Add basic booster
This commit is contained in:
@@ -0,0 +1,49 @@
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module Dodge.Item.Weapon.Booster
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where
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import Dodge.Data
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import Dodge.Base
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import Geometry
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import IntMapHelp
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import Data.Maybe
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import Control.Lens
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{- | Move a creature towards the mouse position, with shockwave -}
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boostPoint
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:: Float -- ^ boost amount
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-> Creature
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-> World
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-> Either Point2 Point2
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boostPoint x cr w = case mayp2 of
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Nothing -> Right p1
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Just p2 -> Left $ mvPointTowardAtSpeed r cpos $ fst p2
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where
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cpos = _crPos cr
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r = 1.5 * _crRad cr
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p1 = cpos +.+ x *.* normalizeV (mouseWorldPos w -.- cpos)
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mayp2 = reflectPointWalls cpos p1 $ wallsAlongLine cpos p1 w
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boostSelf
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:: Maybe Int -- ^ shockwave projectile id
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-> Float -- ^ boost amount
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-> Creature
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-> World
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-> World
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boostSelf mpid x cr w = case boostPoint x cr w of
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Left p -> wWithShock
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& creatures . ix cid %~ ( (crPos .~ p) . (crInv . ix (_crInvSel cr) . wpLoadedAmmo .~ 1))
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Right p -> wWithShock & creatures . ix cid . crPos .~ p
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where
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cid = _crID cr
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cpos = _crPos cr
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r = _crRad cr
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pid = fromMaybe (newKey $ _projectiles w) mpid
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wWithShock = addBoostShockwave pid cpos (vNormal $ r *.* unitVectorAtAngle (_crDir cr)) w
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addBoostShockwave
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:: Int
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-> Point2
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-> Point2
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-> World
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-> World
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addBoostShockwave _ _ _ w = w
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@@ -21,15 +21,14 @@ import Data.Tuple
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import Data.List (find)
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import Data.Maybe (fromMaybe)
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import qualified Data.Sequence as Seq
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import qualified Data.IntMap.Strict as IM
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--import qualified Data.IntMap.Strict as IM
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aLaser :: Creature -> World -> World
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aLaser cr w = over particles (makeLaserAt phaseV pos dir (Just cid) : )
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aLaser cr w = over particles (makeLaserAt phaseV pos dir : )
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$ soundFrom LasSound 24 1 0
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$ laserGunFlashAt (pos +.+ 5 *.* unitVectorAtAngle dir)
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w
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where
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cid = _crID cr
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pos = _crPos cr +.+ ((_crRad cr +3) *.* unitVectorAtAngle dir)
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dir = _crDir cr
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phaseV = charToPhaseV
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@@ -42,21 +41,20 @@ charToPhaseV '/' = 1
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charToPhaseV 'Z' = 5
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charToPhaseV _ = error "Trying to set an undefined phaseV"
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makeLaserAt :: Float -> Point2 -> Float -> Maybe Int -> Particle
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makeLaserAt phaseV pos dir mcid = Particle
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makeLaserAt :: Float -> Point2 -> Float -> Particle
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makeLaserAt phaseV pos dir = Particle
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{ _ptDraw = const blank
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, _ptUpdate' = moveLaser phaseV pos dir mcid
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, _ptUpdate' = moveLaser phaseV pos dir
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}
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moveLaser
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:: Float -- ^ Phase velocity, controls deflection in windows
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:: Float -- ^ Phase velocity, controls deflection through windows
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-> Point2
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-> Float
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-> Maybe Int
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-> World
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-> Particle
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-> (World, Maybe Particle)
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moveLaser phaseV pos dir _ w pt
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moveLaser phaseV pos dir w pt
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= ( set randGen g $ hitEffect w
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, Just pt {_ptDraw = const $ onLayer PtLayer pic ,_ptUpdate' = ptTimer' 0 }
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)
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@@ -68,15 +66,14 @@ moveLaser phaseV pos dir _ w pt
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f :: [Wall] -> Point2 -> Point2 -> (Maybe (Point2,Either3 Creature Wall ForceField),[Point2])
