This commit is contained in:
2021-12-15 22:21:58 +00:00
parent 9dadea2c36
commit 9ead5b3979
11 changed files with 130 additions and 174 deletions
+4 -3
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@@ -5,6 +5,7 @@ import Dodge.Data
import Picture
drawBul :: Particle -> Picture
drawBul pt = setLayer 1 . setDepth 20 . color thecolor $ thickLine (take 3 $ _btTrail' pt) (_btWidth' pt)
where
thecolor = _btColor' pt
drawBul pt = setLayer 1
. setDepth 20
. color (_ptColor pt)
$ thickLine (take 3 $ _ptTrail pt) (_btWidth' pt)
+50 -65
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@@ -1,8 +1,5 @@
{- |
Effects of bullets upon impact with walls or creatures.
-}
module Dodge.Particle.Bullet.HitEffect
where
{- | Effects of bullets upon impact with walls or creatures. -}
module Dodge.Particle.Bullet.HitEffect where
import Dodge.Data
import Dodge.Particle.Spark
import Dodge.Wall.Damage
@@ -14,27 +11,25 @@ import Dodge.WorldEvent.Shockwave
import Dodge.Creature.Property
import Dodge.Wall.Reflect
import Geometry
--import Geometry.Vector3D
import Picture
import LensHelp
import System.Random
import Control.Lens
import Control.Monad.State
-- | Basic bullet hit creature effect.
bulHitCr :: Particle -> Point2 -> Creature -> World -> World
bulHitCr bt p cr w
| crIsArmouredFrom p cr
= colSpark 8 colID p1 (argV (p1 -.- p)) $ addDamageArmoured w
= colSpark 8 (_ptColor bt) p1 (argV (p1 -.- p)) $ addDamageArmoured w
| otherwise = addDamage . bulletHitSound p $ w
where
sp = head $ _btTrail' bt
sp = head $ _ptTrail bt
bulVel = _ptVel bt
ep = sp +.+ bulVel
mvDams = [ PushDam 1 $ 2 *.* bulVel ]
addDamage = creatures . ix cid . crState . crDamage %~ ((Piercing 100 sp p ep : mvDams) ++ )
addDamageArmoured = creatures . ix cid . crState . crDamage %~ (mvDams ++)
addDamage = creatures . ix cid . crState . crDamage .++~ (Piercing 100 sp p ep : mvDams)
addDamageArmoured = creatures . ix cid . crState . crDamage .++~ mvDams
cid = _crID cr
colID = _btColor' bt
p1 = p +.+ 2 *.* squashNormalizeV (p -.- _crPos cr)
bulletHitSound :: Point2 -> World -> World
@@ -45,38 +40,35 @@ bulBounceArmCr' bt p cr w
| crIsArmouredFrom p cr = addBouncer . addDamageArmoured $ w
| otherwise = addDamage . bulletHitSound p $ w
where
sp = head $ _btTrail' bt
sp = head $ _ptTrail bt
bulVel = _ptVel bt
ep = sp +.+ bulVel
mvDams = [ PushDam 1 $ 2 *.* bulVel ]
addDamage = creatures . ix cid . crState . crDamage %~ ((Piercing 100 sp p ep : mvDams) ++ )
addDamageArmoured = creatures . ix cid . crState . crDamage %~ (mvDams ++)
addDamage = creatures . ix cid . crState . crDamage .++~ (Piercing 100 sp p ep : mvDams)
addDamageArmoured = creatures . ix cid . crState . crDamage .++~ mvDams
cid = _crID cr
newDir = squashNormalizeV (p -.- _crPos cr)
pOut = p +.+ 2 *.* newDir
reflectVel = magV bulVel *.* newDir
addBouncer = worldEvents %~ ( over particles (bouncer :) . )
addBouncer = instantParticles .:~ bouncer
bouncer = (aGenBulAt Nothing pOut reflectVel (_btDrag bt)
(_btHitEffect' bt) (_btWidth' bt)
) {_btTimer' = _btTimer' bt - 1}
{- | Bullet pass through creatures. -}
bulPenCr' :: Particle -> Point2 -> Creature -> World -> World
bulPenCr' bt p cr w
= over (creatures . ix cid . crState . crDamage)
([Piercing 50 sp p ep
,Blunt 50 sp p ep
,TorqueDam 1 d1
,PushDam 1 $ 3 *.* (ep -.- sp)
]
++
)
$ bulletHitSound ep
$ over instantParticles (piercer :)
w
bulPenCr' bt p cr w = w
& instantParticles .:~ piercer
& bulletHitSound ep
& creatures . ix cid . crState . crDamage .++~
[Piercing 50 sp p ep
,Blunt 50 sp p ep
,TorqueDam 1 d1
,PushDam 1 $ 3 *.* (ep -.- sp)
]
where
(d1,_) = randomR (-0.7,0.7) $ _randGen w
cid = _crID cr
sp = head $ _btTrail' bt
sp = head $ _ptTrail bt
ep = sp +.+ _ptVel bt
