Merge branch 'master' into testing
This commit is contained in:
@@ -15,8 +15,10 @@ import Picture
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import qualified Data.IntMap.Strict as IM
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import Control.Lens
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defaultInanimate = defaultCreature & crIsAnimate .~ False
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lamp :: Creature
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lamp = defaultCreature
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lamp = defaultInanimate
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{ _crUpdate = initialiseLamp
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, _crHP = 500
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, _crPict = \ _ -> onLayer CrLayer $ color white $ circleSolid 10
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@@ -40,7 +42,7 @@ updateLamp i = unrandUpdate handleLS internalUpdate
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barrel :: Creature
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barrel = defaultCreature
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barrel = defaultInanimate
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{ _crUpdate = updateBarrel
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, _crHP = 500
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, _crPict = \ _ -> onLayer CrLayer $ pictures
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@@ -56,7 +58,7 @@ barrel = defaultCreature
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}
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explosiveBarrel :: Creature
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explosiveBarrel = defaultCreature
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explosiveBarrel = defaultInanimate
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{ _crUpdate = updateExpBarrel
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, _crHP = 400
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, _crPict = \ _ -> onLayer CrLayer $ pictures [ color orange $ circleSolid 10
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@@ -1,14 +0,0 @@
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module Dodge.Creature.LookupStatus
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where
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import Dodge.Data
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import Geometry
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import Control.Lens
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isArmouredFrom :: Point2 -> Creature -> Bool
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isArmouredFrom p cr
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= p /= _crPos cr
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&& any (\it -> it ^? itIdentity == Just FrontArmour) (_crInv cr)
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&& angleVV (unitVectorAtAngle $ _crDir cr) (p -.- _crPos cr) < pi/2
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-- even though angleVV can generate NaN, the comparison seems to deal with it
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@@ -0,0 +1,20 @@
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module Dodge.Creature.Property
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where
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import Dodge.Data
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import Geometry
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import Control.Lens
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crIsArmouredFrom :: Point2 -> Creature -> Bool
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crIsArmouredFrom p cr
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= p /= _crPos cr
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&& any (\it -> it ^? itIdentity == Just FrontArmour) (_crInv cr)
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&& angleVV (unitVectorAtAngle $ _crDir cr) (p -.- _crPos cr) < pi/2
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-- even though angleVV can generate NaN, the comparison seems to deal with it
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crOnSeg :: Point2 -> Point2 -> Creature -> Bool
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crOnSeg p1 p2 cr = circOnLine p1 p2 (_crPos cr) (_crRad cr)
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crNearSeg :: Float -> Point2 -> Point2 -> Creature -> Bool
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crNearSeg d p1 p2 cr = circOnLine p1 p2 (_crPos cr) (_crRad cr + d)
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+33
-28
@@ -127,21 +127,26 @@ data TempLightSource = TLS
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}
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data Creature = Creature
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{ _crPos :: Point2
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, _crOldPos :: Point2
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, _crDir :: Float
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, _crID :: Int
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, _crPict :: Creature -> Picture
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, _crUpdate :: World -> (World -> World,StdGen) -> Creature