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f seenWs x y = case find (h' seenWs) $ thingsHitExceptCrLongLine Nothing x y w of
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Just (p,E3x2 wl)
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| _wlIsSeeThrough wl -> f' p $ f (wl:seenWs)
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p
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(h x y wl p)
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| _wlIsSeeThrough wl -> f' p $ f (wl:seenWs) p (h x y wl p)
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| otherwise -> (Just (p,E3x2 wl), [p])
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Just (p,obj) -> (Just (p,obj), [p])
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Nothing -> (Nothing, [y])
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f' p (x,ps') = (x,p:ps')
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h x y wl p | isEntering = p +.+ rotateV angleRef normalDist
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| otherwise = p +.+ rotateV angleRef' normalDist'
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h x y wl p
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| isEntering = p +.+ rotateV angleRef normalDist
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| otherwise = p +.+ rotateV angleRef' normalDist'
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where
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wlNormal = vNormal $ uncurry (-.-) $ swap (_wlLine wl)
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normalDist = magV (p -.- y) *.* normalizeV wlNormal
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@@ -52,16 +52,16 @@ rateIncAB
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-> World
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-> World
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rateIncAB startRate fastRate shooteff1 shooteff2 cr w
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| repeatFire = set (pointItem . itUseRate) (max fastRate (currentRate - 1))
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$ over (pointItem . wpLoadedAmmo) (\ammo -> ammo-1)
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$ set (pointItem . itUseTime) currentRate
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$ shooteff2 cr
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w
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| firstFire = set (pointItem . itUseRate) (startRate - 1)
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$ over (pointItem . wpLoadedAmmo) (\ammo -> ammo-1)
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$ set (pointItem . itUseTime) startRate
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$ shooteff1 cr
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w
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| repeatFire = w
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& pointItem %~ ( (itUseRate .~ max fastRate (currentRate - 1))
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. (wpLoadedAmmo -~ 1)
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. (itUseTime .~ currentRate) )
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& shooteff2 cr
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| firstFire = w
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& pointItem %~ ( (itUseRate .~ startRate - 1)
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. (wpLoadedAmmo -~ 1)
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. (itUseTime .~ startRate) )
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& shooteff1 cr
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| reloadCondition = fromMaybe w $ startReloadingWeapon cr w
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| otherwise = w
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where
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@@ -90,22 +90,17 @@ withWarmUp
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withWarmUp t f cr w
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| reloadCondition = fromMaybe w $ startReloadingWeapon cr w
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| _wpReloadState item /= 0 = w
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| fState == 0 = set (pointerToItem . itUse) (withWarmUp 100 f)
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$ set (pointerToItem . itUseTime) 2
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w
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| t > 2 = set (pointerToItem . itUse) (withWarmUp (t-1) f)
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$ set (pointerToItem . itUseTime) 2
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$ soundFrom (CrWeaponSound cid) 26 2 0
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w
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| t > 0 = set (pointerToItem . itUse) (withWarmUp (t-1) f)
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$ set (pointerToItem . itUseTime) 2
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w
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| otherwise = set (pointerToItem . itUse) (withWarmUp 1 f)
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$ over (pointerToItem . wpLoadedAmmo) (\ammo -> ammo-1)
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$ set (pointerToItem . itUseTime) 2
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$ f cr
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$ soundFrom (CrWeaponSound cid) 28 2 0
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w
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| fState == 0 = w
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& pointerToItem %~ ( (itUse .~ withWarmUp 100 f) . (itUseTime .~ 2) )
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| t > 2 = w
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& pointerToItem %~ ( (itUse .~ withWarmUp (t-1) f) . (itUseTime .~ 2) )
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& soundFrom (CrWeaponSound cid) 26 2 0
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| t > 0 = w
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& pointerToItem %~ ( (itUse .~ withWarmUp (t-1) f) . (itUseTime .~ 2) )
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| otherwise = w
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& pointerToItem %~ ( (itUse .~ withWarmUp 1 f) . (wpLoadedAmmo -~ 1) . (itUseTime .~ 2) )
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& f cr
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& soundFrom (CrWeaponSound cid) 28 2 0
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where
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cid = _crID cr
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itRef = _crInvSel cr
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@@ -113,18 +108,14 @@ withWarmUp t f cr w
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pointerToItem = creatures . ix cid . crInv . ix itRef
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fState = _itUseTime item
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reloadCondition = _wpLoadedAmmo item == 0
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{- |
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Adds a sound to a creature based world effect.
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{- | Adds a sound to a creature based world effect.
