Refactoring
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@@ -63,11 +63,11 @@ makeExplosionAt
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:: Point2 -- ^ Position
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-> World
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-> World
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makeExplosionAt p w = soundOncePos grenadeBang p
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makeExplosionAt p w
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= soundOncePos grenadeBang p
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. addFlames
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. explosionFlashAt p
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$ makeShockwaveAt [] p 50 10 1 white
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w
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$ makeShockwaveAt [] p 50 10 1 white w
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where
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fVs = replicateM 75 (randInCirc 1) & evalState $ _randGen w
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fPs' = replicateM 75 (randInCirc 15) & evalState $ _randGen w
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@@ -79,6 +79,5 @@ makeExplosionAt p w = soundOncePos grenadeBang p
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mF q v size time = makeFlameletTimed q v Nothing size time
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newFs = zipWith4 mF fPs (fmap (3 *.*) fVs') sizes times
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addFlames w = foldr ($) w newFs
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pushAgainstWalls q = maybe q (uncurry (+.+))
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$ collidePointWalls p q $ wallsNearPoint q w
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pushAgainstWalls q = maybe q (uncurry (+.+)) $ reflectPointWalls p q $ wallsNearPoint q w
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@@ -304,7 +304,7 @@ moveTeslaArc p d i w =
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sID = newProjectileKey w
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q1 = last $ init ps'
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q2 = last ps'
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hitWall = collidePointWalls q1 ((2 *.* q2) -.- q1) $ wallsNearPoint q1 w
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hitWall = reflectPointWalls q1 ((2 *.* q2) -.- q1) $ wallsNearPoint q1 w
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(d1,_) = randomR (-0.7,0.7) $ _randGen w
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sv = maybe (q2 -.- q1) snd hitWall
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@@ -362,7 +362,7 @@ crOrWallSensitive p dir wlAttract w =
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. sortBy (compare `on` dist p)
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$ mapMaybe
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( fmap fst
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. (\p1 -> collidePointWalls p p1 $ wallsNearPoint p w)
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. (\p1 -> reflectPointWalls p p1 $ wallsNearPoint p w)
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. (+.+) p
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. (\d -> rotateV d (100,0))
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. (+ dir)
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@@ -385,17 +385,18 @@ crOrWall p dir w = fromMaybe (E3x3 $ p +.+ rotateV dir (arcLen,0))
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$ catMaybes [cr,wlp]
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where
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cr = E3x1 <$> nearestCrInFront p dir 100 w
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wlp = fmap E3x2 $ listToMaybe
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$ sortBy (compare `on` dist p)
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$ mapMaybe
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( fmap fst
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. (\p1 -> collidePointWalls p p1 $ wallsNearPoint p w)
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. (+.+) p
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. (\d -> rotateV d (100,0))
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. (+) dir
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)
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[-(3*pi/8),-pi/4,-pi/8,0,pi/8,pi/4,3*pi/8]
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--[-pi/4,-pi/8,0,pi/8,pi/4]
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wlp = fmap E3x2
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$ listToMaybe
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$ sortBy (compare `on` dist p)
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$ mapMaybe
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( fmap fst
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. (\p1 -> reflectPointWalls p p1 $ wallsNearPoint p w)
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. (+.+) p
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. (\d -> rotateV d (100,0))
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. (+) dir
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)
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[-(3*pi/8),-pi/4,-pi/8,0,pi/8,pi/4,3*pi/8]
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--[-pi/4,-pi/8,0,pi/8,pi/4]
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g (E3x2 p1) = 100 + dist p p1 -- tweak makes it more likely to hit crs first
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--g (E3x2 p1) = dist p p1 - 100 -- tweak makes it more likely to hit walls first
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g (E3x1 cr1) = dist p $ _crPos cr1
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