Generalise flame flicker, cleanup
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@@ -13,6 +13,7 @@ import Geometry.Data
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import Picture
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import Control.Lens
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import System.Random
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makeCloudAt
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:: (Cloud -> Picture) -- ^ draw function
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@@ -64,8 +65,10 @@ makeStartCloudAt = makeCloudAt (drawCloudWith 2 800 white) 10 400 5
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shellTrailCloud :: Point3 -> World -> World
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shellTrailCloud = makeCloudAt (drawCloudWith (4/3) 800 (greyN 0.5)) 15 400 40
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makeFlamerSmokeAt :: Float -> Point3 -> World -> World
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makeFlamerSmokeAt x = makeCloudAt (drawCloudWith 4 300 (greyN x)) 6 200 40
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makeFlamerSmokeAt :: Point3 -> World -> World
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makeFlamerSmokeAt p w = makeCloudAt (drawCloudWith 4 300 (greyN x)) 6 200 40 p w
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where
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x = fst $ randomR (0.5,0.8) (_randGen w)
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spawnSmokeAtCursor :: World -> World
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spawnSmokeAtCursor w = shellTrailCloud (V3 x y 20) w
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@@ -14,11 +14,13 @@ module Dodge.WorldEvent.Flash
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, laserGunFlashAt
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, teslaGunFlashAt
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, muzFlareAt
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, flameFlicker
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)
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where
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import Dodge.Data
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import Dodge.LightSources.Lamp
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import Dodge.WorldEvent.HelperParticle
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import Dodge.Default
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import Picture
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import Geometry
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@@ -65,3 +67,15 @@ explosionFlashAt p = tempLightSources %~ (tLightTimedIntensity 20 150 intensityF
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sparkFlashAt :: Point2 -> World -> World
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sparkFlashAt _ = id
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flameFlicker :: Particle -> World -> World
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flameFlicker pt
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| _btTimer' pt `mod` 5 == 0 = tempLightSources %~ (theLight :)
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| otherwise = id
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where
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V2 x y = _btPos' pt
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theLight = defaultTLS
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{ _tlsPos = V3 x y 10
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, _tlsRad = 70
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, _tlsIntensity = V3 0.5 0 0
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}
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@@ -11,7 +11,6 @@ module Dodge.WorldEvent.SpawnParticle
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import Dodge.Data
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import Dodge.Data.DamageType
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import Dodge.Data.SoundOrigin
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import Dodge.Default
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import Dodge.Creature.State.Data
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import Dodge.Base
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import Dodge.Zone
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@@ -21,7 +20,7 @@ import Dodge.Picture
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import Dodge.WorldEvent.HitEffect
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import Dodge.WorldEvent.ThingsHit
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import Dodge.WorldEvent.Cloud
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--import Dodge.WorldEvent.Flash
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import Dodge.WorldEvent.Flash
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import Dodge.Particle.Bullet.Draw
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import Dodge.Particle.Bullet.Update
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import Dodge.SoundLogic
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@@ -49,7 +48,7 @@ aFlameParticle
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-> Particle
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aFlameParticle t pos vel maycid = PtZ
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{ _ptDraw = drawFlame vel
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, _ptUpdate = moveFlame vel
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, _ptUpdate = moveFlame vel
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, _btVel' = vel
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, _btColor' = red
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, _btPos' = pos
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@@ -97,35 +96,24 @@ moveFlame
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-> Particle
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-> (World, Maybe Particle)
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moveFlame rotd w pt
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| time <= 0 = (smokeGen w, Nothing)
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| time <= 0 = (makeFlamerSmokeAt (addZ 20 ep) w, Nothing)
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| otherwise = case thingsHitExceptCr (_btPassThrough' pt) sp ep w of
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((_,E3x1 _):_) -> (doSound damcrs , mvPt')
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(thing@(p,E3x2 wl):_) -> (fst $ hiteff [thing] damcrs , rfl wl p)
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_ -> (glare $ doSound damcrs , mvPt)
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((_,E3x1 _):_) -> (doSound damcrs , mvPt 0.7)
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(thing@(p,E3x2 wl):_) -> (doSound . fst $ hiteff [thing] damcrs , rfl wl p)
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_ -> (flameFlicker pt $ doSound damcrs , mvPt 0.98)
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where
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time = _btTimer' pt
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doSound = soundContinue Flame (V2 x y) fireLoudS (Just 2) -- . over worldEvents ((.) $ flameGlareAt ep)
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glare
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| time `mod` 5 == 0
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= tempLightSources %~ (theTLS :)
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| otherwise = id
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theTLS = defaultTLS
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{ _tlsPos = V3 x y 10
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, _tlsRad = 70
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, _tlsIntensity = V3 0.5 0 0
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}