piercer = (aGenBulAt (Just cid) p (_ptVel bt) (_btDrag bt)
(_btHitEffect' bt) (_btWidth' bt)
@@ -84,63 +76,56 @@ bulPenCr' bt p cr w
{- | Heavy bullet effects when hitting creature:
piercing, blunt, twisting and pushback damage all applied. -}
hvBulHitCr :: Particle -> Point2 -> Creature -> World -> World
hvBulHitCr bt p cr w
= over (creatures . ix cid . crState . crDamage)
([Piercing 200 sp p ep
,Blunt 100 sp p ep
,TorqueDam 1 d1
,PushDam 1 $ 3 *.* (ep -.- sp)
]
++
)
$ bulletHitSound ep
w
hvBulHitCr bt p cr w = w
& creatures . ix cid . crState . crDamage .++~
[Piercing 200 sp p ep
,Blunt 100 sp p ep
,TorqueDam 1 d1
,PushDam 1 $ 3 *.* (ep -.- sp)
]
& bulletHitSound ep
where
(d1,_) = randomR (-0.7,0.7) $ _randGen w
cid = _crID cr
sp = head $ _btTrail' bt
sp = head $ _ptTrail bt
ep = sp +.+ _ptVel bt
{- | Create a flamelet when hitting a creature. -}
bulIncCr :: Particle -> Point2 -> Creature -> World -> World
bulIncCr bt p cr w
= over (creatures . ix cid . crState . crDamage)
( Piercing 60 sp p ep : )
$ bulletHitSound p
$ incFlamelets
w
bulIncCr bt p cr w = w
& makeFlameletTimed p 20 v Nothing 3 20
& bulletHitSound p
& creatures . ix cid . crState . crDamage .:~ Piercing 60 sp p ep
where
cid = _crID cr
sp = head $ _btTrail' bt
sp = head $ _ptTrail bt
ep = sp +.+ _ptVel bt
v = evalState (randInCirc 1) $ _randGen w
incFlamelets = over worldEvents $ (.) (makeFlameletTimed p 20 v Nothing 3 20)
{- | Creates a shockwave when hitting a creature. -}
bulConCr :: Particle -> Point2 -> Creature -> World -> World
bulConCr bt p cr
= over (creatures . ix cid . crState . crDamage) (Blunt 10 sp p ep :)
. over worldEvents (makeShockwaveAt [] p 15 4 1 white .)
bulConCr bt p cr = over (creatures . ix cid . crState . crDamage) (Blunt 10 sp p ep :)
. makeShockwaveAt [] p 15 4 1 white
. bulletHitSound p
where
cid = _crID cr
sp = head $ _btTrail' bt
sp = head $ _ptTrail bt
ep = sp +.+ _ptVel bt
{- | Hitting wall effects: create a spark, damage blocks. -}
bulHitWall :: Particle -> Point2 -> Wall -> World -> World
bulHitWall bt p = damageWall (Piercing 100 sp p ep)
where
ep = sp +.+ _ptVel bt
sp = head $ _btTrail' bt
sp = head $ _ptTrail bt
{- | Bounce off walls, do damage to blocks. -}
bulBounceWall :: Particle -> Point2 -> Wall -> World -> World
bulBounceWall bt p wl = damageWall (Blunt 50 sp p ep) wl . over worldEvents addBouncer
bulBounceWall bt p wl = damageWall (Blunt 50 sp p ep) wl
. over instantParticles (bouncer :)
where
ep = sp +.+ _ptVel bt
sp = head $ _btTrail' bt
sp = head $ _ptTrail bt
pOut = p +.+ squashNormalizeV (sp -.- p)
bouncer = (aGenBulAt Nothing pOut reflectVel 0.5 (_btHitEffect' bt) (_btWidth' bt)
bouncer = (aGenBulAt Nothing pOut reflectVel (_btDrag bt) (_btHitEffect' bt) (_btWidth' bt)
) {_btTimer' = _btTimer' bt - 1}
reflectVel = reflVelWall wl (_ptVel bt)
addBouncer = ( over particles (bouncer : ) . )
-- the hack is to get around the fact that the particles list gets reset after
-- all projectiles in it are checked, so we cannot add to it as we accumulate over
-- this list
@@ -152,14 +137,14 @@ bulIncWall
-> Wall
-> World
-> World
bulIncWall bt p wl = damageWall (Blunt 50 sp p ep) wl . incFlamelets
bulIncWall bt p wl = damageWall (Blunt 50 sp p ep) wl
. makeFlameletTimed pOut 20 reflectVel Nothing 3 20
where
ep = sp +.+ _ptVel bt
sp = head $ _btTrail' bt
sp = head $ _ptTrail bt
pOut = p +.+ squashNormalizeV (sp -.- p)
wallV = uncurry (-.-) (_wlLine wl)
reflectVel = squashNormalizeV $ reflectIn wallV (_ptVel bt)
incFlamelets = over worldEvents $ (.) (makeFlameletTimed pOut 20 reflectVel Nothing 3 20)
{- | Create a shockwave on wall-}
bulConWall
:: Particle
@@ -168,12 +153,12 @@ bulConWall
-> World
-> World
bulConWall bt p wl = damageWall (Blunt 10 sp p ep) wl .
