Remove ssaTri, bullet movement is broken
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@@ -28,7 +28,7 @@ bulHitCr bt p cr w
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| otherwise = addDamage . bulletHitSound p $ w
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where
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sp = head $ _btTrail' bt
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bulVel = _btVel' bt
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bulVel = _ptVel bt
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ep = sp +.+ bulVel
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mvDams = [ PushDam 1 $ 2 *.* bulVel ]
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addDamage = creatures . ix cid . crState . crDamage %~ ((Piercing 100 sp p ep : mvDams) ++ )
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@@ -46,7 +46,7 @@ bulBounceArmCr' bt p cr w
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| otherwise = addDamage . bulletHitSound p $ w
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where
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sp = head $ _btTrail' bt
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bulVel = _btVel' bt
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bulVel = _ptVel bt
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ep = sp +.+ bulVel
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mvDams = [ PushDam 1 $ 2 *.* bulVel ]
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addDamage = creatures . ix cid . crState . crDamage %~ ((Piercing 100 sp p ep : mvDams) ++ )
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@@ -77,9 +77,9 @@ bulPenCr' bt p cr w
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(d1,_) = randomR (-0.7,0.7) $ _randGen w
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cid = _crID cr
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sp = head $ _btTrail' bt
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ep = sp +.+ _btVel' bt
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ep = sp +.+ _ptVel bt
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addPiercer = over particles (piercer :)
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piercer = (aGenBulAt (Just cid) p (_btVel' bt) (_btDrag bt)
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piercer = (aGenBulAt (Just cid) p (_ptVel bt) (_btDrag bt)
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(_btHitEffect' bt) (_btWidth' bt)
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) {_btTimer' = _btTimer' bt - 1}
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{- | Heavy bullet effects when hitting creature:
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@@ -100,7 +100,7 @@ hvBulHitCr bt p cr w
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(d1,_) = randomR (-0.7,0.7) $ _randGen w
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cid = _crID cr
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sp = head $ _btTrail' bt
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ep = sp +.+ _btVel' bt
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ep = sp +.+ _ptVel bt
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{- | Create a flamelet when hitting a creature. -}
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bulIncCr :: Particle -> Point2 -> Creature -> World -> World
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bulIncCr bt p cr w
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@@ -112,7 +112,7 @@ bulIncCr bt p cr w
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where
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cid = _crID cr
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sp = head $ _btTrail' bt
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ep = sp +.+ _btVel' bt
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ep = sp +.+ _ptVel bt
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v = evalState (randInCirc 1) $ _randGen w
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incFlamelets = over worldEvents $ (.) (makeFlameletTimed p 20 v Nothing 3 20)
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{- | Creates a shockwave when hitting a creature. -}
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@@ -124,23 +124,23 @@ bulConCr bt p cr
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where
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cid = _crID cr
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sp = head $ _btTrail' bt
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ep = sp +.+ _btVel' bt
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ep = sp +.+ _ptVel bt
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{- | Hitting wall effects: create a spark, damage blocks. -}
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bulHitWall :: Particle -> Point2 -> Wall -> World -> World
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bulHitWall bt p = damageWall (Piercing 100 sp p ep)
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where
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ep = sp +.+ _btVel' bt
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ep = sp +.+ _ptVel bt
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sp = head $ _btTrail' bt
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{- | Bounce off walls, do damage to blocks. -}
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bulBounceWall :: Particle -> Point2 -> Wall -> World -> World
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bulBounceWall bt p wl = damageWall (Blunt 50 sp p ep) wl . over worldEvents addBouncer
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where
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ep = sp +.+ _btVel' bt
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ep = sp +.+ _ptVel bt
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sp = head $ _btTrail' bt
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pOut = p +.+ squashNormalizeV (sp -.- p)
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bouncer = (aGenBulAt Nothing pOut reflectVel 0.5 (_btHitEffect' bt) (_btWidth' bt)
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) {_btTimer' = _btTimer' bt - 1}
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reflectVel = reflVelWall wl (_btVel' bt)
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reflectVel = reflVelWall wl (_ptVel bt)
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addBouncer = ( over particles (bouncer : ) . )
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-- the hack is to get around the fact that the particles list gets reset after
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-- all projectiles in it are checked, so we cannot add to it as we accumulate over
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@@ -155,11 +155,11 @@ bulIncWall
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-> World
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bulIncWall bt p wl = damageWall (Blunt 50 sp p ep) wl . incFlamelets
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where
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ep = sp +.+ _btVel' bt
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ep = sp +.+ _ptVel bt
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sp = head $ _btTrail' bt
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pOut = p +.+ squashNormalizeV (sp -.- p)
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wallV = uncurry (-.-) (_wlLine wl)
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reflectVel = squashNormalizeV $ reflectIn wallV (_btVel' bt)
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reflectVel = squashNormalizeV $ reflectIn wallV (_ptVel bt)
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incFlamelets = over worldEvents $ (.) (makeFlameletTimed pOut 20 reflectVel Nothing 3 20)
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{- | Create a shockwave on wall-}
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bulConWall
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@@ -171,7 +171,7 @@ bulConWall
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bulConWall bt p wl = damageWall (Blunt 10 sp p ep) wl .
