Continue bullet refactor

This commit is contained in:
2022-07-16 22:02:01 +01:00
parent 301946ff8f
commit c9f7f39f22
12 changed files with 31 additions and 51 deletions
+4 -3
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@@ -4,9 +4,10 @@ module Dodge.Particle.Bullet.Draw
import Dodge.Data
import Picture
import Linear
drawBul :: Bullet -> Picture
drawBul pt = setLayer BloomNoZWrite
. setDepth 20
. color (_buColor pt)
-- $ thickLine (_ptWidth pt) (take 3 $ _ptTrail pt)
$ thickLine (_buWidth pt) (take 2 $ _buTrail pt)
. color (V4 200 200 200 2)
$ thickLine (_buWidth pt) [_buOldPos pt, _buPos pt]
+3 -5
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@@ -4,7 +4,6 @@ module Dodge.Particle.Bullet.Spawn
import Dodge.Data
import Dodge.Particle.Bullet.Update
import Geometry
import Picture
import LensHelp
import Data.Maybe
@@ -13,19 +12,18 @@ import Data.Bifunctor
aBulAt
:: Maybe Float -- ^ Start velocity step factor
-> (Bullet -> Bullet)
-> Maybe Color
-> Point2 -- ^ Start position
-> Point2 -- ^ Velocity
-> Float -- ^ Drag
-> HitEffect'
-> Float -- ^ Bullet width
-> Bullet
aBulAt vfact updatemod mcol pos vel drag hiteff width = Bullet
aBulAt vfact updatemod pos vel drag hiteff width = Bullet
{ _buUpdate = theupdate
, _buVel = fromMaybe 1 vfact *.* vel
, _buDrag = drag
, _buColor = fromMaybe (V4 200 200 200 2) mcol
, _buTrail = [pos]
, _buPos = pos
, _buOldPos = pos
, _buWidth = width
, _buTimer = 100
, _buHitEff = hiteff
+1 -1
View File
@@ -22,7 +22,7 @@ mvBullet w bt'
bt = foldr (\mg b -> _mgField mg mg b) bt' $ _magnets w
dodrag = buVel .*.*~ drag
drag = _buDrag bt
(p:_) = _buTrail bt
p = _buPos bt
vel = _buVel bt
hiteff = _buHitEff bt
t = _buTimer bt
+7 -9
View File
@@ -1,7 +1,7 @@
module Dodge.Particle.Damage where
import Dodge.Data
import Geometry
import LensHelp
--import LensHelp
import System.Random
import Control.Monad.State
@@ -14,7 +14,7 @@ spawnAtBulDams thespawn bt p =
, Damage PUSHDAM 1 sp p ep . PushBackDamage $ 2 *.* bulVel
]
where
sp = head $ _buTrail bt
sp = _buPos bt
bulVel = _buVel bt
ep = sp +.+ bulVel
@@ -27,9 +27,7 @@ simpleDam dt amount bt p = [ Damage dt amount sp p ep NoDamageEffect ]
simpleDam' :: DamageType -> Int -> Bullet -> Point2 -> [Damage]
simpleDam' dt amount bt p = [ Damage dt amount sp p ep NoDamageEffect ]
where
sp = case bt ^? buTrail of
Nothing -> 0
Just xs -> head xs
sp = _buPos bt
bulVel = _buVel bt
ep = sp +.+ bulVel
@@ -39,7 +37,7 @@ heavyBulDams bt p =
, Damage PUSHDAM 1 sp p ep . PushBackDamage $ 2 *.* bulVel
]
where
sp = head $ _buTrail bt
sp = _buPos bt
bulVel = _buVel bt
ep = sp +.+ bulVel
@@ -49,7 +47,7 @@ basicBulDams bt p =
, Damage PUSHDAM 1 sp p ep . PushBackDamage $ 2 *.* bulVel
]
where
sp = head $ _buTrail bt
sp = _buPos bt
bulVel = _buVel bt
ep = sp +.+ bulVel
@@ -72,7 +70,7 @@ hvBulDams bt p =
, Damage PUSHDAM 1 sp p ep . PushBackDamage $ 3 *.* (ep -.- sp)
]
where
sp = head $ _buTrail bt
sp = _buPos bt
bulVel = _buVel bt
ep = sp +.+ bulVel
@@ -82,6 +80,6 @@ bounceBulDams bt p =
, Damage PUSHDAM 1 sp p ep . PushBackDamage $ 2 *.* bulVel
]
where
sp = head $ _buTrail bt
sp = _buPos bt
bulVel = _buVel bt
ep = sp +.+ bulVel
-8
View File
@@ -124,18 +124,10 @@ drawInverseShockwave pt
rad = r - 0.1 * r * fromIntegral (10 - t)
thickness = fromIntegral (10 - t) **2 * rad / 40
drawBul :: Bullet -> Picture
drawBul pt = setLayer BloomNoZWrite
. setDepth 20
. color (_buColor pt)
-- $ thickLine (_ptWidth pt) (take 3 $ _ptTrail pt)
$ thickLine (_buWidth pt) (take 2 $ _buTrail pt)
drawSpark :: Particle -> Picture
drawSpark pt = setLayer BloomNoZWrite
. setDepth 20
. color (_ptColor pt)
-- $ thickLine (_ptWidth pt) (take 3 $ _ptTrail pt)
$ thickLine (_ptWidth pt) (take 2 $ _ptTrail pt)
drawTeslaArc :: Particle -> Picture
+6 -14
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@@ -5,10 +5,9 @@ import Geometry
mvPt :: Bullet -> Maybe Bullet
mvPt pt = Just $ pt
& buTrail %~ f
& buPos %~ (+.+ _buVel pt)
& buOldPos .~ _buPos pt
& buTimer -~ 1
where
f trl = head trl +.+ _buVel pt : trl
mvPt' :: Particle -> Maybe Particle
mvPt' pt = Just $ pt
@@ -24,17 +23,10 @@ destroyAt hitp pt = Just $ pt
& ptTimer %~ (min 3 . subtract 1)
destroyAt' :: Point2 -> Bullet -> Maybe Bullet
destroyAt' hitp pt = Just $ pt
& buUpdate .~ killBulletUpdate
& buTrail .:~ hitp
& buTimer %~ (min 3 . subtract 1)
killBulletUpdate :: World -> Bullet -> (World,Maybe Bullet)
killBulletUpdate w pt
| _buTimer pt <= 0 = (w,Nothing)
| otherwise = (w
, Just $ pt & buTimer -~ 1
& buTrail %~ (\(x:xs) -> x:x:xs)
)
& buUpdate .~ (\w -> const (w,Nothing))
& buPos .~ hitp
& buOldPos .~ _buPos pt
& buTimer %~ (min 3 . subtract 1)
killParticleUpdate :: World -> Particle -> (World,Maybe Particle)
killParticleUpdate w pt