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doSound = soundContinue Flame (V2 x y) fireLoudS (Just 2)
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sp@(V2 x y) = _btPos' pt
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vel = _btVel' pt
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ep = sp +.+ vel
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mvPt = Just $ pt {_btTimer' = time - 1, _btPos' = ep
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, _btPassThrough' = Nothing
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,_btVel' = 0.98 *.* vel}
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mvPt' = Just $ pt {_btTimer' = time - 1, _btPos' = ep
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, _btPassThrough' = Nothing
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,_btVel' = 0.7 *.* vel}
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mvPt speed = Just $ pt
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{ _btTimer' = time - 1
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, _btPos' = ep
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, _btPassThrough' = Nothing
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, _btVel' = speed *.* vel }
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damcrs = foldr (\cr -> fst . hiteff [(ep,E3x1 cr)]) w
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$ filter closeCrs
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$ IM.elems $ _creatures w
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$ IM.filter closeCrs $ _creatures w
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closeCrs cr = dist ep (_crPos cr)
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< _crRad cr + 10 - min 9 (max 0 (fromIntegral time - 80))
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+ 5 * angleCoeff (angleVV (ep -.- _crPos cr) rotd)
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@@ -139,8 +127,6 @@ moveFlame rotd w pt
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pOut p = p +.+ safeNormalizeV (sp -.- p)
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reflV wall = (0.3 *.* reflectIn (uncurry (-.-) . swap $ _wlLine wall) vel )
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+.+ (0.2 *.* vel)
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smokeCol = fst $ randomR (0.5,0.8) (_randGen w)
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smokeGen = makeFlamerSmokeAt smokeCol (addZ 20 ep)
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makeFlameletTimed
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:: Point2 -- ^ Position
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@@ -152,12 +138,12 @@ makeFlameletTimed
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-> World
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-> World
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makeFlameletTimed (V2 x y) z vel maycid size time w = w
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& randGen .~ g
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& randGen .~ g
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& particles %~ (theFlamelet :)
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where
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theFlamelet = PtZ
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{ _ptDraw = drawFlameletZ rot
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, _ptUpdate = moveFlamelet
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, _ptUpdate = moveFlamelet
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, _btVel' = vel
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, _btColor' = red
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, _btPos' = V2 x y
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@@ -188,7 +174,6 @@ drawFlameletZ rot pt = pictures
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time = _btTimer' pt
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piu = setDepth (z + 25)
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. uncurryV translate ep
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-- . color (V4 2 (-0.5) (-0.5) 1)
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. color (mixColors (fromIntegral (max 0 (time-2))) (10-fromIntegral time)
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(V4 2 0 0 1) (V4 2 0 0 0)
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)
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@@ -215,53 +200,12 @@ drawFlameletZ rot pt = pictures
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s1 = (*) 2 $ log $ 2 + fromIntegral time / 40
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s2 = 0.5 * (sc + s1)
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drawFlamelet
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:: Float -- ^ Rotation
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-> Particle
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-> Picture
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drawFlamelet rot pt = setLayer 1 $ pictures [pic , piu , pi2 , glow]
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where
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sp = _btPos' pt
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vel = _btVel' pt
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ep = sp +.+ vel
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size = _btWidth' pt
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siz2 = size + 0.2
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time = _btTimer' pt
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glow = setDepth 19 $ uncurryV translate ep
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$ circleSolidCol (withAlpha 0 red) (withAlpha 0.05 red) 30
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piu = setDepth 20
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. uncurryV translate ep
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. color (dark red)
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. rotate (negate (rot - 0.1 * fromIntegral time))
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. scale s1 s1
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. polygon
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$ rectNSWE siz2 (-siz2) (-siz2) siz2
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pi2 = setDepth 20.2
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. uncurryV translate ep
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. color (mixColors (fromIntegral (max 0 (time-2))) (10-fromIntegral time)
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orange (dark red)
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)
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. rotate (negate (rot + 0.2 * fromIntegral time))
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. scale s2 s2
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. polygon
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$ rectNSWE siz2 (-siz2) (-siz2) siz2
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pic = setDepth 20.4
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. uncurryV translate ep
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. color (mixColors (fromIntegral (max 0 (time-2))) (10-fromIntegral time)
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white (dark red)
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)
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. rotate (negate ( 0.1 * fromIntegral time + rot))
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. scale sc sc
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$ polygon $ map toV2 [(-size,-size),(size,-size),(size,size),(-size,size)]
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sc = (*) 2 $ log $ 1 + fromIntegral time / 20
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s1 = (*) 2 $ log $ 2 + fromIntegral time / 40
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s2 = 0.5 * (sc + s1)
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{- Update of a flamelet.