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-> ((World -> World,StdGen), Maybe Creature)
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, _crRad :: Float
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, _crMass :: Float
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, _crHP :: Int
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, _crMaxHP :: Int
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, _crInv :: IM.IntMap Item
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, _crInvSel :: Int
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, _crState :: CreatureState
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, _crCorpse :: Picture
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{ _crPos :: Point2
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, _crOldPos :: Point2
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, _crVel :: Point2
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, _crDir :: Float
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, _crID :: Int
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, _crPict :: Creature -> Picture
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, _crUpdate
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:: World
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-> (World -> World,StdGen)
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-> Creature
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-> ((World -> World,StdGen), Maybe Creature)
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, _crRad :: Float
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, _crMass :: Float
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, _crHP :: Int
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, _crMaxHP :: Int
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, _crInv :: IM.IntMap Item
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, _crInvSel :: Int
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, _crState :: CreatureState
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, _crCorpse :: Picture
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, _crIsAnimate :: Bool
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}
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data CreatureState = CrSt
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@@ -480,21 +485,21 @@ type HitEffect = Particle' -> [(Point2, (Either3 Creature Wall ForceField))] ->
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data Projectile
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= Projectile
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{ _ptPos :: Point2
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, _ptStartPos :: Point2
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, _ptVel :: Point2
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, _ptPict :: Picture
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, _ptID :: Int
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, _ptUpdate :: World -> World
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{ _pjPos :: Point2
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, _pjStartPos :: Point2
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, _pjVel :: Point2
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, _pjPict :: Picture
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, _pjID :: Int
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, _pjUpdate :: World -> World
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}
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| Shell
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{ _ptPos :: Point2
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, _ptStartPos :: Point2
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, _ptVel :: Point2
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, _ptPict :: Picture
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, _ptID :: Int
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, _ptUpdate :: World -> World
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, _ptExplosion :: Point2-> World -> World
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{ _pjPos :: Point2
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, _pjStartPos :: Point2
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, _pjVel :: Point2
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, _pjPict :: Picture
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, _pjID :: Int
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, _pjUpdate :: World -> World
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, _pjPayload :: Point2-> World -> World
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}
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data DamageType
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+36
-33
@@ -12,39 +12,42 @@ import Control.Lens
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import qualified Data.IntMap.Strict as IM
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drawCircleAtFor :: Point2 -> Int -> World -> World
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drawCircleAtFor p t w =
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let n = newProjectileKey w
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in over projectiles ( IM.insert n
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Projectile { _ptPos = p
