Runtime broken level generation
This commit is contained in:
+13
-13
@@ -479,21 +479,21 @@ type HitEffect = Particle' -> [(Point2, (Either3 Creature Wall ForceField))] ->
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data Projectile
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= Projectile
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{ _ptPos :: Point2
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, _ptStartPos :: Point2
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, _ptVel :: Point2
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, _ptPict :: Picture
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, _ptID :: Int
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, _ptUpdate :: World -> World
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{ _pjPos :: Point2
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, _pjStartPos :: Point2
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, _pjVel :: Point2
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, _pjPict :: Picture
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, _pjID :: Int
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, _pjUpdate :: World -> World
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}
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| Shell
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{ _ptPos :: Point2
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, _ptStartPos :: Point2
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, _ptVel :: Point2
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, _ptPict :: Picture
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, _ptID :: Int
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, _ptUpdate :: World -> World
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, _ptExplosion :: Point2-> World -> World
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{ _pjPos :: Point2
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, _pjStartPos :: Point2
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, _pjVel :: Point2
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, _pjPict :: Picture
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, _pjID :: Int
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, _pjUpdate :: World -> World
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, _pjPayload :: Point2-> World -> World
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}
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data DamageType
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+36
-33
@@ -12,39 +12,42 @@ import Control.Lens
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import qualified Data.IntMap.Strict as IM
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drawCircleAtFor :: Point2 -> Int -> World -> World
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drawCircleAtFor p t w =
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let n = newProjectileKey w
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in over projectiles ( IM.insert n
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Projectile { _ptPos = p
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, _ptStartPos = p
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, _ptVel = (0,0)
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, _ptPict = onLayer PtLayer $ uncurry translate p $ color white $ circleSolid 20
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, _ptID = n
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, _ptUpdate = ptTimer t n
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} ) w
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drawCircleAtFor p t w = w & projectiles %~
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IM.insert k Projectile
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{ _pjPos = p
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, _pjStartPos = p
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, _pjVel = (0,0)
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, _pjPict = onLayer PtLayer $ uncurry translate p $ color white $ circleSolid 20
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, _pjID = k
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, _pjUpdate = pjTimer t k
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}
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where
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k = newKey $ _projectiles w
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drawCircleAtForCol :: Point2 -> Int -> Color -> World -> World
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drawCircleAtForCol p t col w =
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let n = newProjectileKey w
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in over projectiles ( IM.insert n
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Projectile { _ptPos = p
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, _ptStartPos = p
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, _ptVel = (0,0)
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, _ptPict = onLayer PtLayer $ uncurry translate p $ color col $ circleSolid 20
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, _ptID = n
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, _ptUpdate = ptTimer t n
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} ) w
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drawCircleAtForCol p t col w = w & projectiles %~
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IM.insert k Projectile
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{ _pjPos = p
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, _pjStartPos = p
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, _pjVel = (0,0)
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, _pjPict = onLayer PtLayer $ uncurry translate p $ color col $ circleSolid 20
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, _pjID = k
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, _pjUpdate = pjTimer t k
