Remove ssaTri, bullet movement is broken
This commit is contained in:
+3
-51
@@ -191,50 +191,6 @@ newProjectileKey = IM.newKey . _props
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{- | Finds unused creature key. -}
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newCrKey :: World -> Int
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newCrKey = IM.newKey . _creatures
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{- | TODO: determine precisely what this does. -}
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reflectPointCreature :: Point2 -> Point2 -> Creature -> Maybe (Point2, Point2, Int)
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reflectPointCreature p1 p2 cr = case intersectCircSegFirst (_crPos cr) (_crRad cr) p1 p2 of
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Nothing -> Nothing
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Just a -> Just
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( p1
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, errorNormalizeV 35 (ssaTriPoint p2 (_crPos cr) p1 (_crRad cr) -.- _crPos cr)
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+.+ (_crPos cr -.- _crOldPos cr)
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, _crID cr)
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{- | TODO: determine precisely what this does. -}
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reflectPointCreatures :: Point2 -> Point2 -> IM.IntMap Creature -> Maybe (Point2,Point2,Int)
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reflectPointCreatures p1 p2 cs
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= safeMinimumOn f
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$ IM.mapMaybe (reflectPointCreature p1 p2) cs
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where
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f (a,_,_) = magV (a -.- p1)
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{- | TODO: determine precisely what this does. -}
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reflectCircCreature
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:: Float -- ^ Radius
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-> Point2 -- ^ Start point
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-> Point2 -- ^ End point
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-> Creature
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-> Maybe (Point2, Point2, Int)
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reflectCircCreature rad p1 p2 cr = case intersectCircSegFirst (_crPos cr) (rad + _crRad cr) p1 p2 of
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Nothing -> Nothing
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Just _ -> Just
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( p1
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, errorNormalizeV 37 (ssaTriPoint p2 (_crPos cr) p1 (_crRad cr) -.- _crPos cr)
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+.+ (_crPos cr -.- _crOldPos cr)
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, _crID cr
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)
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{- | TODO: determine precisely what this does. -}
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reflectCircCreatures
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:: Float -- ^ Radius
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-> Point2 -- ^ Start point
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-> Point2 -- ^ End point
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-> IM.IntMap Creature
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-> Maybe (Point2,Point2,Int)
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reflectCircCreatures rad p1 p2 cs
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= safeMinimumOn f
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$ IM.mapMaybe (reflectCircCreature rad p1 p2) cs
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where
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f (a,_,_) = magV (a -.- p1)
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-- | collides a point with forcefields
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-- if found, returns point of collision, deflection if required, and the id
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collidePointFFs :: a
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@@ -336,12 +292,10 @@ collidePointWallsNorm p1 p2 ws
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f (a,_) = magV (p1 -.- a)
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-- | Returns the first creature, if any, that a point intersects with.
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collidePointCreatures :: Point2 -> Point2 -> IM.IntMap Creature -> Maybe Int
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collidePointCreatures p1 p2 crs
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= fmap fst
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collidePointCreatures p1 p2 = fmap fst
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. safeMinimumOn snd
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. IM.toList
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. IM.mapMaybe (\x -> fmap (dist p1) $ intersectCircSegFirst (_crPos x) (_crRad x) p1 p2)
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$ crs
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. IM.mapMaybe (\x -> dist p1 <$> intersectCircSegFirst (_crPos x) (_crRad x) p1 p2)
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-- | As for 'collidePointCreatures', only increases the radius of creatures by a
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--fixed amount, thus collides a moving circle with creaures.
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collideCircCreatures :: Point2 -> Point2 -> Float -> IM.IntMap Creature -> Maybe Int
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@@ -350,12 +304,10 @@ collideCircCreatures p1 p2 rad = collidePointCreatures p1 p2 . fmap (crRad +~ ra
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-- | Returns the first creature id, if any, that a point intersects with, gives point
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--in creature on line.