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, _ptStartPos = p
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, _ptVel = (0,0)
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, _ptPict = onLayer PtLayer $ uncurry translate p $ color white $ circleSolid 20
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, _ptID = n
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, _ptUpdate = ptTimer t n
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} ) w
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drawCircleAtFor p t w = w & projectiles %~
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IM.insert k Projectile
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{ _pjPos = p
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, _pjStartPos = p
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, _pjVel = (0,0)
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, _pjPict = onLayer PtLayer $ uncurry translate p $ color white $ circleSolid 20
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, _pjID = k
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, _pjUpdate = pjTimer t k
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}
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where
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k = newKey $ _projectiles w
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drawCircleAtForCol :: Point2 -> Int -> Color -> World -> World
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drawCircleAtForCol p t col w =
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let n = newProjectileKey w
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in over projectiles ( IM.insert n
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Projectile { _ptPos = p
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, _ptStartPos = p
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, _ptVel = (0,0)
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, _ptPict = onLayer PtLayer $ uncurry translate p $ color col $ circleSolid 20
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, _ptID = n
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, _ptUpdate = ptTimer t n
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} ) w
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drawCircleAtForCol p t col w = w & projectiles %~
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IM.insert k Projectile
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{ _pjPos = p
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, _pjStartPos = p
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, _pjVel = (0,0)
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, _pjPict = onLayer PtLayer $ uncurry translate p $ color col $ circleSolid 20
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, _pjID = k
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, _pjUpdate = pjTimer t k
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}
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where
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k = newKey $ _projectiles w
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drawLineForCol :: [Point2] -> Int -> Color -> World -> World
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drawLineForCol ps t col w =
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let n = newProjectileKey w
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in over projectiles ( IM.insert n
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Projectile { _ptPos = head ps
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, _ptStartPos = head ps
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, _ptVel = (0,0)
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, _ptPict = onLayer PtLayer $ color col $ lineOfThickness 5 ps
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, _ptID = n
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, _ptUpdate = ptTimer t n
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} ) w
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drawLineForCol ps t col w = w & projectiles %~
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IM.insert k Projectile
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{ _pjPos = head ps
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, _pjStartPos = head ps
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, _pjVel = (0,0)
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, _pjPict = onLayer PtLayer $ color col $ lineOfThickness 5 ps
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, _pjID = k
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, _pjUpdate = pjTimer t k
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}
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where
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k = newKey $ _projectiles w
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ptTimer :: Int -> Int -> World -> World
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ptTimer 0 i = over projectiles (IM.delete i)
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ptTimer time i = set (projectiles . ix i . ptUpdate) $ ptTimer (time - 1) i
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pjTimer :: Int -> Int -> World -> World
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pjTimer 0 i = projectiles %~ IM.delete i