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}
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where
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k = newKey $ _projectiles w
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drawLineForCol :: [Point2] -> Int -> Color -> World -> World
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drawLineForCol ps t col w =
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let n = newProjectileKey w
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in over projectiles ( IM.insert n
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Projectile { _ptPos = head ps
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, _ptStartPos = head ps
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, _ptVel = (0,0)
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, _ptPict = onLayer PtLayer $ color col $ lineOfThickness 5 ps
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, _ptID = n
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, _ptUpdate = ptTimer t n
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} ) w
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drawLineForCol ps t col w = w & projectiles %~
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IM.insert k Projectile
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{ _pjPos = head ps
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, _pjStartPos = head ps
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, _pjVel = (0,0)
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, _pjPict = onLayer PtLayer $ color col $ lineOfThickness 5 ps
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, _pjID = k
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, _pjUpdate = pjTimer t k
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}
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where
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k = newKey $ _projectiles w
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ptTimer :: Int -> Int -> World -> World
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ptTimer 0 i = over projectiles (IM.delete i)
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ptTimer time i = set (projectiles . ix i . ptUpdate) $ ptTimer (time - 1) i
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pjTimer :: Int -> Int -> World -> World
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pjTimer 0 i = projectiles %~ IM.delete i
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pjTimer time i = projectiles . ix i . pjUpdate .~ pjTimer (time - 1) i
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@@ -161,12 +161,12 @@ defaultButton = Button
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, _btState = BtOff
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}
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defaultPT = Projectile
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{ _ptPos = (0,0)
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, _ptStartPos = (0,0)
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, _ptVel = (0,0)
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, _ptPict = blank
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, _ptID = 0
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, _ptUpdate = id
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{ _pjPos = (0,0)
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, _pjStartPos = (0,0)
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, _pjVel = (0,0)
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, _pjPict = blank
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, _pjID = 0
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, _pjUpdate = id
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}
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defaultPP = PressPlate
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{ _ppPict = onLayer PressPlateLayer $ color (dim $ dim $ bright $ blue) $ circleSolid 5
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+148
-167
@@ -732,84 +732,83 @@ aRocket = aRocket' makeShellAt
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makeShellAt :: Int -> Int -> Point2 -> Float -> Projectile
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makeShellAt i cid pos dir = Shell
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{ _ptPos = pos
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, _ptStartPos = pos
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, _ptVel = rotateV dir (1,0)
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, _ptPict = blank -- onLayer PtLayer $ uncurry translate pos $ rotate (radToDeg dir) shellPic
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, _ptID = i
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, _ptUpdate = moveShell 50 i cid 0 (rotateV dir (2,0))
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, _ptExplosion = shellExplosionAt
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{ _pjPos = pos
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, _pjStartPos = pos
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, _pjVel = rotateV dir (1,0)
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, _pjPict = blank -- onLayer PtLayer $ uncurry translate pos $ rotate (radToDeg dir) shellPic
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, _pjID = i
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, _pjUpdate = moveShell 50 i cid 0 (rotateV dir (2,0))
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, _pjPayload = shellExplosionAt
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}
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makeFlameShellAt :: Int -> Int -> Point2 -> Float -> Projectile
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makeFlameShellAt i cid pos dir = Shell
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{ _ptPos = pos
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, _ptStartPos = pos
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, _ptVel = rotateV dir (1,0)