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collidePointCrsPoint :: Point2 -> Point2 -> IM.IntMap Creature -> Maybe (Point2,Int)
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collidePointCrsPoint p1 p2 crs
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= fmap f
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collidePointCrsPoint p1 p2 = fmap f
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. safeMinimumOn (dist p1 . snd)
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. IM.toList
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. IM.mapMaybe (\x -> intersectCircSegFirst (_crPos x) (_crRad x) p1 p2)
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$ crs
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where
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f (cID,p) = (p,cID)
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{- | Finds the first creature hit on a line.
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+2
-2
@@ -463,7 +463,7 @@ data Particle
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| BulletPt
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{ _ptDraw :: Particle -> Picture
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, _ptUpdate :: World -> Particle -> (World, Maybe Particle)
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, _btVel' :: Point2
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, _ptVel :: Point2
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, _btDrag :: Float
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, _btColor' :: Color
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, _btTrail' :: [Point2]
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@@ -475,7 +475,7 @@ data Particle
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| PtZ
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{ _ptDraw :: Particle -> Picture
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, _ptUpdate :: World -> Particle -> (World, Maybe Particle)
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, _btVel' :: Point2
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, _ptVel :: Point2
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, _btColor' :: Color
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, _btPos' :: Point2
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, _btPassThrough' :: Maybe Int
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+3
-3
@@ -6,17 +6,17 @@ import Control.Lens
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dampField :: Magnet -> Particle -> Particle
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dampField mg pt = case pt of
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BulletPt{} | dist (head $ _btTrail' pt) (_mgPos mg) < 100 -> pt & btVel' *~ 0.5
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BulletPt{} | dist (head $ _btTrail' pt) (_mgPos mg) < 100 -> pt & ptVel *~ 0.5
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_ -> pt
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curveLeftField :: Magnet -> Particle -> Particle
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curveLeftField mg pt = case pt of
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BulletPt{} | dist (head $ _btTrail' pt) (_mgPos mg) < 500 -> pt & btVel' %~ rotateV 0.2
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BulletPt{} | dist (head $ _btTrail' pt) (_mgPos mg) < 500 -> pt & ptVel %~ rotateV 0.2
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_ -> pt
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curveAroundField :: Float -> Float -> Magnet -> Particle -> Particle