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pjTimer time i = projectiles . ix i . pjUpdate .~ pjTimer (time - 1) i
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+18
-16
@@ -50,20 +50,22 @@ defaultDoor = Door { _wlLine = [(0,0),(50,0)]
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}
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defaultCreature :: Creature
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defaultCreature = Creature
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{ _crPos = (0,0)
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{ _crPos = (0,0)
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, _crOldPos = (0,0)
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, _crDir = 0
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, _crID = 1
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, _crPict = const $ onLayer CrLayer $ circleSolid 10
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, _crVel = (0,0)
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, _crDir = 0
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, _crID = 1
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, _crPict = const $ onLayer CrLayer $ circleSolid 10
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, _crUpdate = \ w f cr -> (f , Just cr)
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, _crRad = 10
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, _crMass = 10
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, _crHP = 100
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, _crMaxHP = 150
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, _crInv = IM.empty
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, _crRad = 10
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, _crMass = 10
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, _crHP = 100
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, _crMaxHP = 150
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, _crInv = IM.empty
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, _crInvSel = 0
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, _crState = defaultState
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, _crState = defaultState
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, _crCorpse = onLayer CorpseLayer $ color (greyN 0.5) $ circleSolid 10
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, _crIsAnimate = True
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}
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defaultState = CrSt { _goals = []
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, _stance = Stance {_carriage=Walking 0 0,_posture=AtEase}
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@@ -161,12 +163,12 @@ defaultButton = Button
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, _btState = BtOff
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}
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defaultPT = Projectile
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{ _ptPos = (0,0)
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, _ptStartPos = (0,0)
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, _ptVel = (0,0)
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, _ptPict = blank
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, _ptID = 0
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, _ptUpdate = id
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{ _pjPos = (0,0)
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, _pjStartPos = (0,0)
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, _pjVel = (0,0)
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, _pjPict = blank
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, _pjID = 0
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, _pjUpdate = id
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}
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defaultPP = PressPlate
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{ _ppPict = onLayer PressPlateLayer $ color (dim $ dim $ bright $ blue) $ circleSolid 5
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+282
-301
@@ -732,121 +732,121 @@ aRocket = aRocket' makeShellAt
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makeShellAt :: Int -> Int -> Point2 -> Float -> Projectile
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makeShellAt i cid pos dir = Shell
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{ _ptPos = pos
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, _ptStartPos = pos
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, _ptVel = rotateV dir (1,0)
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, _ptPict = blank -- onLayer PtLayer $ uncurry translate pos $ rotate (radToDeg dir) shellPic
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, _ptID = i
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, _ptUpdate = moveShell 50 i cid 0 (rotateV dir (2,0))
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, _ptExplosion = shellExplosionAt
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{ _pjPos = pos
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, _pjStartPos = pos
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, _pjVel = rotateV dir (1,0)
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, _pjPict = blank -- onLayer PtLayer $ uncurry translate pos $ rotate (radToDeg dir) shellPic