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The sound is emitted from the creature's position. -}
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withSound
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:: Int -- ^ Sound id
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-> (Creature -> World -> World) -- ^ Underlying effect
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-> Creature
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-> World -> World
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withSound soundid f cr w = (soundOncePos soundid p . f cr) w
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where
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cid = _crID cr
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p = _crPos (_creatures w IM.! cid)
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withSound soundid f cr = soundOncePos soundid (_crPos cr) . f cr
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withRecoil
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:: Float -- ^ Recoil amount
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@@ -135,9 +126,8 @@ withRecoil
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withRecoil recoilAmount eff cr = eff cr . over (creatures . ix cid) pushback
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where
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cid = _crID cr
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pushback cr = over crPos (+.+ rotateV (_crDir cr) ((-recoilAmount) / _crMass cr ,0)) cr
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{- |
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Pushes a creature sideways by a random amount.
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pushback = over crPos (+.+ rotateV (_crDir cr) ((-recoilAmount) / _crMass cr ,0))
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{- | Pushes a creature sideways by a random amount.
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Applied before the underlying effect. -}
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withSidePush
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:: Float -- ^ Maximal possible side push amount
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@@ -148,10 +138,9 @@ withSidePush
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withSidePush maxSide eff cr w = eff cr . over (creatures . ix cid) push $ w
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where
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cid = _crID cr
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push cr = over crPos (+.+ rotateV (_crDir cr) (0,pushAmount / _crMass cr)) cr
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push = over crPos (+.+ rotateV (_crDir cr) (0,pushAmount / _crMass cr))
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(pushAmount, _) = randomR (-maxSide,maxSide) $ _randGen w
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{- |
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Pushes a creature sideways by a random amount.
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{- | Pushes a creature sideways by a random amount.
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Applied after the underlying effect. -}
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withSidePushAfter
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:: Float -- ^ Maximal possible side push amount
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@@ -162,7 +151,7 @@ withSidePushAfter
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withSidePushAfter maxSide eff cr w = over (creatures . ix cid) push . eff cr $ w
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where
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cid = _crID cr
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push cr = over crPos (+.+ rotateV (_crDir cr) (0,pushAmount / _crMass cr)) cr
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push = over crPos (+.+ rotateV (_crDir cr) (0,pushAmount / _crMass cr))
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(pushAmount, _) = randomR (-maxSide,maxSide) $ _randGen w
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{- |
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Applies a world effect and sound effect after an ammo check. -}
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@@ -171,7 +160,8 @@ shootWithSound
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-> (Creature -> World -> World)
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-- ^ Shoot effect, takes creature id as input
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-> Creature
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-> World -> World
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-> World
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-> World
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shootWithSound soundid f cr w
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| fireCondition = over (pointerToItem . wpLoadedAmmo) (\ammo -> ammo-1)
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$ soundOncePos soundid (_crPos cr)
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@@ -225,9 +215,8 @@ shoot
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-> World
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-> World
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shoot f cr w
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| fireCondition = over (pointerToItem . wpLoadedAmmo) (\ammo -> ammo-1)
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$ set (pointerToItem . itUseTime) (_itUseRate item)
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$ f cr w
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| fireCondition = f cr w & pointerToItem %~
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( (wpLoadedAmmo -~ 1) . (itUseTime .~ _itUseRate item) )
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| reloadCondition = fromMaybe w $ startReloadingWeapon cr w
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| otherwise = w
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where
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@@ -247,11 +236,9 @@ withMuzFlare
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-> World
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withMuzFlare f cr w = tempLightForAt 3 pos . muzzleFlashAt pos2 $ f cr w
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where
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cid = _crID cr
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pos = _crPos cr +.+ _crRad cr *.* unitVectorAtAngle (_crDir cr)
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pos2 = _crPos cr +.+ (2 * _crRad cr) *.* unitVectorAtAngle (_crDir cr)
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{- |
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Rotates the creature randomly, applies the effect, rotates the creature back. -}
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{- | Applies the effect to a randomly rotated creature. -}
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withRandomDir
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:: Float -- ^ Max possible rotation
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-> (Creature -> World -> World)
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@@ -259,16 +246,10 @@ withRandomDir
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-> Creature
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-> World
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-> World
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withRandomDir acc f cr w = over (creatures . ix cid . crDir) (\d -> d - a)
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. f cr
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. over (creatures . ix cid . crDir) (+ a)
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$ set randGen g
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w
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withRandomDir acc f cr w = f (cr & crDir +~ a) $ set randGen g w
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where
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cid = _crID cr
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(a, g) = randomR (-acc,acc) $ _randGen w
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{- |
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Creates a bullet with a given velocity, width, and 'HitEffect' -}
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{- | Creates a bullet with a given velocity, width, and 'HitEffect' -}
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withVelWthHiteff