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curveAroundField minrad maxrad mg pt = case pt of
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BulletPt{} | thedist < maxrad -> pt & btVel' %~ rotateToCircle
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BulletPt{} | thedist < maxrad -> pt & ptVel %~ rotateToCircle
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where
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thedist = dist btpos mgpos
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mgpos = _mgPos mg
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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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@@ -47,7 +47,7 @@ mvPt pt = Just $ pt
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& btTimer' -~ 1
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& btPassThrough' .~ Nothing
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where
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f trl = head trl +.+ _btVel' pt : trl
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f trl = head trl +.+ _ptVel pt : trl
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destroyAt :: Point2 -> Particle -> Maybe Particle
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destroyAt hitp pt = Just $ pt
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@@ -60,7 +60,7 @@ killBulletUpdate w pt
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| _btTimer' pt <= 0 = (w,Nothing)
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| otherwise = (w
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,Just $ pt & btTimer' -~ 1
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& btTrail' %~ (\(x:xs) -> (x:x:xs))
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& btTrail' %~ (\(x:xs) -> x:x:xs)
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)
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penWalls
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@@ -82,7 +82,7 @@ doFlameDam amount pt p cr = creatures . ix (_crID cr) . crState . crDamage %~
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(Flaming amount sp p ep :)
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where
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sp = _btPos' pt
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ep = sp +.+ _btVel' pt
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ep = sp +.+ _ptVel pt
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noEff :: a -> b -> c -> d -> d
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noEff _ _ _ = id
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@@ -20,8 +20,8 @@ import Geometry
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--import Geometry.Vector3D
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--import Geometry.Data
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import qualified IntMapHelp as IM
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import LensHelp
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|
||||
import Control.Lens
|
||||
import System.Random
|
||||
import Control.Monad.State
|
||||
import Data.Tuple
|
||||
@@ -34,7 +34,7 @@ aFlameParticle
|
||||
aFlameParticle t pos vel maycid = PtZ
|
||||
{ _ptDraw = drawFlame vel
|
||||
, _ptUpdate = moveFlame vel
|
||||
, _btVel' = vel
|
||||
, _ptVel = vel
|
||||
, _btColor' = red
|
||||
, _btPos' = pos
|
||||
, _btPassThrough' = maycid
|
||||
@@ -90,13 +90,13 @@ moveFlame rotd w pt
|
||||
time = _btTimer' pt
|
||||
doSound = soundContinue Flame (V2 x y) fireLoudS (Just 2)
|
||||
sp@(V2 x y) = _btPos' pt
|
||||
vel = _btVel' pt
|
||||