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, _pjID = i
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, _pjUpdate = moveShell 50 i cid 0 (rotateV dir (2,0))
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, _pjPayload = shellExplosionAt
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}
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makeFlameShellAt :: Int -> Int -> Point2 -> Float -> Projectile
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makeFlameShellAt i cid pos dir = Shell
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{ _ptPos = pos
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, _ptStartPos = pos
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, _ptVel = rotateV dir (1,0)
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, _ptPict = blank -- onLayer PtLayer $ uncurry translate pos $ rotate (radToDeg dir) shellPic
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, _ptID = i
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||||
, _ptUpdate = moveShell 50 i cid 0 (rotateV dir (2,0))
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, _ptExplosion = makeFlameExplosionAt
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{ _pjPos = pos
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, _pjStartPos = pos
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, _pjVel = rotateV dir (1,0)
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, _pjPict = blank -- onLayer PtLayer $ uncurry translate pos $ rotate (radToDeg dir) shellPic
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, _pjID = i
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||||
, _pjUpdate = moveShell 50 i cid 0 (rotateV dir (2,0))
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, _pjPayload = makeFlameExplosionAt
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}
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|
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makePoisonShellAt :: Int -> Int -> Point2 -> Float -> Projectile
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makePoisonShellAt i cid pos dir = Shell
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{ _ptPos = pos
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, _ptStartPos = pos
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, _ptVel = rotateV dir (1,0)
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, _ptPict = blank -- onLayer PtLayer $ uncurry translate pos $ rotate (radToDeg dir) shellPic
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, _ptID = i
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, _ptUpdate = moveShell 50 i cid 0 (rotateV dir (2,0))
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, _ptExplosion = makePoisonExplosionAt
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{ _pjPos = pos
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, _pjStartPos = pos
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||||
, _pjVel = rotateV dir (1,0)
|
||||
, _pjPict = blank -- onLayer PtLayer $ uncurry translate pos $ rotate (radToDeg dir) shellPic
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||||
, _pjID = i
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||||
, _pjUpdate = moveShell 50 i cid 0 (rotateV dir (2,0))
|
||||
, _pjPayload = makePoisonExplosionAt
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||||
}
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||||
|
||||
makeTeslaShellAt :: Int -> Int -> Point2 -> Float -> Projectile
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||||
makeTeslaShellAt i cid pos dir = Shell
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{ _ptPos = pos
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||||
, _ptStartPos = pos
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||||
, _ptVel = rotateV dir (1,0)
|
||||
, _ptPict = blank -- onLayer PtLayer $ uncurry translate pos $ rotate (radToDeg dir) shellPic
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||||
, _ptID = i
|
||||
, _ptUpdate = moveShell 50 i cid 0 (rotateV dir (2,0))
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||||
, _ptExplosion = makeTeslaExplosionAt
|
||||
{ _pjPos = pos
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||||
, _pjStartPos = pos
|
||||
, _pjVel = rotateV dir (1,0)
|
||||
, _pjPict = blank -- onLayer PtLayer $ uncurry translate pos $ rotate (radToDeg dir) shellPic
|
||||
, _pjID = i
|
||||
, _pjUpdate = moveShell 50 i cid 0 (rotateV dir (2,0))
|
||||
, _pjPayload = makeTeslaExplosionAt
|
||||
}
|
||||
|
||||
moveShell :: Int -> Int -> Int -> Float -> Point2 -> World -> World
|
||||
moveShell time i cid rot accel w
|
||||
| time > 40 = if circOnSomeWall oldPos 4 w
|
||||
then projectileExplosion oldPos $ over projectiles (IM.delete i) w
|
||||
else over (projectiles . ix i . ptPos) (+.+ vel)
|
||||
$ set (projectiles . ix i . ptPict) piclow
|
||||
$ set (projectiles . ix i . ptUpdate)
|
||||
(moveShell (time-1) i cid rot (rotateV rot accel))
|
||||
w
|
||||
then projectileExplosion oldPos $ over projectiles (IM.delete i) w
|
||||
else over (projectiles . ix i . pjPos) (+.+ vel)
|
||||
$ set (projectiles . ix i . pjPict) piclow
|
||||
$ set (projectiles . ix i . pjUpdate)
|
||||
(moveShell (time-1) i cid rot (rotateV rot accel))
|
||||
w
|
||||
| time == 35 = case thingHit of
|
||||
Just p -> projectileExplosion oldPos
|
||||
$ over projectiles (IM.delete i) w
|
||||