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, _ptPict = blank -- onLayer PtLayer $ uncurry translate pos $ rotate (radToDeg dir) shellPic
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, _ptID = i
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, _ptUpdate = moveShell 50 i cid 0 (rotateV dir (2,0))
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, _ptExplosion = makeFlameExplosionAt
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{ _pjPos = pos
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, _pjStartPos = pos
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, _pjVel = rotateV dir (1,0)
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, _pjPict = blank -- onLayer PtLayer $ uncurry translate pos $ rotate (radToDeg dir) shellPic
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, _pjID = i
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, _pjUpdate = moveShell 50 i cid 0 (rotateV dir (2,0))
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, _pjPayload = makeFlameExplosionAt
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}
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makePoisonShellAt :: Int -> Int -> Point2 -> Float -> Projectile
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makePoisonShellAt i cid pos dir = Shell
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{ _ptPos = pos
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, _ptStartPos = pos
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, _ptVel = rotateV dir (1,0)
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, _ptPict = blank -- onLayer PtLayer $ uncurry translate pos $ rotate (radToDeg dir) shellPic
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, _ptID = i
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, _ptUpdate = moveShell 50 i cid 0 (rotateV dir (2,0))
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, _ptExplosion = makePoisonExplosionAt
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{ _pjPos = pos
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, _pjStartPos = pos
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, _pjVel = rotateV dir (1,0)
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, _pjPict = blank -- onLayer PtLayer $ uncurry translate pos $ rotate (radToDeg dir) shellPic
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, _pjID = i
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, _pjUpdate = moveShell 50 i cid 0 (rotateV dir (2,0))
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, _pjPayload = makePoisonExplosionAt
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}
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makeTeslaShellAt :: Int -> Int -> Point2 -> Float -> Projectile
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makeTeslaShellAt i cid pos dir = Shell
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{ _ptPos = pos
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, _ptStartPos = pos
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, _ptVel = rotateV dir (1,0)
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, _ptPict = blank -- onLayer PtLayer $ uncurry translate pos $ rotate (radToDeg dir) shellPic
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, _ptID = i
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, _ptUpdate = moveShell 50 i cid 0 (rotateV dir (2,0))
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, _ptExplosion = makeTeslaExplosionAt
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{ _pjPos = pos
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, _pjStartPos = pos
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, _pjVel = rotateV dir (1,0)
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, _pjPict = blank -- onLayer PtLayer $ uncurry translate pos $ rotate (radToDeg dir) shellPic
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, _pjID = i
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, _pjUpdate = moveShell 50 i cid 0 (rotateV dir (2,0))
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, _pjPayload = makeTeslaExplosionAt
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}
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moveShell :: Int -> Int -> Int -> Float -> Point2 -> World -> World
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moveShell time i cid rot accel w
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| time > 40 = if circOnSomeWall oldPos 4 w
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then projectileExplosion oldPos $ over projectiles (IM.delete i) w
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else over (projectiles . ix i . ptPos) (+.+ vel)
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$ set (projectiles . ix i . ptPict) piclow
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$ set (projectiles . ix i . ptUpdate)
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else over (projectiles . ix i . pjPos) (+.+ vel)
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$ set (projectiles . ix i . pjPict) piclow
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$ set (projectiles . ix i . pjUpdate)
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(moveShell (time-1) i cid rot (rotateV rot accel))
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w
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| time == 35 = case thingHit of
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Just p -> projectileExplosion oldPos
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$ over projectiles (IM.delete i) w
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Nothing -> over (projectiles . ix i . ptPos) (+.+ vel)
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$ set (projectiles . ix i . ptPict) pic
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$ set (projectiles . ix i . ptUpdate)
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Nothing -> over (projectiles . ix i . pjPos) (+.+ vel)
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$ set (projectiles . ix i . pjPict) pic
