Add squash when receiving blunt damage
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+1
-1
@@ -229,7 +229,7 @@ chaseAI w (f,g') cr =
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cpos = _crPos cr
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damageYou = over (creatures . ix 0 . crState . crDamage) addDam
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. soundOnce (fromIntegral hitSound)
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addDam dams = (( Blunt 100 cpos cpos cpos ) : dams )
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addDam dams = (( Blunt 100 cpos ypos ypos ) : dams )
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ypos = _crPos $ you w
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combinedRad = _crRad cr + _crRad (you w)
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(a,g) = randomR (-0.2,0.2) g'
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+27
-23
@@ -43,7 +43,7 @@ spawnerCrit :: Creature
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spawnerCrit = defaultCreature
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{ _crUpdate = stateUpdate $ spawnerAI chaseCrit
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, _crHP = 300
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, _crPict = enemyPict blue
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, _crPict = basicCrPict blue
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, _crState = defaultState {_goals = [[WaitFor 0]]
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}
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, _crInv = IM.empty -- IM.fromList [(0,frontArmour)]
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@@ -53,7 +53,7 @@ smallChaseCrit = defaultCreature
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{ _crUpdate = stateUpdate chaseAI
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, _crHP = 1
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, _crRad = 4
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, _crPict = enemyPict green
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, _crPict = basicCrPict green
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, _crState = defaultState {_goals = [[Wait]]
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,_faction = ChaseCritters}
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, _crInv = IM.empty -- IM.fromList [(0,frontArmour)]
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@@ -63,7 +63,7 @@ chaseCrit :: Creature
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chaseCrit = defaultCreature
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{ _crUpdate = stateUpdate chaseAI
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, _crHP = 300
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, _crPict = enemyPict green
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, _crPict = basicCrPict green
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, _crState = defaultState {_goals = [[Wait]]
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,_faction = ChaseCritters}
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, _crInv = IM.empty
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@@ -72,7 +72,7 @@ armourChaseCrit :: Creature
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armourChaseCrit = defaultCreature
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{ _crUpdate = stateUpdate chaseAI
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, _crHP = 300
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, _crPict = enemyPict green
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, _crPict = basicCrPict green
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, _crState = defaultState {_goals = [[Wait]]}
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, _crInv = IM.fromList
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[(0,frontArmour)
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@@ -81,7 +81,7 @@ armourChaseCrit = defaultCreature
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}
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miniGunCrit :: Creature
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miniGunCrit = defaultCreature
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{ _crPict = enemyPict red
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{ _crPict = basicCrPict red
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, _crUpdate = stateUpdate miniAI
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, _crInv = IM.fromList [(0,miniGun)]
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, _crInvSel = 0
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@@ -91,7 +91,7 @@ miniGunCrit = defaultCreature
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}
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longCrit :: Creature
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longCrit = defaultCreature
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{ _crPict = enemyPict red
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{ _crPict = basicCrPict red
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, _crUpdate = stateUpdate sniperAI
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, _crInv = IM.fromList [(0,longGun),(1,medkit 100)]
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, _crInvSel = 0
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@@ -101,7 +101,7 @@ longCrit = defaultCreature
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}
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multGunCrit :: Creature
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multGunCrit = defaultCreature
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{ _crPict = enemyPict red
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{ _crPict = basicCrPict red
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, _crUpdate = stateUpdate (twitchMissAI 300 350)
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, _crInv = IM.fromList [(0,multGun),(1,medkit 100)]
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, _crInvSel = 0
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@@ -111,7 +111,7 @@ multGunCrit = defaultCreature
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}
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launcherCrit :: Creature
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launcherCrit = defaultCreature
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{ _crPict = enemyPict red
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{ _crPict = basicCrPict red
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, _crUpdate = stateUpdate (launcherAI 150 200)
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, _crInv = IM.fromList [(0,launcher)]
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, _crInvSel = 0
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@@ -121,7 +121,7 @@ launcherCrit = defaultCreature
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}
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spreadGunCrit :: Creature
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spreadGunCrit = defaultCreature
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{ _crPict = enemyPict red
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{ _crPict = basicCrPict red
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, _crUpdate = stateUpdate chargeAI
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, _crInv = IM.fromList [(0,spreadGun),(1,medkit 100)]
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, _crInvSel = 0
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@@ -131,7 +131,7 @@ spreadGunCrit = defaultCreature
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}
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pistolCrit :: Creature
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pistolCrit = defaultCreature
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{ _crPict = enemyPict red
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{ _crPict = basicCrPict red
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, _crUpdate = stateUpdate (dodgeAI 150 200)
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, _crInv = IM.fromList [(0,pistol),(1,medkit 100)]
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, _crInvSel = 0
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@@ -141,7 +141,7 @@ pistolCrit = defaultCreature
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}
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autoCrit :: Creature
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autoCrit = defaultCreature
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{ _crPict = enemyPict red
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{ _crPict = basicCrPict red
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--, _crUpdate = checkDeadStopSound n . shooterFootsteps n . makeStateAI autoShooterAI n
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, _crUpdate = stateUpdate basicShooterAI
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--, _crUpdate = shooterFootsteps n . makeStateAI autoShooterAI n
