Add extra flare to laser

This commit is contained in:
2022-03-25 19:04:13 +00:00
parent bd46d3f110
commit ae7fbe29c2
6 changed files with 16 additions and 28 deletions
+5 -4
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@@ -10,7 +10,7 @@ import Dodge.Item.Weapon.LaserPath
import Dodge.Creature.HandPos
import Dodge.Particle.TeslaArc
import Dodge.SoundLogic.LoadSound
--import Dodge.WorldEvent
import Dodge.WorldEvent.Flash
import Dodge.WorldEvent.Damage
--import Dodge.Default
--import Dodge.Item.Weapon.InventoryDisplay
@@ -122,6 +122,7 @@ lasGunPic it =
where
amFrac = fractionLoadedAmmo it
col = brightX 2 1.5 $ mixColors amFrac (1-amFrac) green red
lasGunTweak :: TweakParam
lasGunTweak = TweakParam
{ _doTweak = thetweak
@@ -203,7 +204,7 @@ tractorGunPic it =
-- | assumes that the item is held
shootTeslaArc :: Item -> Creature -> World -> World
shootTeslaArc it cr w = w & randGen .~ g
& particles .:~ aTeslaArcAt col newarc
& instantParticles .:~ aTeslaArcAt col newarc
& creatures . ix (_crID cr) . crInv . ix (_crInvSel cr) . itParams . currentArc ?~ newarc
where
pos = _crPos cr +.+ aimingMuzzlePos cr it *.* unitVectorAtAngle dir
@@ -255,7 +256,8 @@ updateArc :: ItemParams
updateArc = createNewArc
shootLaser :: Item -> Creature -> World -> World
shootLaser it cr = instantParticles .:~ lasRayAt phasev pos dir
shootLaser it cr = (instantParticles .:~ lasRayAt phasev pos dir)
. flareCircleAt yellow 0.8 (pos `v2z` 25)
where
pos = _crPos cr +.+ aimingMuzzlePos cr it *.* unitVectorAtAngle dir
dir = _crDir cr
@@ -283,7 +285,6 @@ mvLaser phasev pos dir w pt
[ setDepth 19 . color (brightX 0 0.5 yellow) $ thickLine 20 (pos:ps)
, setDepth 19.5 . color (brightX 10 1 yellow) $ thickLine 3 (pos:ps)
]
aTractorBeam :: Item -> Creature -> World -> World
aTractorBeam _ cr w = w & props . at i ?~ tractorBeamAt i spos outpos dir power
where
+1 -2
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@@ -204,8 +204,7 @@ useGasParams nz it cr = _amCreateGas (_aoType (_itConsumption it)) (_nzPressure
pos = _crPos cr +.+ (_nzLength nz *.* unitVectorAtAngle (_crDir cr))
aFlame :: Float -> Point2 -> Float -> Creature -> World -> World
aFlame pressure pos dir cr w = w & particles .:~ aFlameParticle t pos vel (Just cid)
aFlame pressure pos dir cr w = w & instantParticles .:~ aFlameParticle t pos vel (Just $ _crID cr)
where
(t,_) = randomR (99,101) (_randGen w)
cid = _crID cr
vel = (_crPos cr -.- _crOldPos cr) +.+ pressure *.* unitVectorAtAngle dir
+4 -6
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@@ -3,20 +3,18 @@ Effects centered on creatures.
