Add twisting weapons and feet

This commit is contained in:
2021-06-07 15:03:15 +02:00
parent edd947a857
commit c9ca94e82e
16 changed files with 226 additions and 117 deletions
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module Dodge.Item.Weapon.AutoGun
where
import Dodge.Data
import Dodge.Default.Weapon
import Dodge.Default
import Dodge.Item.Attachment
import Dodge.Item.Attachment.Data
import Dodge.Item.Weapon.ExtraEffect
import Dodge.Item.Weapon.InventoryDisplay
import Dodge.Item.Data
import Dodge.Picture.Layer
import Dodge.Item.Draw
import Dodge.Item.Weapon.Bullet
import Dodge.Item.Weapon.TriggerType
import Dodge.SoundLogic.Synonyms
import Dodge.WorldEvent.HitEffect
import Dodge.Particle.Bullet.HitEffect
import Picture
import Geometry
import qualified Data.Sequence as Seq
autoGun :: Item
autoGun = defaultAutoGun
{ _itName = "AUTOGUN"
, _itIdentity = AutoGun
, _wpMaxAmmo = 30
, _wpLoadedAmmo = 30
, _wpReloadTime = 80
, _wpReloadState = 0
, _itUseRate = 6
, _itUseTime = 0
, _itUse = \_ -> charFiringStrat
[('M',autoFireMode)
,('S',singleFireMode)
]
, _wpSpread = autogunSpread
, _wpRange = 20
, _itHammer = HammerUp
, _itFloorPict = onLayer FlItLayer autoGunPict
, _itAimingSpeed = 0.4
, _itAimingRange = 1
, _itZoom = defaultItZoom {_itAimZoomFac = 1.5}
, _itEquipPict = pictureWeaponOnAim autoGunPict
, _itEffect = wpRecock
, _itAttachment = Just $ ItCharMode $ Seq.fromList "MS"
, _itScrollUp = incCharMode
, _itScrollDown = decCharMode
, _itInvDisplay = basicWeaponDisplay
, _wpAmmo = basicBullet
}
autoFireMode, singleFireMode, autoGunNonTwistEff :: Creature -> World -> World
autoFireMode = shootWithSound (fromIntegral autoGunSound)
. torqueBefore 0.05
$ autoGunNonTwistEff
singleFireMode = hammerCheck $ shootWithSound (fromIntegral autoGunSound) autoGunNonTwistEff
autoGunNonTwistEff = withRecoil 40
. withRandomDir (autogunSpread/2)
. withMuzFlare
. withVelWthHiteff (50,0) 3
$ destroyOnImpact bulHitCr bulHitWall' bulHitFF'
autoGunPict :: Picture
autoGunPict = color red $ polygon $ rectNESW 4 12 (-4) (-12)
autogunSpread :: Float
autogunSpread = 0.07
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module Dodge.Item.Weapon.Bullet
where
import Dodge.Data
import Dodge.WorldEvent.HitEffect
import Dodge.Particle.Bullet.HitEffect
basicBullet :: Ammo
basicBullet = BulletAmmo
{ _amString = "BULLET"
, _amBulEff = destroyOnImpact bulHitCr bulHitWall' bulHitFF'
, _amBulWth = 2
, _amBulVel = (30,0)
}