Start to move damage effects of bullets into a more sensible place
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@@ -4,7 +4,6 @@ module Dodge.Particle.Bullet.DestroyDamage
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import Dodge.Data
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import Dodge.WorldEvent.HitEffect
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import Dodge.Wall.Damage
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import Dodge.SoundLogic
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import Geometry
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import LensHelp
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@@ -31,28 +31,6 @@ crArmourSplit normalf armourf bt p cr
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| crIsArmouredFrom p cr = armourf bt p cr
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| otherwise = normalf bt p cr
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basicHitCr :: Particle -> Point2 -> Creature -> World -> World
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basicHitCr bt p cr = addDamage
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where
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sp = head $ _ptTrail bt
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bulVel = _ptVel bt
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ep = sp +.+ bulVel
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mvDams = [ Damage PushDam 1 sp p ep . PushBackDamage $ 2 *.* bulVel ]
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addDamage = creatures . ix cid . crState . crDamage .++~
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(Damage Piercing 100 sp p ep NoDamageEffect : mvDams)
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cid = _crID cr
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-- | Basic bullet hit creature effect.
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basicHitArmour :: Particle -> Point2 -> Creature -> World -> World
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basicHitArmour bt p cr w = colSpark 8 (_ptColor bt) p1 (argV (p1 -.- p)) $ addDamageArmoured w
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where
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sp = head $ _ptTrail bt
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bulVel = _ptVel bt
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ep = sp +.+ bulVel
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mvDams = [ Damage PushDam 1 sp p ep . PushBackDamage $ 2 *.* bulVel ]
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addDamageArmoured = creatures . ix cid . crState . crDamage .++~ mvDams
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cid = _crID cr
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p1 = p +.+ 2 *.* squashNormalizeV (p -.- _crPos cr)
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bounceArmour :: Particle -> Point2 -> Creature -> World -> World
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bounceArmour bt p cr = addBouncer . addDamageArmoured
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@@ -73,12 +51,20 @@ bounceArmour bt p cr = addBouncer . addDamageArmoured
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-- | Basic bullet hit creature effect.
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bulHitCr :: Particle -> Point2 -> Creature -> World -> World
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bulHitCr = basicHitCr
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--bulHitCr = crArmourSplit basicHitCr basicHitArmour
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bulHitCr bt p cr = addDamage
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where
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sp = head $ _ptTrail bt
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bulVel = _ptVel bt
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ep = sp +.+ bulVel
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mvDams = [ Damage PushDam 1 sp p ep . PushBackDamage $ 2 *.* bulVel ]
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addDamage = creatures . ix cid . crState . crDamage .++~
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(Damage Piercing 100 sp p ep NoDamageEffect : mvDams)
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cid = _crID cr
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{- | Bounce off armoured creatures, otherwise do damage. -}
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bulBounceArmCr :: Particle -> Point2 -> Creature -> World -> World
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bulBounceArmCr = crArmourSplit basicHitCr bounceArmour
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bulBounceArmCr = crArmourSplit bulHitCr bounceArmour
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{- | Heavy bullet effects when hitting creature:
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piercing, blunt, twisting and pushback damage all applied. -}
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hvBulHitCr :: Particle -> Point2 -> Creature -> World -> World
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@@ -145,18 +131,10 @@ bulHitWall bt p = damageWall (Damage Piercing 100 sp p ep NoDamageEffect)
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sp = head $ _ptTrail 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 (Damage Blunt 50 sp p ep NoDamageEffect) wl
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. over instantParticles (bouncer :)
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bulBounceWall bt p = damageWall (Damage Blunt 50 sp p ep (BounceBullet bt))
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where
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ep = sp +.+ _ptVel bt
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sp = head $ _ptTrail bt
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pOut = p +.+ squashNormalizeV (sp -.- p)
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bouncer = (aBulAt Nothing id (Just (_ptColor bt)) Nothing pOut reflectVel (_btDrag bt) (_ptHitEff bt) (_ptWidth bt)
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) {_ptTimer = _ptTimer bt - 1}
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reflectVel = reflVelWall wl (_ptVel bt)
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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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-- this list
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hvBulHitWall
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:: Particle
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