Continue bullet refactor
This commit is contained in:
@@ -44,7 +44,7 @@ applyDamageEffect dm de cr w = case de of
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& creatures . ix (_crID cr) . crDir +~ rot
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BounceBullet bt | crIsArmouredFrom p cr -> w & instantBullets .:~ bouncer
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where
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bouncer = (aBulAt Nothing id (Just (_buColor bt)) pOut reflectVel (_buDrag bt)
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bouncer = (aBulAt Nothing id pOut reflectVel (_buDrag bt)
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(_buHitEff bt) (_buWidth bt)
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) {_buTimer = _buTimer bt - 1}
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pOut = p +.+ 2 *.* newDir
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+2
-2
@@ -528,8 +528,8 @@ data Bullet = Bullet
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{ _buUpdate :: World -> Bullet -> (World, Maybe Bullet)
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, _buVel :: Point2
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, _buDrag :: Float
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, _buColor :: Color
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, _buTrail :: [Point2]
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, _buPos :: Point2
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, _buOldPos :: Point2
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, _buWidth :: Float
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, _buTimer :: Int
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, _buHitEff :: HitEffect'
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@@ -18,7 +18,6 @@ useAmmoParams :: Maybe Float -> Item -> Creature -> World -> World
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useAmmoParams vfact it cr w = w & instantBullets .:~ aBulAt
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vfact
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thetraj -- extra update
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Nothing -- color (default)
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sp
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(rotateV dir (muzvel *.* _amBulVel bultype)) -- vel
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(_rifling $ _itParams it) -- drag
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@@ -34,10 +33,10 @@ useAmmoParams vfact it cr w = w & instantBullets .:~ aBulAt
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BasicBulletTrajectory -> id
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MagnetTrajectory -> fromMaybe id $ do
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tpos <- it ^? itTargeting . tgPos . _Just
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return $ \pt -> pt & buVel .+.+~ 5 *.* normalizeV (tpos -.- head (_buTrail pt))
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return $ \pt -> pt & buVel .+.+~ 5 *.* normalizeV (tpos -.- _buPos pt)
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FlechetteTrajectory -> fromMaybe id $ do
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tpos <- it ^? itTargeting . tgPos . _Just
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return $ \pt -> pt & buVel %~ vecTurnTo 0.2 (head $ _buTrail pt) tpos
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return $ \pt -> pt & buVel %~ vecTurnTo 0.2 (_buPos pt) tpos
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BezierTrajectory -> fromMaybe id $ do
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tpos <- it ^? itTargeting . tgPos . _Just
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let bf t = bQuadToF (sp,mouseWorldPos w,tpos) $ (100 - t) * 0.05
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+3
-3
@@ -6,12 +6,12 @@ import Control.Lens
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dampField :: Magnet -> Bullet -> Bullet
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dampField mg pt = case pt of
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Bullet{} | dist (head $ _buTrail pt) (_mgPos mg) < 100 -> pt & buVel *~ 0.5
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Bullet{} | dist (_buPos pt) (_mgPos mg) < 100 -> pt & buVel *~ 0.5
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_ -> pt
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curveLeftField :: Magnet -> Bullet -> Bullet
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curveLeftField mg pt = case pt of
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Bullet{} | dist (head $ _buTrail pt) (_mgPos mg) < 500 -> pt & buVel %~ rotateV 0.2
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Bullet{} | dist (_buPos pt) (_mgPos mg) < 500 -> pt & buVel %~ rotateV 0.2
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_ -> pt
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curveAroundField :: Float -> Float -> Magnet -> Bullet -> Bullet
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@@ -20,7 +20,7 @@ curveAroundField minrad maxrad mg pt = case pt of
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where
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thedist = dist btpos mgpos
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mgpos = _mgPos mg
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btpos = head $ _buTrail pt
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btpos = _buPos pt
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rotateToCircle vel
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| (isLHS mgpos btpos (btpos +.+ vel) && isRHS mgpos btpos (mgpos +.+ vNormal vel) )
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|| (isRHS mgpos btpos (btpos +.+ vel) && isLHS mgpos btpos (mgpos +.+ vNormal vel) )
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@@ -4,9 +4,10 @@ module Dodge.Particle.Bullet.Draw
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import Dodge.Data
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import Picture
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import Linear
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drawBul :: Bullet -> Picture
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drawBul pt = setLayer BloomNoZWrite
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. setDepth 20
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. color (_buColor pt)
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-- $ thickLine (_ptWidth pt) (take 3 $ _ptTrail pt)
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$ thickLine (_buWidth pt) (take 2 $ _buTrail pt)
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. color (V4 200 200 200 2)
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$ thickLine (_buWidth pt) [_buOldPos pt, _buPos pt]