These are typically item effects, and typical occur when an item is explictly used. -}
module Dodge.Item.Weapon.UseEffect where
import Dodge.Data
--import Dodge.Zone
--import Dodge.Picture.Layer
import Picture
import Geometry
import LensHelp
import Data.Maybe
import Control.Lens
import qualified Data.IntMap.Strict as IM
{- | Creates an outwardly increasing circle that draws creatures, even those behind walls. -}
aSonarPulse :: Creature -> World -> World
aSonarPulse cr = over particles (sonarPulseAt (_crPos cr) :)
aSonarPulse cr = instantParticles .:~ sonarPulseAt (_crPos cr)
{- | Creates an outwardly increasing circle that displays walls, even those behind other walls. -}
aRadarPulse :: Creature -> World -> World
aRadarPulse cr = over particles (radarPulseAt (_crPos cr) :)
aRadarPulse cr = instantParticles .:~ radarPulseAt (_crPos cr)
{- | Radar blip at a point. -}
blipAt :: Point2 -> Color -> Int -> Particle
blipAt p col i = Particle
@@ -84,7 +82,7 @@ mvRadar _ _ w _ = (w, Nothing)
-- )
-- where
-- pic = onLayerL [levLayer ShadowLayer, 1] $ pictures sweepPics
-- putBlips = over worldEvents ( over particles (blips ++) . )
-- putBlips = over worldEvents ( over instantParticles (blips ++) . )
-- blips = map (\bp -> blipAt bp (withAlpha (0.5*globalAlpha) red) 50) circPoints
-- circPoints = mapMaybe (\wl -> uncurry collidePointCircCorrect (_wlLine wl) r p)
-- $ map (over wlLine swp) (IM.elems $ wallsAlongCirc p r w)
+2 -2
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@@ -59,8 +59,8 @@ makeFlameExplosionAt
-> World
-> World
makeFlameExplosionAt p w
= soundMultiFrom [Explosion 0,Explosion 1] p bangS Nothing
$ over particles (newFlames ++ ) w
= soundMultiFrom [Explosion 0,Explosion 1] p bangS Nothing w
& instantParticles .++~ newFlames
where
newFlames = zipWith makeFlameWithVelAndTime velocities timers
makeFlameWithVelAndTime vel time = aFlameParticle time p vel Nothing
+3 -13
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@@ -10,10 +10,9 @@ flicker : potentially long, moving, abrupt changes in alpha
-}
module Dodge.WorldEvent.Flash
( explosionFlashAt
, laserGunFlashAt
, teslaGunFlashAt
, muzFlareAt
, ptFlicker
, flareCircleAt
) where
import Dodge.Data
import Dodge.LightSource
@@ -25,14 +24,6 @@ import LensHelp
import System.Random
{- Cyan flash. -}
teslaGunFlashAt :: Point3 -> World -> World
teslaGunFlashAt = flareCircleAt cyan 0.7
{- Yellow flash. -}
laserGunFlashAt :: Point3 -> World -> World
laserGunFlashAt = flareCircleAt yellow 0.2
muzFlareAt :: Color -> Point3 -> Float -> World -> World
muzFlareAt col tranv dir w = w & instantParticles .:~ theFlare
where
@@ -48,9 +39,9 @@ muzFlareAt col tranv dir w = w & instantParticles .:~ theFlare
(a:b:c:d:_) = randomRs (2,20) (_randGen w)
flareCircleAt :: Color -> Float -> Point3 -> World -> World
flareCircleAt col alphax tranv = particles .:~ Particle
flareCircleAt col alphax tranv = instantParticles .:~ Particle
{ _ptDraw = const . setLayer 1 . translate3 tranv
$ circleSolidCol (withAlpha alphax col) (withAlpha 0 col) 30
$ circleSolidCol (withAlpha 0 0) (withAlpha alphax col) 30
, _ptUpdate = ptSimpleTime 1
}
@@ -66,4 +57,3 @@ ptFlicker pt
| _ptTimer pt `mod` 7 == 0 = tempLightSources
.:~ tlsTimeRadColPos 1 70 (0.5 *.*.* xyzV4 (_ptColor pt)) (addZ 10 $ _ptPos pt)
| otherwise = id
+1 -1
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@@ -81,7 +81,7 @@ inverseShockwaveAt
-> Float -- Push amount
-> World
-> World
inverseShockwaveAt p rad dam push = particles .:~ Shockwave
inverseShockwaveAt p rad dam push = instantParticles .:~ Shockwave
{ _ptDraw = drawInverseShockwave
, _ptUpdate = moveInverseShockwave
, _ptColor = cyan