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:: Point2 -- ^ Velocity, x direction is forward with respect to the creature
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-> Float -- ^ Bullet width
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@@ -276,32 +257,23 @@ withVelWthHiteff
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-> Creature -- ^ Creature id
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-> World
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-> World
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withVelWthHiteff vel width hiteff cr w
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= over particles (newbul : ) $ set randGen g w
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withVelWthHiteff vel width hiteff cr = over particles (newbul : )
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where
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cid = _crID cr
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newbul = aGenBulAt (Just cid) (numColor colid) pos (rotateV dir vel) hiteff width
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(colid, g) = randomR (0,11) $ _randGen w
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newbul = aGenBulAt (Just cid) pos (rotateV dir vel) hiteff width
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dir = _crDir cr
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pos = _crPos cr +.+ _crRad cr *.* unitVectorAtAngle (_crDir cr)
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{- |
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Translate the creature sideways a random amount, apply the effect, translate back. -}
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{- | Apply the effect to a translated creature. -}
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withRandomOffset
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:: Float -- ^ Max possible translate
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-> (Creature -> World -> World)
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-- ^ Underlying effect
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-> Creature -- ^ Creature id
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-> Creature
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-> World
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-> World
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withRandomOffset offsetAmount f cr w
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= over (creatures . ix cid . crPos) (-.- offV)
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. f cr
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. over (creatures . ix cid . crPos) (+.+ offV)
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$ set randGen g
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w
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withRandomOffset offsetAmount f cr w = f (cr & crPos %~ (+.+ offV)) $ set randGen g w
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where
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(offsetVal , g) = randomR (-offsetAmount,offsetAmount) $ _randGen w
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cid = _crID cr
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offV = rotateV (_crDir cr) (0,offsetVal)
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-- | Rotates a creature with minimum rotation at least 0.1.
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-- Rotates the player creature before applying the effect, other creatures after.
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@@ -313,7 +285,7 @@ torqueBeforeForced
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-> World
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-> World
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torqueBeforeForced torque feff cr w
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| cid == 0 = feff cr $ w
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| cid == 0 = feff (cr & crDir +~ rot') $ w
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& randGen .~ g
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& creatures . ix cid . crDir +~ rot'
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& cameraRot +~ rot'
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@@ -332,7 +304,7 @@ torqueBefore
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-> World
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-> World
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torqueBefore torque feff cr w
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| cid == 0 = feff cr $ w
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| cid == 0 = feff (cr & crDir +~ rot) $ w
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& randGen .~ g
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& creatures . ix cid . crDir +~ rot
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& cameraRot +~ rot
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@@ -369,15 +341,14 @@ spreadNumVelWthHiteff
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spreadNumVelWthHiteff spread num vel wth eff cr w = over particles (newbuls ++) w
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where
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cid = _crID cr
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newbuls = zipWith3
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(\pos d colid -> aGenBulAt (Just cid) (numColor colid) pos (rotateV d vel) eff wth)
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poss dirs colids
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newbuls = zipWith
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(\pos d -> aGenBulAt (Just cid) pos (rotateV d vel) eff wth)
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poss dirs
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poss = map ((+.+) $ _crPos cr +.+ _crRad cr *.* unitVectorAtAngle (_crDir cr))
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$ (replicateM num . randInCirc) 5 & evalState $ _randGen w
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dirs = map (_crDir cr +) $ zipWith (+)
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[-spread,-spread+(2*spread/fromIntegral num)..]
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(randomRs (0,spread/5) (_randGen w))
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colids = take num $ randomRs (0,11) (_randGen w)
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{- | Create a number of bullets side by side with a given velocity,
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given width and given 'HitEffect'. -}
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numVelWthHitEff
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@@ -385,25 +356,19 @@ numVelWthHitEff
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-> Point2 -- ^ Velocity, x axis is direction of creature
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-> Float -- ^ Bullet width
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-> HitEffect -- ^ Effect when hitting creature, wall etc
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-> Creature -- ^ Creature id
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-> Creature
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-> World
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-> World
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numVelWthHitEff num vel wth eff cr w = over particles (newbuls ++) w
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numVelWthHitEff num vel wth eff cr = over particles (newbuls ++)
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where
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cid = _crID cr
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newbuls = zipWith
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(\p colid -> aGenBulAt (Just cid) (numColor colid) p (rotateV d vel) eff wth)
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poss
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colids
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newbuls = map (\p -> aGenBulAt (Just cid) p (rotateV d vel) eff wth) poss
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d = _crDir cr
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poss = map (+.+ pos) offsets
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poss = map (+.+ pos) $ take num offsets
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maxOffset = fromIntegral num * 2.5 - 2.5
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offsets = map (\y -> rotateV d (0,y)) [-maxOffset,5-maxOffset..]
