Add muzzle flare
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@@ -72,3 +72,19 @@ bright (V4 r g b a) = V4 (r*1.2) (g*1.2) (b*1.2) a
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greyN :: Float -> Color
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{-# INLINE greyN #-}
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greyN x = toV4 (x,x,x,1)
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numColor :: Int -> Color
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numColor 0 = toV4 (1,0,0,1)
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numColor 1 = toV4 (0,1,0,1)
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numColor 2 = toV4 (0,0,1,1)
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numColor 3 = toV4 (1,1,0,1)
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numColor 4 = toV4 (0,1,1,1)
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numColor 5 = toV4 (1,0,1,1)
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numColor 6 = toV4 (1,0,0.5,1)
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numColor 7 = toV4 (0.5,0,1,1)
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numColor 8 = toV4 (0,0.5,1,1)
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numColor 9 = toV4 (0,1,0.5,1)
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numColor 10 = toV4 (0.5,1,0,1)
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numColor 11 = toV4 (1,0.5,0,1)
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numColor 12 = toV4 (1,1,1,1)
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numColor _ = toV4 (1,1,1,1)
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+9
-15
@@ -303,6 +303,7 @@ data Item
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, _itWorldTrigger :: Maybe (Int -> World -> Bool)
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, _itAimStance :: AimStance
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, _wpNumBarrels :: Int
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, _itDimension :: ItemDimension
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}
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| Consumable
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{ _itName :: String
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@@ -377,6 +378,13 @@ data Item
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}
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| NoItem
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data ItemDimension = ItemDimension
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{ _itDim :: Point3 -- length width height
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, _itHandle :: Point3
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, _itCenter :: Point3
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, _muzzleLength :: Float
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}
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data ReloadType = ActiveReload | PassiveReload SoundID
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data ItEffect = NoItEffect
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@@ -762,18 +770,4 @@ makeLenses ''Intention
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makeLenses ''Door
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makeLenses ''Block
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makeLenses ''Zone
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numColor :: Int -> Color
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numColor 0 = toV4 (1,0,0,1)
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numColor 1 = toV4 (0,1,0,1)
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numColor 2 = toV4 (0,0,1,1)
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numColor 3 = toV4 (1,1,0,1)
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numColor 4 = toV4 (0,1,1,1)
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numColor 5 = toV4 (1,0,1,1)
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numColor 6 = toV4 (1,0,0.5,1)
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numColor 7 = toV4 (0.5,0,1,1)
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numColor 8 = toV4 (0,0.5,1,1)
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numColor 9 = toV4 (0,1,0.5,1)
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numColor 10 = toV4 (0.5,1,0,1)
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numColor 11 = toV4 (1,0.5,0,1)
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numColor 12 = toV4 (1,1,1,1)
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numColor _ = toV4 (1,1,1,1)
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makeLenses ''ItemDimension
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@@ -7,6 +7,8 @@ import Dodge.Item.Attachment.Data
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import Dodge.Item.Data
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import Picture
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import ShapePicture
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import Linear.V3
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defaultGun :: Item
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defaultGun = Weapon
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{ _itName = "default"
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@@ -47,7 +49,16 @@ defaultGun = Weapon
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, _itWorldTrigger = Nothing
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, _itAimStance = OneHand
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, _wpNumBarrels = 1
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, _itDimension = defaultItemDimension
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}
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defaultItemDimension :: ItemDimension
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defaultItemDimension = ItemDimension
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{ _itDim = V3 4 4 4
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, _itHandle = V3 2 2 2
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, _itCenter = V3 2 2 2
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, _muzzleLength = 5 -- how much the item projects out from the cr radius when aiming
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}
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defaultAutoGun :: Item
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defaultAutoGun = defaultGun
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{ _itInvDisplay = basicWeaponDisplay
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@@ -703,8 +703,8 @@ boosterGun = defaultGun
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aTeslaArc :: Creature -> World -> World
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aTeslaArc cr w
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= teslaGunFlashAt (pos +.+ 5 *.* unitVectorAtAngle dir)
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$ set randGen g w
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= -- teslaGunFlashAt (pos +.+ 5 *.* unitVectorAtAngle dir)
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set randGen g w
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& particles %~ (makeTeslaArcAt col pos dir :)
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where
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pos = _crPos cr +.+ (_crRad cr +1) *.* unitVectorAtAngle dir
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@@ -11,7 +11,7 @@ import Dodge.Item.Attachment.Data
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import Dodge.WorldEvent.SpawnParticle
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import Dodge.WorldEvent.ThingsHit
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import Dodge.WorldEvent.HelperParticle
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import Dodge.WorldEvent.Flash
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--import Dodge.WorldEvent.Flash
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import Dodge.Creature.State.Data
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import Geometry
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import Picture
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@@ -25,9 +25,7 @@ import qualified Data.Sequence as Seq
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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 : )
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$ laserGunFlashAt (pos +.+ 5 *.* unitVectorAtAngle dir)
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w
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aLaser cr w = over particles (makeLaserAt phaseV pos dir : ) w
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where
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pos = _crPos cr +.+ ((_crRad cr +3) *.* unitVectorAtAngle dir)
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dir = _crDir cr
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@@ -56,7 +54,7 @@ moveLaser
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-> (World, Maybe Particle)
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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 pic ,_ptUpdate = ptTimer' 0 }
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, Just pt {_ptDraw = const pic ,_ptUpdate = ptSimpleTime 0 }
