Make background black, start cleanup of weapons
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@@ -291,8 +291,12 @@ ltAutoGun = defaultAutoGun
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, _wpReloadState = 0
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, _itUseRate = 3
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, _itUseTime = 0
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, _itUse = \_ -> shootWithSound 0 . withRandomDir 0.3 . withSidePush 50
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. withMuzFlare $ withVelWthHiteff (V2 30 0) 2 basicBulletEffect
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, _itUse = \_ -> withSidePush 50 $ withVelWthHiteff (V2 30 0) 2 basicBulletEffect
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, _itUseModifiers =
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[ shootWithSoundI 0
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, withRandomDirI 0.3
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, withMuzFlareI
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]
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, _wpSpread = 0.5
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, _wpRange = 20
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, _itFloorPict = onLayer FlItLayer ltAutoGunPic
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@@ -131,6 +131,19 @@ withRecoil recoilAmount eff cr = eff cr . over (creatures . ix cid) pushback
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pushback = over crPos (+.+ rotateV (_crDir cr) (V2 ((-recoilAmount) / _crMass cr ) 0))
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{- | Pushes a creature sideways by a random amount.
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Applied before the underlying effect. -}
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withSidePushI
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:: Float -- ^ Maximal possible side push amount
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-> (Creature -> World -> World)
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-- ^ Underlying world effect, takes creature id as input
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-> Creature
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-> World -> World
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withSidePushI maxSide eff cr w = eff cr . over (creatures . ix cid) push $ w
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where
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cid = _crID cr
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push = over crPos (+.+ rotateV (_crDir cr) (V2 0 (pushAmount / _crMass cr)))
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(pushAmount, _) = randomR (-maxSide,maxSide) $ _randGen w
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{- | Pushes a creature sideways by a random amount.
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Applied before the underlying effect. -}
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withSidePush
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:: Float -- ^ Maximal possible side push amount
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-> (Creature -> World -> World)
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