Nothing -> over (projectiles . ix i . ptPos) (+.+ vel)
|
||||
$ set (projectiles . ix i . ptPict) pic
|
||||
$ set (projectiles . ix i . ptUpdate)
|
||||
(moveShell (time-1) i cid spin accel)
|
||||
w
|
||||
Just p -> projectileExplosion oldPos
|
||||
$ over projectiles (IM.delete i) w
|
||||
Nothing -> over (projectiles . ix i . pjPos) (+.+ vel)
|
||||
$ set (projectiles . ix i . pjPict) pic
|
||||
$ set (projectiles . ix i . pjUpdate)
|
||||
(moveShell (time-1) i cid spin accel)
|
||||
w
|
||||
| time >= 20 = case thingHit of
|
||||
Just p -> projectileExplosion oldPos
|
||||
$ over projectiles (IM.delete i) w
|
||||
Nothing -> over (projectiles . ix i . ptPos) (+.+ vel)
|
||||
$ set (projectiles . ix i . ptPict) pic
|
||||
$ set (projectiles . ix i . ptUpdate)
|
||||
(moveShell (time-1) i cid rot (rotateV rot accel))
|
||||
w
|
||||
| time > -99
|
||||
= case thingHit of
|
||||
Just p -> projectileExplosion oldPos
|
||||
$ stopSoundFrom (ShellSound i)
|
||||
$ over projectiles (IM.delete i) w
|
||||
Nothing -> over (projectiles . ix i . ptPos) (+.+ vel)
|
||||
$ set randGen g
|
||||
$ set (projectiles . ix i . ptPict) pic
|
||||
$ set (projectiles . ix i . ptUpdate)
|
||||
(moveShell (time-1) i cid rot (rotateV rot accel))
|
||||
$ over (projectiles . ix i . ptVel) (\v -> accel +.+ frict *.* v)
|
||||
$ soundFrom (ShellSound i) (fromIntegral smokeTrailSound) (1) 250
|
||||
$ makeFlameletTimed oldPos
|
||||
(0.5 *.* rotateV (pi+sparkD) accel) Nothing 3 10
|
||||
$ smokeGen
|
||||
w
|
||||
Just p -> projectileExplosion oldPos
|
||||
$ over projectiles (IM.delete i) w
|
||||
Nothing -> over (projectiles . ix i . pjPos) (+.+ vel)
|
||||
$ set (projectiles . ix i . pjPict) pic
|
||||
$ set (projectiles . ix i . pjUpdate)
|
||||
(moveShell (time-1) i cid rot (rotateV rot accel))
|
||||
w
|
||||
| time > -99 = case thingHit of
|
||||
Just p -> projectileExplosion oldPos
|
||||
$ stopSoundFrom (ShellSound i)
|
||||
$ over projectiles (IM.delete i) w
|
||||
Nothing -> over (projectiles . ix i . pjPos) (+.+ vel)
|
||||
$ set randGen g
|
||||
$ set (projectiles . ix i . pjPict) pic
|
||||
$ set (projectiles . ix i . pjUpdate)
|
||||
(moveShell (time-1) i cid rot (rotateV rot accel))
|
||||
$ over (projectiles . ix i . pjVel) (\v -> accel +.+ frict *.* v)
|
||||
$ soundFrom (ShellSound i) (fromIntegral smokeTrailSound) (1) 250
|
||||
$ makeFlameletTimed oldPos
|
||||
(0.5 *.* rotateV (pi+sparkD) accel) Nothing 3 10
|
||||
$ smokeGen
|
||||
w
|
||||
| time > -200 = case thingHit of
|
||||
Just p -> projectileExplosion oldPos
|
||||
$ stopSoundFrom (ShellSound i)
|
||||
$ over projectiles (IM.delete i) w
|
||||
Nothing -> over (projectiles . ix i . ptPos) (+.+ vel)
|
||||
$ set (projectiles . ix i . ptPict) pic
|
||||
$ set (projectiles . ix i . ptUpdate)
|
||||
(moveShell (time-1) i cid rot (rotateV rot accel))
|
||||
w
|
||||
Just p -> projectileExplosion oldPos
|
||||
$ stopSoundFrom (ShellSound i)
|
||||
$ over projectiles (IM.delete i) w
|
||||
Nothing -> over (projectiles . ix i . pjPos) (+.+ vel)
|
||||
$ set (projectiles . ix i . pjPict) pic
|
||||
$ set (projectiles . ix i . pjUpdate)
|
||||
(moveShell (time-1) i cid rot (rotateV rot accel))
|
||||
w
|
||||
| otherwise = projectileExplosion oldPos
|
||||
$ stopSoundFrom (ShellSound i)
|
||||
$ over projectiles (IM.delete i) w
|
||||
where pt = _projectiles w IM.! i
|
||||
oldPos = _ptPos pt
|
||||
vel = _ptVel pt
|
||||
projectileExplosion = _ptExplosion pt
|
||||
newPos = oldPos +.+ vel
|
||||
(frict,g) = randomR (0.6,0.9) $ _randGen w
|
||||
(sparkD,_) = randomR (-0.5,0.5) $ _randGen w
|
||||
dir = argV $ vel
|
||||
pic = onLayer PtLayer $ uncurry translate newPos $ rotate (argV accel) shellPic
|
||||
piclow = onLayerL [levLayer CrLayer - 2]
|
||||
$ uncurry translate newPos $ rotate (argV accel) shellPic
|
||||
hitCr = fmap fst $ collideCircCrsPoint oldPos newPos 4 w
|
||||
hitWl = fmap fst $ collideCircWalls' oldPos newPos 2 $ wallsNearPoint newPos w
|
||||
thingHit = hitCr <|> hitWl
|
||||
spin = case w ^? creatures . ix cid of
|
||||
Just cr -> min 0.1 $ max (-0.1)
|
||||
$ (normalizeAnglePi (dir - _crDir cr)) / 20
|
||||
_ -> 0
|
||||
r1 = _randGen w & evalState (randInCirc 10)
|
||||
smokeGen = makeSmokeCloudAt (oldPos +.+ r1 +.+ 30 *.* (normalizeV (oldPos -.- newPos)))
|
||||
where
|
||||
pj = _projectiles w IM.! i
|
||||
oldPos = _pjPos pj
|
||||
vel = _pjVel pj
|
||||
projectileExplosion = _pjPayload pj
|
||||
newPos = oldPos +.+ vel
|
||||
(frict,g) = randomR (0.6,0.9) $ _randGen w
|
||||
(sparkD,_) = randomR (-0.5,0.5) $ _randGen w
|
||||
dir = argV $ vel
|
||||
pic = onLayer PtLayer $ uncurry translate newPos $ rotate (argV accel) shellPic
|
||||
piclow = onLayerL [levLayer CrLayer - 2]
|
||||
$ uncurry translate newPos $ rotate (argV accel) shellPic
|
||||
hitCr = fmap fst $ collideCircCrsPoint oldPos newPos 4 w
|
||||
hitWl = fmap fst $ collideCircWalls' oldPos newPos 2 $ wallsNearPoint newPos w
|
||||
thingHit = hitCr <|> hitWl
|
||||
spin = case w ^? creatures . ix cid of
|
||||
Just cr -> min 0.1 $ max (-0.1)
|
||||
$ (normalizeAnglePi (dir - _crDir cr)) / 20
|
||||
_ -> 0
|
||||
r1 = _randGen w & evalState (randInCirc 10)
|
||||
smokeGen = makeSmokeCloudAt (oldPos +.+ r1 +.+ 30 *.* (normalizeV (oldPos -.- newPos)))
|
||||
|
||||
|
||||
normalizeAnglePi angle | normalizeAngle angle > pi = normalizeAngle angle - 2*pi
|
||||