vel = _ptVel pt
|
||||
ep = sp +.+ vel
|
||||
mvPt speed = Just $ pt
|
||||
{ _btTimer' = time - 1
|
||||
, _btPos' = ep
|
||||
, _btPassThrough' = Nothing
|
||||
, _btVel' = speed *.* vel }
|
||||
, _ptVel = speed *.* vel }
|
||||
damcrs = foldr (\cr -> fst . hiteff [(ep,Left cr)]) w
|
||||
$ IM.filter closeCrs $ _creatures w
|
||||
closeCrs cr = dist ep (_crPos cr)
|
||||
@@ -107,7 +107,7 @@ moveFlame rotd w pt
|
||||
rfl wl p = Just $ pt
|
||||
{ _btTimer' = time -1
|
||||
, _btPos' = pOut p
|
||||
, _btVel' = reflV wl
|
||||
, _ptVel = reflV wl
|
||||
}
|
||||
pOut p = p +.+ squashNormalizeV (sp -.- p)
|
||||
reflV wall = (0.3 *.* reflectIn (uncurry (-.-) . swap $ _wlLine wall) vel )
|
||||
@@ -124,12 +124,10 @@ makeFlameletTimed
|
||||
-> World
|
||||
makeFlameletTimed (V2 x y) z vel maycid size time w = w
|
||||
& randGen .~ g
|
||||
& particles %~ (theFlamelet :)
|
||||
where
|
||||
theFlamelet = PtZ
|
||||
& particles .:~ PtZ
|
||||
{ _ptDraw = drawFlameletZ rot
|
||||
, _ptUpdate = moveFlamelet
|
||||
, _btVel' = vel
|
||||
, _ptVel = vel
|
||||
, _btColor' = red
|
||||
, _btPos' = V2 x y
|
||||
, _btPassThrough' = maycid
|
||||
@@ -138,6 +136,7 @@ makeFlameletTimed (V2 x y) z vel maycid size time w = w
|
||||
, _btHitEffect' = destroyOnImpact (doFlameDam 1) noEff
|
||||
, _ptZ = z
|
||||
}
|
||||
where
|
||||
(rot ,g) = randomR (0,3) $ _randGen w
|
||||
|
||||
drawFlameletZ
|
||||
@@ -152,7 +151,7 @@ drawFlameletZ rot pt = pictures
|
||||
where
|
||||
z = _ptZ pt
|
||||
sp = _btPos' pt
|
||||
vel = _btVel' pt
|
||||
vel = _ptVel pt
|
||||
ep = sp +.+ vel
|
||||
size = _btWidth' pt
|
||||
siz2 = size + 0.2
|
||||
@@ -193,13 +192,13 @@ moveFlamelet w pt
|
||||
| otherwise = (flameFlicker pt damcrs, mvPt)
|
||||
where
|
||||
sp = _btPos' pt
|
||||
vel = _btVel' pt
|
||||
vel = _ptVel pt
|
||||
ep = sp +.+ vel
|
||||
size = _btWidth' pt
|
||||
mvPt = Just $ pt & btTimer' -~ 1
|
||||
& btPos' .~ ep
|
||||
& btPassThrough' .~ Nothing
|
||||
& btVel' .~ 0.8 *.* vel
|
||||
& ptVel .~ 0.8 *.* vel
|
||||
damcrs = w & creatures %~ IM.map damifclose
|
||||
isClose cr = dist ep (_crPos cr) < _crRad cr + size
|
||||
damifclose cr
|
||||
|
||||
@@ -7,7 +7,6 @@ module Dodge.WorldEvent.ThingsHit
|
||||
, thingHit
|
||||
, thingsHitLongLine
|
||||
, thingsHitExceptCr
|
||||
, thingsHitExceptCr3D'
|
||||
, thingsHitExceptCrLongLine
|
||||
)
|
||||
where
|
||||
@@ -19,7 +18,7 @@ import Geometry
|
||||
import qualified Data.IntMap.Strict as IM
|
||||
import Data.List
|
||||
import Data.Maybe
|
||||
import Data.Bifunctor
|
||||
--import Data.Bifunctor
|
||||
{- List those objects that appear on a line. -}
|
||||
thingsHit
|
||||
:: Point2 -- ^ Line start point
|
||||
@@ -30,67 +29,22 @@ thingsHit sp ep w
|
||||
| sp == ep = []
|
||||
| otherwise = sortOn (dist sp . fst) (crs ++ wls)
|
||||
where
|
||||
hitCrs = IM.elems
|
||||
$ IM.filter (\cr -> circOnSeg sp ep (_crPos cr) (_crRad cr))
|
||||
crs = mapMaybe
|
||||
(\cr -> (,Left cr) <$> listToMaybe (intersectCircSeg (_crPos cr) (_crRad cr) sp ep))
|
||||
. IM.elems
|
||||
$ _creatures w
|
||||
-- $ creaturesAlongLine sp ep w
|
||||
crPs = map (\cr -> ssaTriPoint ep (_crPos cr) sp (_crRad cr)) hitCrs
|
||||
crs = zip crPs (map Left hitCrs)
|
||||
hitWls = wallsOnLine sp ep (IM.unions [f b $ f a $ _znObjects $ _wallsZone w | a<-[x-1,x,x+1]
|
||||
, b<-[y-1,y,y+1]])
|
||||
--hitWls = wallsOnLine sp ep $ _walls w
|
||||
hitWls = wallsOnLine sp ep
|
||||
$ IM.unions [f b $ f a $ _znObjects $ _wallsZone w
|
||||
| a<-[x-1,x,x+1] , b<-[y-1,y,y+1]]
|
||||
-- $ _walls w
|
||||
(x,y) = zoneOfPoint (0.5 *.* (sp +.+ ep))
|
||||
f i m = case IM.lookup i m of