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$ set (projectiles . ix i . pjUpdate)
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(moveShell (time-1) i cid spin accel)
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w
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| time >= 20 = case thingHit of
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Just p -> projectileExplosion oldPos
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$ over projectiles (IM.delete i) w
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Nothing -> over (projectiles . ix i . ptPos) (+.+ vel)
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$ set (projectiles . ix i . ptPict) pic
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$ set (projectiles . ix i . ptUpdate)
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Nothing -> over (projectiles . ix i . pjPos) (+.+ vel)
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$ set (projectiles . ix i . pjPict) pic
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$ set (projectiles . ix i . pjUpdate)
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(moveShell (time-1) i cid rot (rotateV rot accel))
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w
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| time > -99
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= case thingHit of
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| time > -99 = case thingHit of
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Just p -> projectileExplosion oldPos
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$ stopSoundFrom (ShellSound i)
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$ over projectiles (IM.delete i) w
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Nothing -> over (projectiles . ix i . ptPos) (+.+ vel)
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Nothing -> over (projectiles . ix i . pjPos) (+.+ vel)
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$ set randGen g
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$ set (projectiles . ix i . ptPict) pic
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$ set (projectiles . ix i . ptUpdate)
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$ set (projectiles . ix i . pjPict) pic
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$ set (projectiles . ix i . pjUpdate)
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(moveShell (time-1) i cid rot (rotateV rot accel))
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$ over (projectiles . ix i . ptVel) (\v -> accel +.+ frict *.* v)
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$ over (projectiles . ix i . pjVel) (\v -> accel +.+ frict *.* v)
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$ soundFrom (ShellSound i) (fromIntegral smokeTrailSound) (1) 250
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$ makeFlameletTimed oldPos
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(0.5 *.* rotateV (pi+sparkD) accel) Nothing 3 10
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@@ -819,18 +818,19 @@ moveShell time i cid rot accel w
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Just p -> projectileExplosion oldPos
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$ stopSoundFrom (ShellSound i)
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$ over projectiles (IM.delete i) w
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Nothing -> over (projectiles . ix i . ptPos) (+.+ vel)
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$ set (projectiles . ix i . ptPict) pic
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$ set (projectiles . ix i . ptUpdate)
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Nothing -> over (projectiles . ix i . pjPos) (+.+ vel)
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$ set (projectiles . ix i . pjPict) pic
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$ set (projectiles . ix i . pjUpdate)
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(moveShell (time-1) i cid rot (rotateV rot accel))
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w
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| otherwise = projectileExplosion oldPos
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$ stopSoundFrom (ShellSound i)
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$ over projectiles (IM.delete i) w
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where pt = _projectiles w IM.! i
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oldPos = _ptPos pt
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vel = _ptVel pt
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projectileExplosion = _ptExplosion pt
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where
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pj = _projectiles w IM.! i
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oldPos = _pjPos pj
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vel = _pjVel pj
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projectileExplosion = _pjPayload pj
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newPos = oldPos +.+ vel
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(frict,g) = randomR (0.6,0.9) $ _randGen w
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(sparkD,_) = randomR (-0.5,0.5) $ _randGen w
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@@ -865,14 +865,15 @@ shellExplosionAt = makeExplosionAt
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tractorBeamAt :: Int -> Int -> Point2 -> Float -> Projectile
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tractorBeamAt colID i pos dir = Projectile
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{ _ptPos = pos
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, _ptStartPos = p'
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, _ptVel = d
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, _ptPict = blank
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, _ptID = i
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, _ptUpdate = updateTractor colID 10 i