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Applies movement and attaches damage to nearby creatures. -}
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moveFlamelet :: World -> Particle -> (World, Maybe Particle)
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moveFlamelet w pt
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| _btTimer' pt <= 0 = ( w, Nothing)
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| otherwise = (damcrs, mvPt)
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| otherwise = (flameFlicker pt $ damcrs, mvPt)
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where
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sp = _btPos' pt
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vel = _btVel' pt
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@@ -298,7 +242,6 @@ makeGasCloud pos vel w = w
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, _clEffect = cloudPoisonDamage
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}
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(col, g) = runState (takeOne [green,yellow]) $ _randGen w
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{-
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Attach poison cloud damage to creatures near cloud.
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-}
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@@ -307,7 +250,7 @@ cloudPoisonDamage c w = w & creatures %~ flip (foldr (IM.adjust doDam)) damagedC
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where
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damagedCrs = IM.keys $ IM.filter f $ creaturesNearPoint (stripZ $ _clPos c) w
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f cr = dist3 (addZ 20 $ _crPos cr) (_clPos c) < _crRad cr + _clRad c + 10
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doDam cr = cr & crState . crDamage %~ (:) (PoisonDam 1)
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doDam cr = cr & crState . crDamage %~ (PoisonDam 1 :)
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makeTeslaArcAt :: Color -> Point2 -> Float -> Particle
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makeTeslaArcAt col pos dir = LinearParticle
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{ _ptPoints = [pos]
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@@ -431,37 +374,11 @@ crOrWallSensitive p dir wlAttract w =
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g _ = 0
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(arcLen,_) = randomR (25,50) $ _randGen w
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-- BUG: can hit crs through walls
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{- Finds whether a creature or wall is in front of a given point and direction.
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Evaluates to a creature as an 'E3x1' or a wall as an 'E3x2'. -}
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crOrWall :: Point2 -> Float -> World -> Either3 Creature Point2 Point2
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crOrWall p dir w = fromMaybe (E3x3 $ p +.+ rotateV dir (V2 arcLen 0))
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$ listToMaybe $ sortBy (compare `on` g)
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$ catMaybes [cr,wlp]
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where
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cr = E3x1 <$> nearestCrInFront p dir 100 w
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wlp = fmap E3x2
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$ listToMaybe
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$ sortBy (compare `on` dist p)
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$ mapMaybe
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( fmap fst
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. (\p1 -> reflectPointWalls p p1 $ wallsNearPoint p w)
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. (+.+) p
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. (\d -> rotateV d (V2 100 0))
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. (+) dir
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)
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[-(3*pi/8),-pi/4,-pi/8,0,pi/8,pi/4,3*pi/8]
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--[-pi/4,-pi/8,0,pi/8,pi/4]
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g (E3x2 p1) = 100 + dist p p1 -- tweak makes it more likely to hit crs first
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--g (E3x2 p1) = dist p p1 - 100 -- tweak makes it more likely to hit walls first
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g (E3x1 cr1) = dist p $ _crPos cr1
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g _ = 0
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(arcLen,_) = randomR (25,50) $ _randGen w
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-- | Create a spark.
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-- If the spark is created by another Particle, it cannot be directly added to
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-- the list, hence the redirect through worldEvents.
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createSparkCol :: Int -> Color -> Point2 -> Float -> World -> World
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createSparkCol time col pos dir w
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= w & worldEvents %~ ( over particles (spark :) . )
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createSparkCol time col pos dir = worldEvents %~ ( over particles (spark :) . )
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where
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spark = BulletPt
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{ _ptDraw = drawBul
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@@ -479,4 +396,3 @@ createSparkCol time col pos dir w
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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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