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@@ -4,7 +4,6 @@ module Dodge.Particle.Bullet.Spawn
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import Dodge.Data
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import Dodge.Particle.Bullet.Update
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import Geometry
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import Picture
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import LensHelp
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import Data.Maybe
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@@ -13,19 +12,18 @@ import Data.Bifunctor
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aBulAt
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:: Maybe Float -- ^ Start velocity step factor
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-> (Bullet -> Bullet)
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-> Maybe Color
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-> Point2 -- ^ Start position
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-> Point2 -- ^ Velocity
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-> Float -- ^ Drag
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-> HitEffect'
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-> Float -- ^ Bullet width
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-> Bullet
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aBulAt vfact updatemod mcol pos vel drag hiteff width = Bullet
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aBulAt vfact updatemod pos vel drag hiteff width = Bullet
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{ _buUpdate = theupdate
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, _buVel = fromMaybe 1 vfact *.* vel
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, _buDrag = drag
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, _buColor = fromMaybe (V4 200 200 200 2) mcol
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, _buTrail = [pos]
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, _buPos = pos
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, _buOldPos = pos
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, _buWidth = width
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, _buTimer = 100
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, _buHitEff = hiteff
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@@ -22,7 +22,7 @@ mvBullet w bt'
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bt = foldr (\mg b -> _mgField mg mg b) bt' $ _magnets w
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dodrag = buVel .*.*~ drag
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drag = _buDrag bt
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(p:_) = _buTrail bt
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p = _buPos bt
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vel = _buVel bt
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hiteff = _buHitEff bt
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t = _buTimer bt
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@@ -1,7 +1,7 @@
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module Dodge.Particle.Damage where
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import Dodge.Data
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import Geometry
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import LensHelp
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--import LensHelp
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import System.Random
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import Control.Monad.State
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@@ -14,7 +14,7 @@ spawnAtBulDams thespawn bt p =
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, Damage PUSHDAM 1 sp p ep . PushBackDamage $ 2 *.* bulVel
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]
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where
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sp = head $ _buTrail bt
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sp = _buPos bt
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bulVel = _buVel bt
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ep = sp +.+ bulVel
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@@ -27,9 +27,7 @@ simpleDam dt amount bt p = [ Damage dt amount sp p ep NoDamageEffect ]
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simpleDam' :: DamageType -> Int -> Bullet -> Point2 -> [Damage]
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simpleDam' dt amount bt p = [ Damage dt amount sp p ep NoDamageEffect ]
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where
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sp = case bt ^? buTrail of
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Nothing -> 0
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Just xs -> head xs
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sp = _buPos bt
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bulVel = _buVel bt
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ep = sp +.+ bulVel
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@@ -39,7 +37,7 @@ heavyBulDams bt p =
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, Damage PUSHDAM 1 sp p ep . PushBackDamage $ 2 *.* bulVel
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]
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where
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sp = head $ _buTrail bt
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sp = _buPos bt
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bulVel = _buVel bt
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ep = sp +.+ bulVel
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@@ -49,7 +47,7 @@ basicBulDams bt p =
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, Damage PUSHDAM 1 sp p ep . PushBackDamage $ 2 *.* bulVel
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]
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where
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sp = head $ _buTrail bt
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sp = _buPos bt
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bulVel = _buVel bt
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ep = sp +.+ bulVel
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@@ -72,7 +70,7 @@ hvBulDams bt p =
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, Damage PUSHDAM 1 sp p ep . PushBackDamage $ 3 *.* (ep -.- sp)
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]
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where
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sp = head $ _buTrail bt
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sp = _buPos bt
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bulVel = _buVel bt