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over worldEvents ( makeShockwaveAt [] p 15 4 1 white . )
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where
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ep = sp +.+ _btVel' bt
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ep = sp +.+ _ptVel bt
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sp = head $ _btTrail' bt
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hvBulHitWall
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@@ -184,7 +184,7 @@ hvBulHitWall bt p wl w = damageWall (Piercing 200 sp p ep) wl
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. damageWall (Blunt 100 sp p ep) wl
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$ set randGen g $ foldr ($) w (sparks pOut sv)
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where
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ep = sp +.+ _btVel' bt
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ep = sp +.+ _ptVel bt
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sp = head $ _btTrail' bt
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pOut = p +.+ squashNormalizeV (sp -.- p)
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(a, g) = randomR (-0.2,0.2) $ _randGen w
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@@ -23,7 +23,7 @@ aGenBulAt
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aGenBulAt maycid pos vel drag hiteff width = BulletPt
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{ _ptDraw = drawBul
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, _ptUpdate = mvBullet
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, _btVel' = vel
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, _ptVel = vel
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, _btDrag = drag
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, _btColor' = V4 2 2 2 2
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, _btTrail' = [pos]
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@@ -44,7 +44,7 @@ aDelayedBulAt
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aDelayedBulAt vfact maycid pos vel drag hiteff width = BulletPt
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{ _ptDraw = drawBul
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, _ptUpdate = \w -> resetVel . mvBullet w
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, _btVel' = vfact *.* vel
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, _ptVel = vfact *.* vel
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, _btDrag = drag
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, _btColor' = V4 2 2 2 2
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, _btTrail' = [pos]
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@@ -54,7 +54,7 @@ aDelayedBulAt vfact maycid pos vel drag hiteff width = BulletPt
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, _btHitEffect' = hiteff
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}
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where
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resetVel = second $ fmap $ (ptUpdate .~ mvBullet) . (btVel' .~ vel)
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resetVel = second $ fmap $ (ptUpdate .~ mvBullet) . (ptVel .~ vel)
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aCurveBulAt
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:: Maybe Int -- ^ Pass-through creature id
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@@ -68,7 +68,7 @@ aCurveBulAt
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aCurveBulAt maycid col pos control targ hiteff width = BulletPt
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{ _ptDraw = drawBul
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, _ptUpdate = \w -> mvBullet w . setVel
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, _btVel' = V2 0 0
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, _ptVel = V2 0 0
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, _btDrag = 1
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, _btColor' = col
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, _btTrail' = [pos]
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@@ -78,5 +78,5 @@ aCurveBulAt maycid col pos control targ hiteff width = BulletPt
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, _btHitEffect' = hiteff
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}
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where
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setVel pt = pt & btVel' .~ bf (fromIntegral $ _btTimer' pt - 1) -.- bf (fromIntegral $ _btTimer' pt)
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setVel pt = pt & ptVel .~ bf (fromIntegral $ _btTimer' pt - 1) -.- bf (fromIntegral $ _btTimer' pt)
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bf t = bQuadToF (pos,control,targ) $ (100 - t) * 0.05
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@@ -1,4 +1,4 @@
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{-# LANGUAGE TupleSections #-}
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--{-# LANGUAGE TupleSections #-}
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{- Bullet update. -}
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module Dodge.Particle.Bullet.Update
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( mvBullet
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@@ -15,15 +15,15 @@ import Control.Lens
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{- Update for a generic bullet. -}
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mvBullet :: World -> Particle -> (World, Maybe Particle)
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mvBullet w bt'
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| t <= 0 || magV (_btVel' bt) < 1 = (w,Nothing)
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| t <= 0 || magV (_ptVel bt) < 1 = (w,Nothing)
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| otherwise = second (fmap dodrag) $