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{ _pjPos = pos
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, _pjStartPos = p'
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, _pjVel = d
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, _pjPict = blank
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, _pjID = i
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, _pjUpdate = updateTractor colID 10 i
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}
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where d = unitVectorAtAngle dir
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where
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d = unitVectorAtAngle dir
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p' = pos +.+ 400 *.* d
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aGasCloud :: Int -> World -> World
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@@ -925,74 +926,74 @@ reflect a b = a + 2*(a-b)
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moveGrenade :: Int -> Float -> Int -> World -> World
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moveGrenade 0 dir pID w = over projectiles (IM.delete pID)
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$ explosion (_ptPos (_projectiles w IM.! pID))
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$ explosion (_pjPos (_projectiles w IM.! pID))
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-- $ set (pointToItem (_itemPositions w IM.! wpID) . itEquipPict)
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-- (drawWeapon $ grenadePic 50)
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w
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where
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pt = _projectiles w IM.! pID
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explosion = _ptExplosion pt
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pj = _projectiles w IM.! pID
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explosion = _pjPayload pj
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moveGrenade time dir pID w
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= case hitWl of
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Just _ -> soundOnce (fromIntegral tapQuiet) updatedWorld
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_ -> updatedWorld
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where
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updatedWorld = updateV $ set (projectiles . ix pID . ptPos) finalPos
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$ set (projectiles .ix pID.ptPict)
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updatedWorld = updateV $ set (projectiles . ix pID . pjPos) finalPos
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$ set (projectiles .ix pID.pjPict)
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(onLayer PtLayer $ uncurry translate newPos
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$ rotate dir $ grenadePic time)
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$ set (projectiles .ix pID.ptUpdate) (moveGrenade (time-1) dir pID) w
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pt = _projectiles w IM.! pID
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oldPos = _ptPos pt
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newPos = _ptVel pt +.+ oldPos
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$ set (projectiles .ix pID.pjUpdate) (moveGrenade (time-1) dir pID) w
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pj = _projectiles w IM.! pID
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oldPos = _pjPos pj
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newPos = _pjVel pj +.+ oldPos
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hitWl = collideCircWalls' oldPos newPos 4 $ wallsNearPoint newPos w
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finalPos = fromMaybe newPos (fmap fst hitWl)
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setV v = set (projectiles .ix pID.ptVel) v
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setV v = set (projectiles .ix pID.pjVel) v
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updateV = fromMaybe id (fmap (setV.snd) hitWl)
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pointToItem (InInv cid invid) = creatures . ix cid . crInv . ix invid
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pointToItem (OnFloor flid) = floorItems . ix flid . flIt
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retireRemoteRocket :: Int -> Int -> Int -> World -> World
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retireRemoteRocket itid 0 ptid w
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retireRemoteRocket itid 0 pjid w
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= set (pointToItem (_itemPositions w IM.! itid) . itAttachment . _Just . scopePos)
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(0,0)
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$ set (pointToItem (_itemPositions w IM.! itid) . wpFire)
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fireRemoteLauncher
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(w & projectiles %~ IM.delete ptid)
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retireRemoteRocket itid t ptid w = setScope w & projectiles . ix ptid . ptUpdate .~ retireRemoteRocket itid (t-1) ptid
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(w & projectiles %~ IM.delete pjid)
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retireRemoteRocket itid t pjid w = setScope w & projectiles . ix pjid . pjUpdate .~ retireRemoteRocket itid (t-1) pjid
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where
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setScope w' = case _itemPositions w' IM.! itid of
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InInv cid invid
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-> w' & creatures . ix cid . crInv . ix invid . itAttachment