over worldEvents ( makeShockwaveAt [] p 15 4 1 white . )
makeShockwaveAt [] p 15 4 1 white
where
ep = sp +.+ _ptVel bt
sp = head $ _btTrail' bt
sp = head $ _ptTrail bt
hvBulHitWall
hvBulHitWall
:: Particle
-> Point2 -- ^ Impact point
-> Wall
@@ -184,7 +169,7 @@ hvBulHitWall bt p wl w = damageWall (Piercing 200 sp p ep) wl
$ set randGen g $ foldr ($) w (sparks pOut sv)
where
ep = sp +.+ _ptVel bt
sp = head $ _btTrail' bt
sp = head $ _ptTrail bt
pOut = p +.+ squashNormalizeV (sp -.- p)
(a, g) = randomR (-0.2,0.2) $ _randGen w
sv = unitVectorAtAngle $ a + reflDirWall sp p wl
+6 -6
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@@ -25,8 +25,8 @@ aGenBulAt maycid pos vel drag hiteff width = BulletPt
, _ptUpdate = mvBullet
, _ptVel = vel
, _btDrag = drag
, _btColor' = V4 2 2 2 2
, _btTrail' = [pos]
, _ptColor = V4 2 2 2 2
, _ptTrail = [pos]
, _btPassThrough' = maycid
, _btWidth' = width
, _btTimer' = 100
@@ -46,8 +46,8 @@ aDelayedBulAt vfact maycid pos vel drag hiteff width = BulletPt
, _ptUpdate = \w -> resetVel . mvBullet w
, _ptVel = vfact *.* vel
, _btDrag = drag
, _btColor' = V4 2 2 2 2
, _btTrail' = [pos]
, _ptColor = V4 2 2 2 2
, _ptTrail = [pos]
, _btPassThrough' = maycid
, _btWidth' = width
, _btTimer' = 100
@@ -70,8 +70,8 @@ aCurveBulAt maycid col pos control targ hiteff width = BulletPt
, _ptUpdate = \w -> mvBullet w . setVel
, _ptVel = V2 0 0
, _btDrag = 1
, _btColor' = col
, _btTrail' = [pos]
, _ptColor = col
, _ptTrail = [pos]
, _btPassThrough' = maycid
, _btWidth' = width
, _btTimer' = 100
+1 -1
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@@ -23,7 +23,7 @@ mvBullet w bt'
dodrag = ptVel %~ (drag *.*)
drag = _btDrag bt
mcr = _btPassThrough' bt
(p:_) = _btTrail' bt
(p:_) = _ptTrail bt
vel = _ptVel bt
hiteff = _btHitEffect' bt
t = _btTimer' bt
+7 -7
View File
@@ -21,8 +21,8 @@ createBarrelSpark pos dir maycid time colid = instantParticles .:~ BulletPt
, _ptUpdate = mvBullet
, _ptVel = rotateV dir (V2 5 0)
, _btDrag = 0.9
, _btColor' = numColor colid
, _btTrail' = [pos]
, _ptColor = numColor colid
, _ptTrail = [pos]
, _btPassThrough' = maycid
, _btWidth' = 1
, _btTimer' = time
@@ -31,7 +31,7 @@ createBarrelSpark pos dir maycid time colid = instantParticles .:~ BulletPt
where
sparkEff bt p cr = creatures . ix (_crID cr) . crState . crDamage .:~ SparkDam 1 sp p ep
where
sp = head (_btTrail' bt)
sp = head (_ptTrail bt)
ep = sp +.+ _ptVel bt
colSpark :: Int -> Color -> Point2 -> Float -> World -> World
colSpark = colSparkRandDir 0.7
@@ -47,14 +47,14 @@ colSparkRandDir randDir time col pos baseDir w = w
, _ptUpdate = mvBullet
, _btDrag = 0.9
, _ptVel = rotateV dir (V2 5 0)
, _btColor' = col
, _btTrail' = [pos]
, _ptColor = col
, _ptTrail = [pos]
, _btPassThrough' = Nothing
, _btWidth' = 1
, _btTimer' = time
, _btHitEffect' = destroyOnImpact sparkEff noEff
}
sparkEff bt p cr = creatures . ix (_crID cr) . crState . crDamage %~ ( SparkDam 1 sp p ep : )
sparkEff bt p cr = creatures . ix (_crID cr) . crState . crDamage .:~ SparkDam 1 sp p ep
where
sp = head (_btTrail' bt)
sp = head (_ptTrail bt)
ep = sp +.+ _ptVel bt