Separate out concrete part of world
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@@ -68,7 +68,7 @@ addGibsAtDir dir minh maxh col p w = foldl' (flip $ addGib4 p col) w (zip4 vels
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addGib4 :: Point2 -> Color -> (Point2, Float, Q.Quaternion Float, Float)
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-> World -> World
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addGib4 p col (v,zs,q,h) = plNew props prID (aGib & prPos .~ p +.+ (5 *.* normalizeV v)
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addGib4 p col (v,zs,q,h) = plNew (cWorld . props) prID (aGib & prPos .~ p +.+ (5 *.* normalizeV v)
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& prColor .~ col
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& prVel .~ v
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& prQuatSpin .~ Q.axisAngle (vNormal v `v2z` 0) (-0.1)
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@@ -79,7 +79,7 @@ addGib4 p col (v,zs,q,h) = plNew props prID (aGib & prPos .~ p +.+ (5 *.* normal
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addGibAt :: Float -> Color -> Point2 -> World -> World
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addGibAt h col p w = w
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& plNew props prID gib
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& plNew (cWorld . props) prID gib
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& randGen .~ newg
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where
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(gib,newg) = runState f $ _randGen w
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@@ -100,7 +100,7 @@ addGibAt h col p w = w
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addGibAtDir :: Float -> Float -> Color -> Point2 -> World -> World
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addGibAtDir dir h col p w = w
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& plNew props prID gib
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& plNew (cWorld . props) prID gib
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& randGen .~ newg
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where
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(gib,newg) = runState f $ _randGen w
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@@ -9,12 +9,12 @@ import LensHelp
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fallSmallBounceDamage :: Prop -> World -> World
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fallSmallBounceDamage pr w = w
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& dodamage
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& props . ix (_prID pr) %~ fallSmallBounce' w
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& cWorld . props . ix (_prID pr) %~ fallSmallBounce' w
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where
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p = _prPos pr
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v = _prVel pr
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dodamage
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| _prPosZ pr < 25 = creatures %~ fmap dodamage'
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| _prPosZ pr < 25 = cWorld . creatures %~ fmap dodamage'
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| otherwise = id
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dodamage' cr
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| dist (_crPos cr) p < _crRad cr + 5 = cr & crState . csDamage
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@@ -23,7 +23,7 @@ fallSmallBounceDamage pr w = w
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fallSmallBounce :: Prop -> World -> World
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fallSmallBounce pr w = w
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& props . ix (_prID pr) %~ fallSmallBounce' w
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& cWorld . props . ix (_prID pr) %~ fallSmallBounce' w
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fallSmallBounce' :: World -> Prop -> Prop
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fallSmallBounce' w pr
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@@ -17,7 +17,7 @@ updateProp pr = case _prUpdate pr of
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PropRotate x -> rotateProp x pr
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PropSetToggleAnd wb pu -> propSetToggleAnd wb pu pr
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PropUpdates pus -> doPropUpdates pr pus
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PropUpdateLS lsid x -> \w -> w & lightSources . ix lsid %~ doPrWdLsLs x pr w
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PropUpdateLS lsid x -> \w -> w & cWorld . lightSources . ix lsid %~ doPrWdLsLs x pr w
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PropUpdatePosition x -> propUpdatePosition x pr
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PropUpdateWhen t x -> propUpdateIf t x PropUpdateId pr
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PropUpdateAnd x y -> doPropUpdates pr [x,y]
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@@ -32,8 +32,8 @@ propUpdateIf wb x y pr w
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propUpdatePosition :: WdP2f -> Prop -> World -> World
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propUpdatePosition x pr w = w
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& props . ix (_prID pr) . prPos .~ fst (doWdP2f x w)
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& props . ix (_prID pr) . prRot .~ snd (doWdP2f x w)
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& cWorld . props . ix (_prID pr) . prPos .~ fst (doWdP2f x w)
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& cWorld . props . ix (_prID pr) . prRot .~ snd (doWdP2f x w)
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doPropUpdates :: Prop -> [PropUpdate] -> World -> World
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doPropUpdates pr pus w = foldl' f w pus
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@@ -45,9 +45,9 @@ propSetToggleAnd wb pu pr = setToggle (doWdBl wb) pr . updateProp (pr & prUpdate
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-- fugly
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setToggle :: (World -> Bool) -> Prop -> World -> World
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setToggle cond pr w = w & props . ix (_prID pr) . prToggle .~ cond w
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setToggle cond pr w = w & cWorld . props . ix (_prID pr) . prToggle .~ cond w
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rotateProp :: Float -> Prop -> World -> World
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rotateProp rotAmount pr w = w
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& props . ix (_prID pr) . prRot +~ rotAmount
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& cWorld . props . ix (_prID pr) . prRot +~ rotAmount
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