|
||||
Just val -> val
|
||||
_ -> IM.empty
|
||||
wls = zip (map (fromJust . hitPoint) hitWls) (map Right hitWls)
|
||||
hitPoint w' = uncurry (intersectSegSeg sp ep) (_wlLine w')
|
||||
{- List those objects that appear on a line. -}
|
||||
thingsHit3D
|
||||
:: Point3 -- ^ Line start point
|
||||
-> Point3 -- ^ Line end point
|
||||
-> World
|
||||
-> [(Point3, Either Creature Wall)]
|
||||
thingsHit3D sp ep w
|
||||
| sp == ep = []
|
||||
| otherwise = sortOn (dist3 sp . fst) (crs ++ wls)
|
||||
where
|
||||
hitCrs = IM.elems
|
||||
$ IM.filter (\cr -> circOnSeg (stripZ sp) (stripZ ep) (_crPos cr) (_crRad cr))
|
||||
$ _creatures w
|
||||
crPs = map (\cr -> ssaTriPoint (stripZ ep) (_crPos cr) (stripZ sp) (_crRad cr)) hitCrs
|
||||
crs = zip (map (addZ 20) crPs) (map Left hitCrs)
|
||||
hitWls = wallsOnLine (stripZ sp) (stripZ ep)
|
||||
(IM.unions [f b $ f a $ _znObjects $ _wallsZone w | a<-[x-1,x,x+1]
|
||||
, b<-[y-1,y,y+1]])
|
||||
(x,y) = zoneOfPoint (0.5 *.* (stripZ sp +.+ stripZ ep))
|
||||
f i m = case IM.lookup i m of
|
||||
Just val -> val
|
||||
_ -> IM.empty
|
||||
wls = zip (map (addZ 20 . fromJust . hitPoint) hitWls) (map Right hitWls)
|
||||
hitPoint w' = uncurry (intersectSegSeg (stripZ sp) (stripZ ep)) (_wlLine w')
|
||||
thingHit :: Point2 -> Point2 -> World -> Maybe (Point2, Either Creature Wall)
|
||||
thingHit sp ep = listToMaybe . thingsHit sp ep
|
||||
thingsHitExceptCr3D'
|
||||
:: Maybe Int -- ^ A possible creature ID
|
||||
-> Point3 -- ^ Line start point
|
||||
-> Point3 -- ^ Line end point
|
||||
-> World
|
||||
-> [(Point2, Either Creature Wall)]
|
||||
thingsHitExceptCr3D' mcid sp ep = fmap (first stripZ) . thingsHitExceptCr3D mcid sp ep
|
||||
{- List objects that appear on a line.
|
||||
Can filter out a creature. -}
|
||||
thingsHitExceptCr3D
|
||||
:: Maybe Int -- ^ A possible creature ID
|
||||
-> Point3 -- ^ Line start point
|
||||
-> Point3 -- ^ Line end point
|
||||
-> World
|
||||
-> [(Point3, Either Creature Wall)]
|
||||
thingsHitExceptCr3D Nothing sp ep = thingsHit3D sp ep
|
||||
thingsHitExceptCr3D (Just cid) sp ep = filter crNotCid . thingsHit3D sp ep
|
||||
where
|
||||
crNotCid (_,Left cr) = _crID cr /= cid
|
||||
crNotCid _ = True
|
||||
{- List objects that appear on a line.
|
||||
Can filter out a creature. -}
|
||||
thingsHitExceptCr
|
||||
@@ -120,7 +74,7 @@ thingsHitExceptCrLongLine (Just cid) sp ep = filter crNotCid . thingsHitLongLine
|
||||
thingsHitLongLine :: Point2 -> Point2 -> World -> [(Point2, Either Creature Wall)]
|
||||
thingsHitLongLine sp ep w
|
||||
| sp == ep = []
|
||||
| otherwise = sortOn (dist sp . fst) (crs ++ wls)
|
||||
| otherwise = sortOn (dist sp . fst) (crs ++ wls)
|
||||
where
|
||||
crs = mapMaybe
|
||||
(\cr -> (,Left cr) <$> listToMaybe (intersectCircSeg (_crPos cr) (_crRad cr) sp ep))
|
||||
|
||||
+1
-43
@@ -164,55 +164,13 @@ diffAngles x y
|
||||
| otherwise = diffAngles (x + 2*pi) y
|
||||
where
|
||||
diff = x-y
|
||||
-- | Given a triangle where we know the length of a first side,
|
||||
-- the length of a second side, and the angle between the first side and the
|
||||
-- third side, finds the length of the third side.
|
||||
-- Note this doesn't necessarily find ALL solutions, asin is a map not a function.
|
||||
ssaTri :: Float -> Float -> Float -> Float
|
||||
ssaTri ab bc a
|
||||
| sin a == 0 = ab - bc
|
||||
| bc == 0 = ab
|
||||
| otherwise =
|
||||
let c = asin ( (ab * sin a)/bc)
|
||||
b = pi - (a + c)
|
||||
in sin b * bc / sin a
|
||||
-- | Given two points of a triangle and a third point, return
|
||||
-- the point which lies between pa and pc' on a line from pb of length bc.