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. _Just . scopePos .~ (pos -.- _crPos (_creatures w' IM.! cid))
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_ -> w'
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pos = fromMaybe (0,0) $ w ^? projectiles . ix ptid . ptPos
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pos = fromMaybe (0,0) $ w ^? projectiles . ix pjid . pjPos
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retireRemoteBomb :: Int -> Int -> Int -> World -> World
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retireRemoteBomb itid 0 ptid w
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retireRemoteBomb itid 0 pjid w
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= set (pointToItem (_itemPositions w IM.! itid) . itAttachment . _Just . scopePos)
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(0,0)
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$ set (pointToItem (_itemPositions w IM.! itid) . itZoom)
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defaultItZoom
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$ set (pointToItem (_itemPositions w IM.! itid) . twFire)
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throwRemoteBomb
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(w & projectiles %~ IM.delete ptid)
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retireRemoteBomb itid t ptid w
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= setScope w & projectiles . ix ptid . ptUpdate .~ retireRemoteBomb itid (t-1) ptid
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(w & projectiles %~ IM.delete pjid)
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retireRemoteBomb itid t pjid w
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= setScope w & projectiles . ix pjid . pjUpdate .~ retireRemoteBomb itid (t-1) pjid
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where
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setScope w' = case _itemPositions w' IM.! itid of
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InInv cid invid
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-> w' & creatures . ix cid . crInv . ix invid . itAttachment
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. _Just . scopePos .~ (pos -.- _crPos (_creatures w' IM.! cid))
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_ -> w'
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pos = fromMaybe (0,0) $ w ^? projectiles . ix ptid . ptPos
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pos = fromMaybe (0,0) $ w ^? projectiles . ix pjid . pjPos
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moveRemoteBomb :: Int -> Int -> Int -> World -> World
|
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moveRemoteBomb itid time pID w
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| time < -4 = setScope
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$ updatePicture
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$ set (projectiles .ix pID.ptUpdate) (moveRemoteBomb itid (f time) pID)
|
||||
$ set (projectiles .ix pID.pjUpdate) (moveRemoteBomb itid (f time) pID)
|
||||
w
|
||||
| time < 2
|
||||
= case hitWl of
|
||||
@@ -1004,9 +1005,9 @@ moveRemoteBomb itid time pID w
|
||||
_ -> updatedWorld
|
||||
where
|
||||
updatedWorld
|
||||
= updateV $ set (projectiles . ix pID . ptPos) finalPos
|
||||
= updateV $ set (projectiles . ix pID . pjPos) finalPos
|
||||
$ updatePicture
|
||||
$ set (projectiles .ix pID.ptUpdate) (moveRemoteBomb itid (time-1) pID)
|
||||
$ set (projectiles .ix pID.pjUpdate) (moveRemoteBomb itid (time-1) pID)
|
||||
$ setScope
|
||||
w
|
||||
setScope w' = case _itemPositions w' IM.! itid of
|
||||
@@ -1016,20 +1017,20 @@ moveRemoteBomb itid time pID w
|
||||
& creatures . ix cid . crInv . ix invid . itZoom
|
||||
.~ (defaultItZoom {_itAimZoomMax = 0.5, _itAimZoomMin = 0.5})
|
||||
_ -> w'
|
||||
pt = _projectiles w IM.! pID
|
||||
oldPos = _ptPos pt
|
||||
newPos = _ptVel pt +.+ oldPos
|
||||
pj = _projectiles w IM.! pID
|
||||
oldPos = _pjPos pj
|
||||
newPos = _pjVel pj +.+ oldPos
|
||||
-- this is hacky, should use a version of collidePointWalls' that collides
|
||||
-- circles and walls
|
||||
invShift x = x -.- 5 *.* normalizeV (_ptVel pt)
|
||||
invShift x = x -.- 5 *.* normalizeV (_pjVel pj)
|
||||
hitWl = collideCircWalls' oldPos newPos 4 $ wallsNearPoint newPos w
|
||||
finalPos = fromMaybe newPos (fmap (invShift . fst) hitWl)
|
||||
setV v = set (projectiles .ix pID.ptVel) v
|
||||
setV v = set (projectiles .ix pID.pjVel) v
|
||||
updateV = fromMaybe id (fmap (setV.snd) hitWl)
|
||||
halfV = over (projectiles . ix pID . ptVel) (\v -> 0.5 *.* v)
|
||||
halfV = over (projectiles . ix pID . pjVel) (\v -> 0.5 *.* v)
|
||||
f x | x < -369 = -10
|
||||
| otherwise = x - 1
|
||||
updatePicture = set (projectiles . ix pID.ptPict)
|
||||
updatePicture = set (projectiles . ix pID.pjPict)
|
||||
(onLayer PtLayer $ uncurry translate newPos
|
||||
$ remoteBombPic time)
|
||||
. lowLightDirected (withAlpha 0.1 red) newPos
|
||||
@@ -1270,21 +1271,22 @@ remoteBomb = defaultThrowable
|
||||
|
||||
throwGrenade' :: (Point2 -> World -> World) -> Int -> Int -> World -> World
|
||||
throwGrenade' explosion fuseTime n w = setWp $ removePict $ over projectiles addG $ set randGen g w
|
||||
where addG = IM.insert i
|
||||
$ Shell { _ptPos = p
|
||||
, _ptStartPos = p
|
||||
, _ptVel = v
|
||||
, _ptPict = onLayer PtLayer $ uncurry translate p $ grenadePic 0
|
||||
, _ptID = i
|
||||
, _ptUpdate = moveGrenade fuseTime dir i
|
||||
, _ptExplosion = explosion
|
||||
where
|
||||
addG = IM.insert i $ Shell
|
||||
{ _pjPos = p
|
||||
, _pjStartPos = p
|
||||
, _pjVel = v
|
||||
, _pjPict = onLayer PtLayer $ uncurry translate p $ grenadePic 0
|
||||
, _pjID = i
|
||||
, _pjUpdate = moveGrenade fuseTime dir i
|
||||
, _pjPayload = explosion
|
||||
}
|
||||
j = _crInvSel $ _creatures w IM.! n
|
||||
removePict = set (creatures . ix n . crInv . ix j . itEquipPict) $ \ _ _ -> blank
|
||||
i = newProjectileKey w
|
||||