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ep = sp +.+ bulVel
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@@ -82,6 +80,6 @@ bounceBulDams bt p =
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, Damage PUSHDAM 1 sp p ep . PushBackDamage $ 2 *.* bulVel
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]
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where
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sp = head $ _buTrail bt
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sp = _buPos bt
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bulVel = _buVel bt
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ep = sp +.+ bulVel
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@@ -124,18 +124,10 @@ drawInverseShockwave pt
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rad = r - 0.1 * r * fromIntegral (10 - t)
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thickness = fromIntegral (10 - t) **2 * rad / 40
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drawBul :: Bullet -> Picture
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drawBul pt = setLayer BloomNoZWrite
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. setDepth 20
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. color (_buColor pt)
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-- $ thickLine (_ptWidth pt) (take 3 $ _ptTrail pt)
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$ thickLine (_buWidth pt) (take 2 $ _buTrail pt)
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drawSpark :: Particle -> Picture
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drawSpark pt = setLayer BloomNoZWrite
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. setDepth 20
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. color (_ptColor pt)
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-- $ thickLine (_ptWidth pt) (take 3 $ _ptTrail pt)
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$ thickLine (_ptWidth pt) (take 2 $ _ptTrail pt)
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drawTeslaArc :: Particle -> Picture
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@@ -5,10 +5,9 @@ import Geometry
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mvPt :: Bullet -> Maybe Bullet
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mvPt pt = Just $ pt
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& buTrail %~ f
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& buPos %~ (+.+ _buVel pt)
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& buOldPos .~ _buPos pt
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& buTimer -~ 1
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where
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f trl = head trl +.+ _buVel pt : trl
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mvPt' :: Particle -> Maybe Particle
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mvPt' pt = Just $ pt
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@@ -24,17 +23,10 @@ destroyAt hitp pt = Just $ pt
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& ptTimer %~ (min 3 . subtract 1)
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destroyAt' :: Point2 -> Bullet -> Maybe Bullet
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destroyAt' hitp pt = Just $ pt
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& buUpdate .~ killBulletUpdate
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& buTrail .:~ hitp
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& buTimer %~ (min 3 . subtract 1)
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killBulletUpdate :: World -> Bullet -> (World,Maybe Bullet)
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killBulletUpdate w pt
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| _buTimer pt <= 0 = (w,Nothing)
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| otherwise = (w
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, Just $ pt & buTimer -~ 1
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& buTrail %~ (\(x:xs) -> x:x:xs)
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)
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& buUpdate .~ (\w -> const (w,Nothing))
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& buPos .~ hitp
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& buOldPos .~ _buPos pt
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& buTimer %~ (min 3 . subtract 1)
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killParticleUpdate :: World -> Particle -> (World,Maybe Particle)
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killParticleUpdate w pt
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@@ -5,6 +5,7 @@ import Dodge.Item.Draw.SPic
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import Dodge.Creature.Picture.Awareness
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import Dodge.Creature.Picture
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import Dodge.Particle.Draw
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import Dodge.Particle.Bullet.Draw
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import Dodge.RadarBlip
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import Dodge.Flare
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import Dodge.ShortShow
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@@ -106,7 +106,6 @@ crystalWallDamage dm wl = case _dmType dm of
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pSparkCol = V4 5 1 0.5 2
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lSparkCol = V4 20 (-5) 0 1
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dirtWallDamage :: Damage -> Wall -> World -> (World,Int)
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dirtWallDamage dm wl = case _dmType dm of
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LASERING -> a d $ wlDustAt wl outTo
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@@ -136,7 +135,7 @@ wallDamageEffect dm wl w = case _dmEffect dm of
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BounceBullet bt -> w & instantBullets .:~ thebouncer
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where
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reflectVel = reflVelWall wl (_buVel bt)
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thebouncer = aBulAt Nothing id (Just (_buColor bt)) pOut reflectVel (_buDrag bt) (_buHitEff bt) (_buWidth bt)
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thebouncer = aBulAt Nothing id pOut reflectVel (_buDrag bt) (_buHitEff bt) (_buWidth bt)
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& buTimer .~ _buTimer bt - 1
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pOut = p +.+ squashNormalizeV (sp -.- p)
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p = _dmAt dm
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