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hiteff bt (thingsHitExceptCr mcr p (p +.+ vel) w) w
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where
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bt = foldr (\mg b -> _mgField mg mg b) bt' $ _magnets w
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dodrag = btVel' %~ (drag *.*)
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dodrag = ptVel %~ (drag *.*)
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drag = _btDrag bt
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mcr = _btPassThrough' bt
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(p:_) = _btTrail' bt
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vel = _btVel' bt
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vel = _ptVel bt
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hiteff = _btHitEffect' bt
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t = _btTimer' bt
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+17
-19
@@ -16,30 +16,28 @@ import System.Random
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--import Control.Lens
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createBarrelSpark :: Point2 -> Float -> Maybe Int -> Int -> Int -> World -> World
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createBarrelSpark pos dir maycid time colid w = w
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& instantParticles .:~ spark
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createBarrelSpark pos dir maycid time colid = instantParticles .:~ BulletPt
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{ _ptDraw = drawBul
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, _ptUpdate = mvBullet
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, _ptVel = rotateV dir (V2 5 0)
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, _btDrag = 0.9
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, _btColor' = numColor colid
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, _btTrail' = [pos]
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, _btPassThrough' = maycid
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, _btWidth' = 1
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, _btTimer' = time
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, _btHitEffect' = destroyOnImpact sparkEff noEff
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}
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where
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spark = BulletPt
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{ _ptDraw = drawBul
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, _ptUpdate = mvBullet
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, _btVel' = rotateV dir (V2 5 0)
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, _btDrag = 0.9
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, _btColor' = numColor colid
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, _btTrail' = [pos]
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, _btPassThrough' = maycid
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, _btWidth' = 1
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, _btTimer' = time
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, _btHitEffect' = destroyOnImpact sparkEff noEff
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}
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sparkEff bt p cr = creatures . ix (_crID cr) . crState . crDamage .:~ SparkDam 1 sp p ep
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where
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where
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sp = head (_btTrail' bt)
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ep = sp +.+ _btVel' bt
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ep = sp +.+ _ptVel bt
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colSpark :: Int -> Color -> Point2 -> Float -> World -> World
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colSpark = colSpark' 0.7
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colSpark' :: Float -> Int -> Color -> Point2 -> Float -> World -> World
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colSpark' randDir time col pos baseDir w = w
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& worldEvents %~ ( over particles (spark :) . )
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& instantParticles .:~ spark
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& randGen .~ g
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where
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(a,g) = randomR (-randDir,randDir) $ _randGen w
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@@ -48,7 +46,7 @@ colSpark' randDir time col pos baseDir w = w
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{ _ptDraw = drawBul
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, _ptUpdate = mvBullet
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, _btDrag = 0.9
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, _btVel' = rotateV dir (V2 5 0)
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, _ptVel = rotateV dir (V2 5 0)
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, _btColor' = col
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, _btTrail' = [pos]
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, _btPassThrough' = Nothing
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@@ -59,4 +57,4 @@ colSpark' randDir time col pos baseDir w = w
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sparkEff bt p cr = creatures . ix (_crID cr) . crState . crDamage %~ ( SparkDam 1 sp p ep : )
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where
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sp = head (_btTrail' bt)
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ep = sp +.+ _btVel' bt
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ep = sp +.+ _ptVel bt
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