(a, g) = randomR (-grenadeAccA,grenadeAccA::Float) (_randGen w)
|
||||
(l, _) = randomR (1 - 2*grenadeAccL,1+grenadeAccL::Float) g
|
||||
-- v = 0.02 * l / _cameraZoom w *.* rotateV (a+_cameraRot w) (limitRange $ _mousePos w)
|
||||
-- - v = 0.02 * l / _cameraZoom w *.* rotateV (a+_cameraRot w) (limitRange $ _mousePos w)
|
||||
v' = 1 / (fromIntegral fuseTime * _cameraZoom w) *.* rotateV (_cameraRot w) ( _mousePos w)
|
||||
v | magV v' > 6 = 6 *.* normalizeV v'
|
||||
| otherwise = v'
|
||||
@@ -1298,32 +1300,6 @@ throwGrenade' explosion fuseTime n w = setWp $ removePict $ over projectiles add
|
||||
|
||||
throwGrenade :: Int -> Int -> World -> World
|
||||
throwGrenade = throwGrenade' makeExplosionAt
|
||||
-- setWp $ removePict $ over projectiles addG $ set randGen g w
|
||||
-- where addG = IM.insert i
|
||||
-- $ Shell { _ptPos = p
|
||||
-- , _ptStartPos = p
|
||||
-- , _ptVel = v
|
||||
-- , _ptPict = onLayer PtLayer $ uncurry translate p $ grenadePic 0
|
||||
-- , _ptID = i
|
||||
-- , _ptUpdate = moveGrenade fuseTime dir i
|
||||
-- , _ptExplosion = makeExplosionAt
|
||||
-- }
|
||||
-- j = _crInvSel $ _creatures w IM.! n
|
||||
-- removePict = set (creatures . ix n . crInv . ix j . itEquipPict) $ \ _ _ -> blank
|
||||
-- i = newProjectileKey w
|
||||
-- (a, g) = randomR (-grenadeAccA,grenadeAccA::Float) (_randGen w)
|
||||
-- (l, _) = randomR (1 - 2*grenadeAccL,1+grenadeAccL::Float) g
|
||||
-- -- v = 0.02 * l / _cameraZoom w *.* rotateV (a+_cameraRot w) (limitRange $ _mousePos w)
|
||||
-- v' = 1 / (fromIntegral fuseTime * _cameraZoom w) *.* rotateV (_cameraRot w) ( _mousePos w)
|
||||
-- v | magV v' > 6 = 6 *.* normalizeV v'
|
||||
-- | otherwise = v'
|
||||
-- cr = _creatures w IM.! n
|
||||
-- p' = _crPos cr +.+ rotateV (_crDir cr) (_crRad cr,0)
|
||||
-- p | circOnSomeWall p' 4 w = _crPos cr +.+ rotateV (_crDir cr) (_crRad cr-4,0)
|
||||
-- | otherwise = p'
|
||||
-- dir = argV v
|
||||
-- setWp :: World -> World
|
||||
-- setWp w' = w' & creatures . ix n . crInv . ix j . itEffect .~ throwArmReset 20
|
||||
|
||||
throwArmReset :: Int -> ItEffect
|
||||
throwArmReset x =
|
||||
@@ -1357,12 +1333,13 @@ fireRemoteLauncher cid w = setLocation $ resetFire $ resetName
|
||||
cr = _creatures w IM.! cid
|
||||
dir = _crDir cr
|
||||
pos = _crPos cr +.+ rotateV dir (_crRad cr + 1,0)
|
||||
remRocket = IM.insert i $ Projectile { _ptPos = pos
|
||||
, _ptStartPos = pos
|
||||
, _ptVel = rotateV dir (1,0)
|
||||
, _ptPict = blank
|
||||
, _ptID = i
|
||||
, _ptUpdate = moveRemoteShell 50 i cid itid dir
|
||||
remRocket = IM.insert i $ Projectile
|
||||
{ _pjPos = pos
|
||||
, _pjStartPos = pos
|
||||
, _pjVel = rotateV dir (1,0)
|
||||
, _pjPict = blank
|
||||
, _pjID = i
|
||||
, _pjUpdate = moveRemoteShell 50 i cid itid dir
|
||||
}
|
||||
j = _crInvSel $ _creatures w IM.! cid
|
||||
newitid = newKey $ _itemPositions w
|
||||
@@ -1380,17 +1357,17 @@ moveRemoteShell :: Int -> Int -> Int -> Int -> Float -> World -> World
|
||||
moveRemoteShell time i cid itid dir w
|
||||
| time > 40 = if circOnSomeWall oldPos 4 w
|
||||
then doExplosion w
|
||||
else over (projectiles . ix i . ptPos) (+.+ vel)
|
||||
$ set (projectiles . ix i . ptPict) piclow
|
||||
$ set (projectiles . ix i . ptUpdate)
|
||||
else over (projectiles . ix i . pjPos) (+.+ vel)
|
||||
$ set (projectiles . ix i . pjPict) piclow
|
||||
$ set (projectiles . ix i . pjUpdate)
|
||||
(moveRemoteShell (time-1) i cid itid newdir)
|
||||
$ setScope
|
||||
w
|
||||
| time >= 20 = case thingHit of
|
||||
Just p -> doExplosion w
|
||||
Nothing -> over (projectiles . ix i . ptPos) (+.+ vel)
|
||||
$ set (projectiles . ix i . ptPict) pic
|
||||
$ set (projectiles . ix i . ptUpdate)
|
||||
Nothing -> over (projectiles . ix i . pjPos) (+.+ vel)
|
||||
$ set (projectiles . ix i . pjPict) pic
|
||||
$ set (projectiles . ix i . pjUpdate)
|
||||
(moveRemoteShell (time-1) i cid itid newdir)
|
||||
$ setScope
|
||||
w
|
||||
@@ -1399,12 +1376,12 @@ moveRemoteShell time i cid itid dir w
|
||||
Just p -> doExplosion
|
||||
$ stopSoundFrom (ShellSound i)
|
||||
w
|
||||
Nothing -> over (projectiles . ix i . ptPos) (+.+ vel)
|
||||
Nothing -> over (projectiles . ix i . pjPos) (+.+ vel)
|
||||
$ set randGen g
|
||||
$ set (projectiles . ix i . ptPict) pic
|
||||
$ set (projectiles . ix i . ptUpdate)
|
||||
$ set (projectiles . ix i . pjPict) pic
|
||||
$ set (projectiles . ix i . pjUpdate)
|
||||
(moveRemoteShell (time-1) i cid itid newdir)
|
||||
$ over (projectiles . ix i . ptVel) (\v -> accel +.+ frict *.* v)
|
||||
$ over (projectiles . ix i . pjVel) (\v -> accel +.+ frict *.* v)
|
||||
$ soundFrom (ShellSound i) (fromIntegral smokeTrailSound) (1) 250
|
||||
$ smokeGen
|
||||
$ makeFlameletTimed oldPos
|
||||
@@ -1415,18 +1392,19 @@ moveRemoteShell time i cid itid dir w
|
||||
Just p -> doExplosion
|
||||
$ stopSoundFrom (ShellSound i)
|
||||
w
|
||||
Nothing -> over (projectiles . ix i . ptPos) (+.+ vel)
|
||||
$ set (projectiles . ix i . ptPict) pic
|
||||
$ set (projectiles . ix i . ptUpdate)
|
||||
Nothing -> over (projectiles . ix i . pjPos) (+.+ vel)
|
||||
$ set (projectiles . ix i . pjPict) pic
|
||||
$ set (projectiles . ix i . pjUpdate)
|
||||
(moveRemoteShell (time-1) i cid itid newdir)
|
||||
$ setScope
|
||||
w
|
||||
| otherwise = doExplosion
|
||||
$ stopSoundFrom (ShellSound i)
|
||||
w
|
||||
where pt = _projectiles w IM.! i
|
||||
oldPos = _ptPos pt
|
||||
vel = _ptVel pt
|
||||
where
|
||||
pj = _projectiles w IM.! i
|
||||
oldPos = _pjPos pj
|
||||
vel = _pjVel pj
|
||||
newPos = oldPos +.+ vel
|
||||
newdir
|
||||
| SDL.ButtonRight `S.member` (_mouseButtons w)
|
||||
@@ -1456,25 +1434,27 @@ moveRemoteShell time i cid itid dir w
|
||||
_ -> w'
|
||||
|
||||
explodeRemoteRocket :: Int -> Int -> Int -> World -> World
|
||||
explodeRemoteRocket itid ptid n w
|
||||
= set (projectiles . ix ptid . ptUpdate) (retireRemoteRocket itid 30 ptid)
|
||||
$ set (projectiles . ix ptid . ptPict) blank
|
||||
explodeRemoteRocket itid pjid n w
|
||||
= set (projectiles . ix pjid . pjUpdate) (retireRemoteRocket itid 30 pjid)