@@ -865,15 +865,16 @@ shellExplosionAt = makeExplosionAt
|
||||
|
||||
tractorBeamAt :: Int -> Int -> Point2 -> Float -> Projectile
|
||||
tractorBeamAt colID i pos dir = Projectile
|
||||
{ _ptPos = pos
|
||||
, _ptStartPos = p'
|
||||
, _ptVel = d
|
||||
, _ptPict = blank
|
||||
, _ptID = i
|
||||
, _ptUpdate = updateTractor colID 10 i
|
||||
{ _pjPos = pos
|
||||
, _pjStartPos = p'
|
||||
, _pjVel = d
|
||||
, _pjPict = blank
|
||||
, _pjID = i
|
||||
, _pjUpdate = updateTractor colID 10 i
|
||||
}
|
||||
where d = unitVectorAtAngle dir
|
||||
p' = pos +.+ 400 *.* d
|
||||
where
|
||||
d = unitVectorAtAngle dir
|
||||
p' = pos +.+ 400 *.* d
|
||||
|
||||
aGasCloud :: Int -> World -> World
|
||||
aGasCloud cid w
|
||||
@@ -925,74 +926,74 @@ reflect a b = a + 2*(a-b)
|
||||
|
||||
moveGrenade :: Int -> Float -> Int -> World -> World
|
||||
moveGrenade 0 dir pID w = over projectiles (IM.delete pID)
|
||||
$ explosion (_ptPos (_projectiles w IM.! pID))
|
||||
$ explosion (_pjPos (_projectiles w IM.! pID))
|
||||
-- $ set (pointToItem (_itemPositions w IM.! wpID) . itEquipPict)
|
||||
-- (drawWeapon $ grenadePic 50)
|
||||
w
|
||||
where
|
||||
pt = _projectiles w IM.! pID
|
||||
explosion = _ptExplosion pt
|
||||
where
|
||||
pj = _projectiles w IM.! pID
|
||||
explosion = _pjPayload pj
|
||||
moveGrenade time dir pID w
|
||||
= case hitWl of
|
||||
Just _ -> soundOnce (fromIntegral tapQuiet) updatedWorld
|
||||
_ -> updatedWorld
|
||||
where
|
||||
updatedWorld = updateV $ set (projectiles . ix pID . ptPos) finalPos
|
||||
$ set (projectiles .ix pID.ptPict)
|
||||
where
|
||||
updatedWorld = updateV $ set (projectiles . ix pID . pjPos) finalPos
|
||||
$ set (projectiles .ix pID.pjPict)
|
||||
(onLayer PtLayer $ uncurry translate newPos
|
||||
$ rotate dir $ grenadePic time)
|
||||
$ set (projectiles .ix pID.ptUpdate) (moveGrenade (time-1) dir pID) w
|
||||
pt = _projectiles w IM.! pID
|
||||
oldPos = _ptPos pt
|
||||
newPos = _ptVel pt +.+ oldPos
|
||||
$ set (projectiles .ix pID.pjUpdate) (moveGrenade (time-1) dir pID) w
|
||||
pj = _projectiles w IM.! pID
|
||||
oldPos = _pjPos pj
|
||||
newPos = _pjVel pj +.+ oldPos
|
||||
hitWl = collideCircWalls' oldPos newPos 4 $ wallsNearPoint newPos w
|
||||
finalPos = fromMaybe newPos (fmap fst hitWl)
|
||||
setV v = set (projectiles .ix pID.ptVel) v
|
||||
setV v = set (projectiles .ix pID.pjVel) v
|
||||
updateV = fromMaybe id (fmap (setV.snd) hitWl)
|
||||
|
||||
pointToItem (InInv cid invid) = creatures . ix cid . crInv . ix invid
|
||||
pointToItem (OnFloor flid) = floorItems . ix flid . flIt
|
||||
|
||||
retireRemoteRocket :: Int -> Int -> Int -> World -> World
|
||||
retireRemoteRocket itid 0 ptid w
|
||||
retireRemoteRocket itid 0 pjid w
|
||||
= set (pointToItem (_itemPositions w IM.! itid) . itAttachment . _Just . scopePos)
|
||||
(0,0)
|
||||
$ set (pointToItem (_itemPositions w IM.! itid) . wpFire)
|
||||
fireRemoteLauncher
|
||||
(w & projectiles %~ IM.delete ptid)
|
||||
retireRemoteRocket itid t ptid w = setScope w & projectiles . ix ptid . ptUpdate .~ retireRemoteRocket itid (t-1) ptid
|
||||
(w & projectiles %~ IM.delete pjid)
|
||||
retireRemoteRocket itid t pjid w = setScope w & projectiles . ix pjid . pjUpdate .~ retireRemoteRocket itid (t-1) pjid
|
||||
where
|
||||
setScope w' = case _itemPositions w' IM.! itid of
|
||||
InInv cid invid
|
||||
-> w' & creatures . ix cid . crInv . ix invid . itAttachment
|
||||
. _Just . scopePos .~ (pos -.- _crPos (_creatures w' IM.! cid))
|
||||
_ -> w'
|
||||
pos = fromMaybe (0,0) $ w ^? projectiles . ix ptid . ptPos
|
||||
pos = fromMaybe (0,0) $ w ^? projectiles . ix pjid . pjPos
|
||||
|
||||
retireRemoteBomb :: Int -> Int -> Int -> World -> World
|
||||
retireRemoteBomb itid 0 ptid w
|
||||
retireRemoteBomb itid 0 pjid w
|
||||
= set (pointToItem (_itemPositions w IM.! itid) . itAttachment . _Just . scopePos)
|
||||
(0,0)
|
||||
$ set (pointToItem (_itemPositions w IM.! itid) . itZoom)
|
||||
defaultItZoom
|
||||
$ set (pointToItem (_itemPositions w IM.! itid) . twFire)
|
||||
throwRemoteBomb
|
||||
(w & projectiles %~ IM.delete ptid)
|
||||
retireRemoteBomb itid t ptid w
|
||||
= setScope w & projectiles . ix ptid . ptUpdate .~ retireRemoteBomb itid (t-1) ptid
|
||||
(w & projectiles %~ IM.delete pjid)
|
||||
retireRemoteBomb itid t pjid w
|
||||
= setScope w & projectiles . ix pjid . pjUpdate .~ retireRemoteBomb itid (t-1) pjid
|
||||
where
|
||||
setScope w' = case _itemPositions w' IM.! itid of
|
||||
InInv cid invid
|
||||
-> w' & creatures . ix cid . crInv . ix invid . itAttachment
|
||||
. _Just . scopePos .~ (pos -.- _crPos (_creatures w' IM.! cid))
|
||||
_ -> w'
|
||||
pos = fromMaybe (0,0) $ w ^? projectiles . ix ptid . ptPos
|
||||
pos = fromMaybe (0,0) $ w ^? projectiles . ix pjid . pjPos
|
||||
|
||||
moveRemoteBomb :: Int -> Int -> Int -> World -> World
|
||||
moveRemoteBomb itid time pID w
|
||||
| time < -4 = setScope
|
||||
$ updatePicture
|
||||
$ set (projectiles .ix pID.ptUpdate) (moveRemoteBomb itid (f time) pID)
|
||||
$ set (projectiles .ix pID.pjUpdate) (moveRemoteBomb itid (f time) pID)
|
||||
w
|
||||
| time < 2
|
||||
= case hitWl of
|
||||
@@ -1004,9 +1005,9 @@ moveRemoteBomb itid time pID w
|
||||
_ -> updatedWorld
|
||||
where
|
||||
updatedWorld
|
||||
= updateV $ set (projectiles . ix pID . ptPos) finalPos
|
||||
= updateV $ set (projectiles . ix pID . pjPos) finalPos
|
||||
$ updatePicture
