levelInt maycid size time w
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, _btPassThrough' = maycid
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, _btWidth' = size
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, _btTimer' = time
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, _btHitEffect' = threeEff' (doFlameDam 1) noEff noEff
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, _btHitEffect' = destroyOnImpact (doFlameDam 1) noEff noEff
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}
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(rot ,g) = randomR (0,3) $ _randGen w
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@@ -288,7 +315,7 @@ makeFlamelet pos vel levelInt maycid size w = set randGen g $ over particles' ((
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, _btPassThrough' = maycid
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, _btWidth' = size
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, _btTimer' = 20
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, _btHitEffect' = threeEff' (doFlameDam 1) noEff noEff
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, _btHitEffect' = destroyOnImpact (doFlameDam 1) noEff noEff
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}
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(rot ,g) = randomR (0.5,1.5) $ _randGen w
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moveFlamelet :: Int -> Float -> World -> Particle' -> (World, Maybe Particle')
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@@ -88,13 +88,14 @@ mvGenBullet' w bt
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$ set ptPict' (bulLine col wth (p:p:ps))
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$ set btTimer' (t-1) bt
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)
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| otherwise = case thingsHitExceptCr mcr p (p +.+ vel) w of
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[] -> (w, Just $ set btPassThrough' Nothing
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$ set btTrail' (p +.+ vel :p:ps)
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$ set ptPict' (bulLine col wth (p +.+ vel:p:ps))
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$ set btTimer' (t-1) bt
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)
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hits -> hiteff bt hits w
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| otherwise = hiteff bt (thingsHitExceptCr mcr p (p +.+ vel) w) w
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-- case thingsHitExceptCr mcr p (p +.+ vel) w of
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-- [] -> (w, Just $ set btPassThrough' Nothing
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-- $ set btTrail' (p +.+ vel :p:ps)
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-- $ set ptPict' (bulLine col wth (p +.+ vel:p:ps))
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-- $ set btTimer' (t-1) bt
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-- )
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-- hits -> hiteff bt hits w
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where mcr = _btPassThrough' bt
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col = _btColor' bt
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(p:ps) = _btTrail' bt
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@@ -70,7 +70,9 @@ renderPicture' pdata rot zoom trans@(tranx,trany) wins@(winx,winy) wallPointsCol
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renderFoldable pdata $ picToLTree (Just 2) pic
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depthMask $= Disabled
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renderWalls pdata windowPoints pmat
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depthMask $= Enabled
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resetShaderUniforms (map extractProgAndUnis $ _listShaders pdata)
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endTicks <- SDL.ticks
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