|
||||
$ set (projectiles . ix pjid . pjPict) blank
|
||||
$ set (itPoint . wpFire) (flip const)
|
||||
$ resetName
|
||||
$ makeExplosionAt (_ptPos (_projectiles w IM.! ptid)) w
|
||||
where resetName = set (itPoint . itName) "REMOTELAUNCHER"
|
||||
$ makeExplosionAt (_pjPos (_projectiles w IM.! pjid)) w
|
||||
where
|
||||
resetName = set (itPoint . itName) "REMOTELAUNCHER"
|
||||
itPoint = pointToItem $ _itemPositions w IM.! itid
|
||||
|
||||
throwRemoteBomb :: Int -> World -> World
|
||||
throwRemoteBomb n w = setLocation $ removePict $ resetFire
|
||||
$ resetName $ over projectiles addG w
|
||||
where addG = IM.insert i
|
||||
$ Projectile { _ptPos = p
|
||||
, _ptStartPos = p
|
||||
, _ptVel = v
|
||||
, _ptPict = blank
|
||||
, _ptID = i
|
||||
, _ptUpdate = moveRemoteBomb itid 50 i
|
||||
where
|
||||
addG = IM.insert i $ Projectile
|
||||
{ _pjPos = p
|
||||
, _pjStartPos = p
|
||||
, _pjVel = v
|
||||
, _pjPict = blank
|
||||
, _pjID = i
|
||||
, _pjUpdate = moveRemoteBomb itid 50 i
|
||||
}
|
||||
i = newProjectileKey w
|
||||
-- fireDist = zoom *.* (rotateV (_cameraRot w) (_mousePos w) +.+ _cameraCenter w -.- yourPos)
|
||||
@@ -1503,16 +1483,17 @@ throwRemoteBomb n w = setLocation $ removePict $ resetFire
|
||||
|
||||
|
||||
explodeRemoteBomb :: Int -> Int -> Int -> World -> World
|
||||
explodeRemoteBomb itid ptid n w
|
||||
= set (projectiles . ix ptid . ptUpdate) (retireRemoteBomb itid 30 ptid)
|
||||
$ set (projectiles . ix ptid . ptPict) blank
|
||||
explodeRemoteBomb itid pjid n w
|
||||
= set (projectiles . ix pjid . pjUpdate) (retireRemoteBomb itid 30 pjid)
|
||||
$ set (projectiles . ix pjid . pjPict) blank
|
||||
$ set (creatures . ix n . crInv . ix j . twFire) (flip const)
|
||||
$ resetName
|
||||
$ resetPict
|
||||
-- $ resetScope
|
||||
$ makeExplosionAt (_ptPos (_projectiles w IM.! ptid)) w
|
||||
-- $ makeShrapnelBombAt (_ptPos (_projectiles w IM.! ptid)) w
|
||||
where resetName = set (creatures . ix n . crInv . ix j . itName) "REMOTEBOMB"
|
||||
$ makeExplosionAt (_pjPos (_projectiles w IM.! pjid)) w
|
||||
-- $ makeShrapnelBombAt (_pjPos (_projectiles w IM.! pjid)) w
|
||||
where
|
||||
resetName = set (creatures . ix n . crInv . ix j . itName) "REMOTEBOMB"
|
||||
resetPict = set (creatures . ix n . crInv . ix j . itEquipPict )
|
||||
(drawWeapon $ remoteBombUnarmedPic)
|
||||
-- resetScope = creatures . ix n . crInv . ix j . itScope . _Just . scopePos .~ (0,0)
|
||||
@@ -1667,8 +1648,8 @@ moveInt toReload totalAmmo = (x, totalAmmo-x)
|
||||
|
||||
updateTractor :: Int -> Int -> Int -> World -> World
|
||||
updateTractor colID time i w
|
||||
| time > 0 = set (projectiles . ix i . ptUpdate) (updateTractor colID (time-1) i)
|
||||
$ set (projectiles . ix i . ptPict) pic
|
||||
| time > 0 = set (projectiles . ix i . pjUpdate) (updateTractor colID (time-1) i)
|
||||
$ set (projectiles . ix i . pjPict) pic
|
||||
$ over creatures (IM.map tractCr)
|
||||
$ over floorItems (IM.map tractFlIt)
|
||||
w
|
||||
@@ -1693,10 +1674,10 @@ updateTractor colID time i w
|
||||
iP = _flItPos it
|
||||
m | dist iP p1 < 350 = 1
|
||||
| otherwise = (410 - dist iP p1) / 60
|
||||
pt = _projectiles w IM.! i
|
||||
q = _ptVel pt
|
||||
p1 = _ptPos pt
|
||||
p' = _ptStartPos pt
|
||||
pj = _projectiles w IM.! i
|
||||
q = _pjVel pj
|
||||
p1 = _pjPos pj
|
||||
p' = _pjStartPos pj
|
||||
p2 = fromMaybe p' $ fmap fst $ collidePointWalls p1 p' $ wallsNearPoint p' w
|
||||
p4 = vNormal p5
|
||||
p5 = errorNormalizeV 12 $ p2 -.- p1
|
||||
|
||||
@@ -28,7 +28,7 @@ import qualified Data.Set as S
|
||||
worldPictures :: World -> Picture
|
||||
worldPictures w = pictures $ concat
|
||||
[ IM.elems $ _decorations w
|
||||
, map _ptPict . IM.elems $ _projectiles w
|
||||
, map _pjPict . IM.elems $ _projectiles w
|
||||
, map drawItem . IM.elems $ _floorItems w
|
||||
, map crDraw . IM.elems $ _creatures w
|
||||
, map clDraw . IM.elems $ _clouds w
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
{-# LANGUAGE TemplateHaskell #-}
|
||||
{-# LANGUAGE StrictData #-}
|
||||
module Dodge.Room.Data
|
||||
where
|
||||
|
||||
|
||||
+4
-2
@@ -148,9 +148,11 @@ roomC x y = Room
|
||||
, _rmPS = [windowLine (x/2,0) (x/2,y-60)
|
||||
]
|
||||
--, _rmBound = rectNSWE y 0 0 x
|
||||
, _rmBound = []
|
||||
, _rmBound = rectNSWE (y+5) (-5) (-5) (x+5)
|
||||
}
|
||||
where lnks = [( (x-20, 0),pi)
|
||||
where
|
||||
lnks =
|
||||
[( (x-20, 0),pi)
|
||||
,( ( 20, 0),pi)
|
||||
,( ( 0, 20),pi/2)
|
||||
]
|
||||
|
||||
+1
-1
@@ -68,7 +68,7 @@ updateSoundQueue = set soundQueue []
|
||||
updateLightSources w = set tempLightSources (catMaybes tlss) w'
|
||||
where (w',tlss) = mapAccumR (\a b -> _tlsUpdate b a b) w $ _tempLightSources w
|
||||
|
||||
updateProjectiles w = IM.foldr' _ptUpdate w $ _projectiles w
|
||||
updateProjectiles w = IM.foldr' _pjUpdate w $ _projectiles w
|
||||
|
||||
updateParticles' :: World -> World
|
||||
updateParticles' w = set particles' (catMaybes ps) w'
|
||||
|
||||
@@ -194,19 +194,19 @@ cloudPoisonDamage c w = w & creatures %~ flip (foldr (IM.adjust doDam)) damagedC
|
||||
|
||||
makeTeslaArcAt :: Int -> Point2 -> Float -> Projectile
|
||||
makeTeslaArcAt i pos dir = Projectile
|
||||
{ _ptPos = pos
|
||||
, _ptStartPos = pos
|
||||
, _ptVel = (0,0)
|
||||
, _ptPict = onLayer PtLayer $ line [(0,0),(0,0)]
|
||||
, _ptID = i
|
||||
, _ptUpdate = moveTeslaArc pos dir i
|
||||
{ _pjPos = pos
|
||||
, _pjStartPos = pos
|
||||
, _pjVel = (0,0)
|
||||
, _pjPict = onLayer PtLayer $ line [(0,0),(0,0)]
|
||||
, _pjID = i
|
||||
, _pjUpdate = moveTeslaArc pos dir i
|
||||
}
|
||||
|
||||
moveTeslaArc :: Point2 -> Float -> Int -> World -> World
|
||||
moveTeslaArc p d i w =
|
||||
set (projectiles . ix i . ptPict) pic
|
||||
$ set (projectiles . ix i . ptUpdate)
|
||||
(ptTimer 2 i)
|
||||
set (projectiles . ix i . pjPict) pic
|
||||
$ set (projectiles . ix i . pjUpdate)
|
||||
(pjTimer 2 i)
|
||||
$ set randGen g
|
||||
$ createSpark 8 nc q2 (argV sv + d1) Nothing
|
||||
$ foldr damCrs w hitCrs
|
||||
|
||||
Reference in New Issue
Block a user