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@@ -250,11 +250,11 @@ startCr = defaultCreature
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, _crOldPos = (0,0)
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, _crDir = 0
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, _crID = 0
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, _crPict = basicCrPict $ greyN 0.8
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, _crPict = basicCrPict $ black
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, _crUpdate = stateUpdate yourControl
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, _crRad = 10
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, _crMass = 10
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, _crHP = 1000
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, _crHP = 1000000
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, _crMaxHP = 1500
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, _crInv = startInventory
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, _crCorpse = onLayer CorpseLayer $ color (greyN 0.5) $ pictures [color (greyN 0.8) $ circleSolid 10, circLine 10]
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@@ -287,9 +287,6 @@ startInventory = IM.fromList (zip [0..20]
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smokeGenGun = effectGun "smoke" $ \_ -> spawnSmokeAtCursor
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enemyPict :: Color -> Creature -> Picture
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enemyPict col = equipOnTop $ sizeEnemy (light $ light $ light $ light col)
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sizeEnemy col cr
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| pdam > 200 = color red $ circleSolid $ _crRad cr
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| pdam > 100 = color white $ circleSolid $ _crRad cr
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@@ -297,17 +294,24 @@ sizeEnemy col cr
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| otherwise = pictures [color col $ circleSolid $ _crRad cr
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, circLine $ _crRad cr ]
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where
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pdam = _crPastDamage $ _crState cr
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pdam = sum $ concatMap (map _dmAmount) $ _crPastDamage $ _crState cr
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sizeColEnemy r col = pictures [color col $ circleSolid r, circLine r]
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basicCrPict :: Color -> Creature -> Picture
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basicCrPict col cr = pictures [ onLayer CrLayer naked , drawEquipment cr]
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basicCrPict col cr = pictures [ onLayer CrLayer $ bluntScale naked , drawEquipment cr]
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where
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cdir = _crDir cr
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naked | pdam > 200 = color red $ circleSolid $ _crRad cr
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| pdam > 100 = color white $ circleSolid $ _crRad cr
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| mod pdam 2 == 1 = color white $ circleSolid $ _crRad cr
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-- | crDam > _crHP cr && odd (crDam - _crHP cr)
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-- = [color white $ circleSolid $ _crRad cr]
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| otherwise = pictures [color col $ circleSolid $ _crRad cr, circLine $ _crRad cr]
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pdam = _crPastDamage $ _crState cr
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| otherwise = pictures [color col' $ circleSolid $ _crRad cr, circLine $ _crRad cr]
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pastDams = _crPastDamage $ _crState cr
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pdam = sum $ concatMap (map _dmAmount) $ pastDams
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col' = light . light . light $ light col
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bluntDam :: Maybe Point2
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bluntDam = find isBluntDam (concat pastDams) >>= (\dm -> (-.-) <$> dm ^? dmFrom <*> dm ^? dmTo)
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bluntScale = case fmap argV bluntDam of
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Just a -> rotate (a + cdir) . scale 0.8 1.2 . rotate (negate $ cdir + a)
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_ -> id
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isBluntDam (Blunt {}) = True
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isBluntDam _ = False
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@@ -42,7 +42,7 @@ stateUpdate u w (f,g) cr =
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in case u w (f,g'') cr' of
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((f',g') , maybeCr) -> ( (invSideEff cr . movementSideEff cr . deathEff . f'
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, g')
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, fmap (updateReloadCounter . reducePastDamage . doDamage)
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, fmap (updateReloadCounter . doDamage)
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$ crOrCorpse =<< maybeCr
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)
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where
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@@ -81,7 +81,7 @@ crFriction :: Creature -> Point2 -> Point2
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crFriction cr vel = (0,0)
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doDamage :: Creature -> Creature
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doDamage cr = set (crState . crDamage) [] $ over (crState . crPastDamage) (+ hpLost)
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doDamage cr = set (crState . crDamage) [] $ over (crState . crPastDamage) (take 20 . (dams :) )
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damagedCr
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where
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dams = _crDamage $ _crState cr
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@@ -93,14 +93,6 @@ doDamage cr = set (crState . crDamage) [] $ over (crState . crPastDamage) (+ hpL
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sumDamage :: Creature -> DamageType -> Int -> Int
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sumDamage cr dm x = x + _dmAmount dm
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reducePastDamage :: Creature -> Creature
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reducePastDamage = over (crState . crPastDamage) rdpdam
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where rdpdam x | x > 500 = x - 55
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| x > 200 = x - 25
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| x > 20 = x - 5
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| x > 0 = x - 1
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| otherwise = 0
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movementSideEff :: Creature -> World -> World
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movementSideEff cr w
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| hasJetPack
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@@ -12,7 +12,7 @@ data CreatureState = CrSt
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, _stance :: Stance
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, _faction :: Faction
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, _crDamage :: [DamageType]
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, _crPastDamage :: Int
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, _crPastDamage :: [[DamageType]]
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, _crSpState :: CrSpState
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, _crDropsOnDeath :: CreatureDropType
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, _crIsAnimate :: Bool
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@@ -92,7 +92,7 @@ defaultState = CrSt
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, _stance = Stance {_carriage=Walking 0 0,_posture=AtEase}
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, _faction = NoFaction
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, _crDamage = []
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, _crPastDamage = 0
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, _crPastDamage = []
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, _crSpState = GenCr
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, _crDropsOnDeath = DropAmount 1
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, _crIsAnimate = True
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