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)
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where
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xp = pos +.+ 800 *.* unitVectorAtAngle dir
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@@ -42,6 +42,7 @@ import Dodge.Data.SoundOrigin
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import Dodge.SoundLogic
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import Dodge.Creature.Action (startReloadingWeapon)
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import Dodge.WorldEvent
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--import Dodge.WorldEvent.Flash
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--import Dodge.WorldEvent.Cloud
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import Dodge.RandomHelp
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import Dodge.Item.Attachment.Data
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@@ -50,6 +51,7 @@ import Dodge.Default
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import Sound.Data
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import Geometry
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import Geometry.Vector3D
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--import Color
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import System.Random
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import Control.Lens
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@@ -313,11 +315,16 @@ modClock n chainEff eff it cr w
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withMuzFlareI :: ChainEffect
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withMuzFlareI f it cr w =
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makeTLight 3 100 (V3 1 1 0.5) pos2 -- . muzzleFlashAt pos2
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makeTLight 3 100 (V3 1 1 0.5) flashPos
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. muzFlareAt (V4 5 5 0 2) flarePos dir
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$ f it cr w
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where
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--pos = _crPos cr +.+ _crRad cr *.* unitVectorAtAngle (_crDir cr)
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pos2 = addZ 35 $ _crPos cr +.+ (2.5 * _crRad cr) *.* unitVectorAtAngle (_crDir cr)
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flarePos = addZ 20 $ _crPos cr +.+ (_crRad cr + itLength) *.* unitVectorAtAngle dir
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flashPos = addZ 35 $ _crPos cr +.+ (2.5 * _crRad cr) *.* unitVectorAtAngle dir
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dir = _crDir cr
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itLength = _muzzleLength $ _itDimension it
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{- | Applies the effect to a randomly rotated creature,
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- rotation amount given by wpSpread -}
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randSpreadDir :: ChainEffect
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@@ -21,6 +21,7 @@ import Dodge.Creature.State.Data
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import Dodge.Data
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import Dodge.Data.DamageType
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import Geometry
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import Color
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import Control.Lens
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import System.Random
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@@ -14,6 +14,8 @@ module Dodge.WorldEvent.Flash
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, laserGunFlashAt
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, teslaGunFlashAt
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, lowLightDirected
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, flareCircleAt
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, muzFlareAt
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)
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where
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import Dodge.Data
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@@ -27,13 +29,14 @@ import Geometry
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import Data.Maybe (maybeToList)
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import Control.Lens
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import System.Random
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{- Cyan flash. -}
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teslaGunFlashAt :: Point2 -> World -> World
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teslaGunFlashAt :: Point3 -> World -> World
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teslaGunFlashAt = flareCircleAt cyan 0.7
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{- Yellow flash. -}
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laserGunFlashAt :: Point2 -> World -> World
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laserGunFlashAt :: Point3 -> World -> World
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laserGunFlashAt = flareCircleAt yellow 0.2
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glareLine' :: Int -> Float -> Float -> Color -> Point2 -> Point2 -> World -> World
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@@ -63,13 +66,27 @@ lowLightPic len wdth col (a,b) w = case thingsHit a b w of
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_ -> blank
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where setCol = color col . setDepth (-0.5) . setLayer 2
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flareCircleAt :: Color -> Float -> Point2 -> World -> World
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flareCircleAt col alphax (V2 x y) = particles %~ (theFlareCircle :)
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muzFlareAt :: Color -> Point3 -> Float -> World -> World
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muzFlareAt col tranv dir w = w & particles %~ (theFlareCircle :)
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where
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theFlareCircle = Particle
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{ _ptDraw = const $ setLayer 2 . setDepth 20 . translate x y
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$ circleSolidCol (withAlpha 0 col) (withAlpha alphax col) 30
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, _ptUpdate = ptTimer' 1
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{ _ptDraw = const $ setLayer 1 . translate3 tranv $ theShape
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, _ptUpdate = ptSimpleTime 2
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}
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theShape = rotate dir . color col $ polygon
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[ V2 0 0
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, V2 a (-b)
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, V2 c d
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]
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(a:b:c:d:_) = randomRs (2,20) (_randGen w)
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flareCircleAt :: Color -> Float -> Point3 -> World -> World
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flareCircleAt col alphax tranv = particles %~ (theFlareCircle :)
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where
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theFlareCircle = Particle
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{ _ptDraw = const $ setLayer 2 . translate3 tranv
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$ circleSolidCol (withAlpha alphax col) (withAlpha 0 col) 30
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, _ptUpdate = ptSimpleTime 1
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}
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explosionFlashAt :: Point2 -> World -> World
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@@ -1,9 +1,11 @@
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{- Helper functions for particles. -}
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module Dodge.WorldEvent.HelperParticle
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( ptSimpleTime
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)
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where
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import Dodge.Data
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{- A simple timer update for particles. -}
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ptTimer' :: Int -> World -> Particle -> (World, Maybe Particle)
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ptTimer' 0 w _ = (w, Nothing)
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ptTimer' n w pt = (w, Just $ pt {_ptUpdate = ptTimer' (n-1)})
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ptSimpleTime :: Int -> World -> Particle -> (World, Maybe Particle)
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ptSimpleTime 0 w _ = (w, Nothing)
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ptSimpleTime n w pt = (w, Just $ pt {_ptUpdate = ptSimpleTime (n-1)})
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