|
||||
-- Note that there are likely two such points, this should return the point
|
||||
-- closer to pc'.
|
||||
-- TODO this still causes errors, should be made error free
|
||||
ssaTriPoint :: Point2 -> Point2 -> Point2 -> Float -> Point2
|
||||
ssaTriPoint pa pb pc' bc
|
||||
= let ab = magV (pa -.- pb)
|
||||
a = errorAngleVV 6 (pb -.- pa) (pc' -.- pa)
|
||||
ac = ssaTri ab bc a
|
||||
in pa +.+ (ac *.* errorNormalizeV 47 (pc' -.- pa))
|
||||
-- | Safe version of 'ssaTriPoint'.
|
||||
--ssaTriPoint' :: Point2 -> Point2 -> Point2 -> Float -> Maybe Point2
|
||||
--ssaTriPoint' pa pb pc' bc
|
||||
-- | dist pb (closestPointOnSeg pa pc' pb) >= bc
|
||||
-- = Nothing
|
||||
-- | otherwise
|
||||
-- = Just $ ssaTriPoint pa pb pc' bc
|
||||
-- | Return Just a point if it is inside a circle, Nothing otherwise.
|
||||
pointInCircle :: Point2 -> Float -> Point2 -> Maybe Point2
|
||||
pointInCircle p r c
|
||||
| p == c = Just p
|
||||
| magV (p -.- c) < r = Just p
|
||||
| otherwise = Nothing
|
||||
-- | Determines if a moving point intersects with a circle,
|
||||
-- if so, returns a point on circle that intersects with the line passing
|
||||
-- throught the circle : HOPEFULLY THE CORRECT OF THE TWO!
|
||||
--collidePointCirc :: Point2 -> Point2 -> Float -> Point2 -> Maybe Point2
|
||||
--collidePointCirc p1 p2 rad c = ssaTriPoint' p2 c p1 rad
|
||||
-- | As 'collidePointCirc', but changes the point to a measure of the distance.
|
||||
--collidePointCirc' :: Point2 -> Point2 -> Float -> Point2 -> Maybe Float
|
||||
--collidePointCirc' p1 p2 rad c = fmap (\x -> magV (x -.- p1))
|
||||
-- (collidePointCirc p1 p2 rad c)
|
||||
-- | As 'collidePointCirc', but returns both the point and the measure of the distance.
|
||||
--collidePointCirc'' :: Point2 -> Point2 -> Float -> Point2 -> Maybe (Point2,Float)
|
||||
--collidePointCirc'' p1 p2 rad c = (,) <$> collidePointCirc p1 p2 rad c
|
||||
-- <*> collidePointCirc' p1 p2 rad c
|
||||
|
||||
-- | Finds the height of a triangle using herons formula.
|
||||
-- The base is the line between the first two points.
|
||||
heron :: Point2 -> Point2 -> Point2 -> Float
|
||||
|
||||
@@ -247,7 +247,7 @@ closestPointOnSeg segP1 segP2 p
|
||||
orthogonalPointOnSeg :: Point2 -> Point2 -> Point2 -> Maybe Point2
|
||||
orthogonalPointOnSeg a b p
|
||||
| param < 0 || param > 1 = Nothing
|
||||
| otherwise = Just $ a +.+ param *.* (normalizeV $ b -.- a)
|
||||
| otherwise = Just $ a +.+ param *.* normalizeV (b -.- a)
|
||||
where
|
||||
param = closestPointOnLineParam a b p
|
||||
|
||||
|
||||
+1
-1
@@ -3,7 +3,7 @@ import Test.Tasty
|
||||
import qualified Test.Tasty.QuickCheck as QC
|
||||
import Test.Tasty.HUnit
|
||||
import Dodge.Room.CheckConsistency
|
||||
import Geometry
|
||||
--import Geometry
|
||||
|
||||
import Dodge.LevelGen.StaticWalls
|
||||
import Geometry
|
||||
|
||||
Reference in New Issue
Block a user