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colids = take num $ randomRs (0,11) (_randGen w)
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pos = _crPos cr +.+ _crRad cr *.* unitVectorAtAngle d
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{- |
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Uses '_wpSpread' as a parameter for the current offset angle. -}
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{- | Uses '_wpSpread' as a parameter for the current offset angle. -}
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randWalkAngle
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:: Float -- ^ Max offset angle
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-> Float -- ^ Walk speed
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@@ -412,9 +377,7 @@ randWalkAngle
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-> World
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-> World
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randWalkAngle ma aspeed f cr w = w
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& creatures . ix cid . crDir -~ a
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& f cr
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& creatures . ix cid . crDir +~ a
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& f (cr & crDir +~ a)
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& creatures . ix cid . crInv . ix i . wpSpread .~ newa
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where
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cid = _crID cr
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@@ -16,21 +16,13 @@ import Geometry
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import Data.Maybe
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import Control.Lens
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import qualified Data.IntMap.Strict as IM
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{- |
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||||
Creates an outwardly increasing circle that draws creatures, even those behind walls. -}
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{- | Creates an outwardly increasing circle that draws creatures, even those behind walls. -}
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aSonarPulse :: Creature -> World -> World
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aSonarPulse cr w = over particles ((:) $ sonarPulseAt (_crPos cr)) w
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{- |
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Creates an outwardly increasing circle that displays walls, even those behind other walls. -}
|
||||
aSonarPulse cr = over particles (sonarPulseAt (_crPos cr) :)
|
||||
{- | Creates an outwardly increasing circle that displays walls, even those behind other walls. -}
|
||||
aRadarPulse :: Creature -> World -> World
|
||||
aRadarPulse cr w = over particles ((:) $ radarPulseAt (_crPos (_creatures w IM.! cid))) w
|
||||
where
|
||||
cid = _crID cr
|
||||
|
||||
{- |
|
||||
Radar blip at a point.
|
||||
-}
|
||||
aRadarPulse cr = over particles (radarPulseAt (_crPos cr) :)
|
||||
{- | Radar blip at a point. -}
|
||||
blipAt :: Point2 -> Color -> Int -> Particle
|
||||
blipAt p col i = Particle
|
||||
{_ptDraw = const blank
|
||||
@@ -42,17 +34,17 @@ mvBlip :: Point2 -> Color
|
||||
-> Int -- ^ Current timer value
|
||||
-> World -> Particle -> (World, Maybe Particle)
|
||||
mvBlip _ _ _ 0 w _ = (w, Nothing)
|
||||
mvBlip p col maxt t w pt
|
||||
= (w, Just $ pt & ptUpdate' .~ mvBlip p col maxt (t-1)
|
||||
& ptDraw .~ (const . setDepth (-0.5)
|
||||
. setLayer 1
|
||||
$ uncurry translate p
|
||||
$ color (withAlpha (fromIntegral t / fromIntegral maxt) col)
|
||||
$ circleSolid 2)
|
||||
)
|
||||
|
||||
{- |
|
||||
An outwardly increasing circle that draws creatures, even those behind walls. -}
|
||||
mvBlip p col maxt t w pt =
|
||||
(w
|
||||
, Just $ pt & ptUpdate' .~ mvBlip p col maxt (t-1)
|
||||
& ptDraw .~ ( const
|
||||
. setDepth (-0.5)
|
||||
. setLayer 1
|
||||
. uncurry translate p
|
||||
. color (withAlpha (fromIntegral t / fromIntegral maxt) col)
|
||||
$ circleSolid 2 )
|
||||
)
|
||||
{- | An outwardly increasing circle that draws creatures, even those behind walls. -}
|
||||
sonarPulseAt :: Point2 -> Particle
|
||||
sonarPulseAt p = Particle { _ptDraw = const blank , _ptUpdate' = mvSonar 100 p }
|
||||
|
||||
|
||||
Reference in New Issue
Block a user