|
||||
$ set (projectiles .ix pID.ptUpdate) (moveRemoteBomb itid (time-1) pID)
|
||||
$ set (projectiles .ix pID.pjUpdate) (moveRemoteBomb itid (time-1) pID)
|
||||
$ setScope
|
||||
w
|
||||
setScope w' = case _itemPositions w' IM.! itid of
|
||||
@@ -1016,20 +1017,20 @@ moveRemoteBomb itid time pID w
|
||||
& creatures . ix cid . crInv . ix invid . itZoom
|
||||
.~ (defaultItZoom {_itAimZoomMax = 0.5, _itAimZoomMin = 0.5})
|
||||
_ -> w'
|
||||
pt = _projectiles w IM.! pID
|
||||
oldPos = _ptPos pt
|
||||
newPos = _ptVel pt +.+ oldPos
|
||||
pj = _projectiles w IM.! pID
|
||||
oldPos = _pjPos pj
|
||||
newPos = _pjVel pj +.+ oldPos
|
||||
-- this is hacky, should use a version of collidePointWalls' that collides
|
||||
-- circles and walls
|
||||
invShift x = x -.- 5 *.* normalizeV (_ptVel pt)
|
||||
invShift x = x -.- 5 *.* normalizeV (_pjVel pj)
|
||||
hitWl = collideCircWalls' oldPos newPos 4 $ wallsNearPoint newPos w
|
||||
finalPos = fromMaybe newPos (fmap (invShift . fst) hitWl)
|
||||
setV v = set (projectiles .ix pID.ptVel) v
|
||||
setV v = set (projectiles .ix pID.pjVel) v
|
||||
updateV = fromMaybe id (fmap (setV.snd) hitWl)
|
||||
halfV = over (projectiles . ix pID . ptVel) (\v -> 0.5 *.* v)
|
||||
halfV = over (projectiles . ix pID . pjVel) (\v -> 0.5 *.* v)
|
||||
f x | x < -369 = -10
|
||||
| otherwise = x - 1
|
||||
updatePicture = set (projectiles . ix pID.ptPict)
|
||||
updatePicture = set (projectiles . ix pID.pjPict)
|
||||
(onLayer PtLayer $ uncurry translate newPos
|
||||
$ remoteBombPic time)
|
||||
. lowLightDirected (withAlpha 0.1 red) newPos
|
||||
@@ -1270,60 +1271,35 @@ remoteBomb = defaultThrowable
|
||||
|
||||
throwGrenade' :: (Point2 -> World -> World) -> Int -> Int -> World -> World
|
||||
throwGrenade' explosion fuseTime n w = setWp $ removePict $ over projectiles addG $ set randGen g w
|
||||
where addG = IM.insert i
|
||||
$ Shell { _ptPos = p
|
||||
, _ptStartPos = p
|
||||
, _ptVel = v
|
||||
, _ptPict = onLayer PtLayer $ uncurry translate p $ grenadePic 0
|
||||
, _ptID = i
|
||||
, _ptUpdate = moveGrenade fuseTime dir i
|
||||
, _ptExplosion = explosion
|
||||
}
|
||||
j = _crInvSel $ _creatures w IM.! n
|
||||
removePict = set (creatures . ix n . crInv . ix j . itEquipPict) $ \ _ _ -> blank
|
||||
i = newProjectileKey w
|
||||
(a, g) = randomR (-grenadeAccA,grenadeAccA::Float) (_randGen w)
|
||||
(l, _) = randomR (1 - 2*grenadeAccL,1+grenadeAccL::Float) g
|
||||
-- v = 0.02 * l / _cameraZoom w *.* rotateV (a+_cameraRot w) (limitRange $ _mousePos w)
|
||||
v' = 1 / (fromIntegral fuseTime * _cameraZoom w) *.* rotateV (_cameraRot w) ( _mousePos w)
|
||||
v | magV v' > 6 = 6 *.* normalizeV v'
|
||||
| otherwise = v'
|
||||
cr = _creatures w IM.! n
|
||||
p' = _crPos cr +.+ rotateV (_crDir cr) (_crRad cr,0)
|
||||
p | circOnSomeWall p' 4 w = _crPos cr +.+ rotateV (_crDir cr) (_crRad cr-4,0)
|
||||
| otherwise = p'
|
||||
dir = argV v
|
||||
setWp :: World -> World
|
||||
setWp w' = w' & creatures . ix n . crInv . ix j . itEffect .~ throwArmReset 20
|
||||
where
|
||||
addG = IM.insert i $ Shell
|
||||
{ _pjPos = p
|
||||
, _pjStartPos = p
|
||||
, _pjVel = v
|
||||
, _pjPict = onLayer PtLayer $ uncurry translate p $ grenadePic 0
|
||||
, _pjID = i
|
||||
, _pjUpdate = moveGrenade fuseTime dir i
|
||||
, _pjPayload = explosion
|
||||
}
|
||||
j = _crInvSel $ _creatures w IM.! n
|
||||
removePict = set (creatures . ix n . crInv . ix j . itEquipPict) $ \ _ _ -> blank
|
||||
i = newProjectileKey w
|
||||
(a, g) = randomR (-grenadeAccA,grenadeAccA::Float) (_randGen w)
|
||||
(l, _) = randomR (1 - 2*grenadeAccL,1+grenadeAccL::Float) g
|
||||
-- - v = 0.02 * l / _cameraZoom w *.* rotateV (a+_cameraRot w) (limitRange $ _mousePos w)
|
||||
v' = 1 / (fromIntegral fuseTime * _cameraZoom w) *.* rotateV (_cameraRot w) ( _mousePos w)
|
||||
v | magV v' > 6 = 6 *.* normalizeV v'
|
||||
| otherwise = v'
|
||||
cr = _creatures w IM.! n
|
||||
p' = _crPos cr +.+ rotateV (_crDir cr) (_crRad cr,0)
|
||||
p | circOnSomeWall p' 4 w = _crPos cr +.+ rotateV (_crDir cr) (_crRad cr-4,0)
|
||||
| otherwise = p'
|
||||
dir = argV v
|
||||
setWp :: World -> World
|
||||
setWp w' = w' & creatures . ix n . crInv . ix j . itEffect .~ throwArmReset 20
|
||||
|
||||
throwGrenade :: Int -> Int -> World -> World
|
||||
throwGrenade = throwGrenade' makeExplosionAt
|
||||
-- setWp $ removePict $ over projectiles addG $ set randGen g w
|
||||
-- where addG = IM.insert i
|
||||
-- $ Shell { _ptPos = p
|
||||
-- , _ptStartPos = p
|
||||
-- , _ptVel = v
|
||||
-- , _ptPict = onLayer PtLayer $ uncurry translate p $ grenadePic 0
|
||||
-- , _ptID = i
|
||||
-- , _ptUpdate = moveGrenade fuseTime dir i
|
||||
-- , _ptExplosion = makeExplosionAt
|
||||
-- }
|
||||
-- j = _crInvSel $ _creatures w IM.! n
|
||||
-- removePict = set (creatures . ix n . crInv . ix j . itEquipPict) $ \ _ _ -> blank
|
||||
-- i = newProjectileKey w
|
||||
-- (a, g) = randomR (-grenadeAccA,grenadeAccA::Float) (_randGen w)
|
||||
-- (l, _) = randomR (1 - 2*grenadeAccL,1+grenadeAccL::Float) g
|
||||
-- -- v = 0.02 * l / _cameraZoom w *.* rotateV (a+_cameraRot w) (limitRange $ _mousePos w)
|
||||
-- v' = 1 / (fromIntegral fuseTime * _cameraZoom w) *.* rotateV (_cameraRot w) ( _mousePos w)
|
||||
-- v | magV v' > 6 = 6 *.* normalizeV v'
|
||||
-- | otherwise = v'
|
||||
-- cr = _creatures w IM.! n
|
||||
-- p' = _crPos cr +.+ rotateV (_crDir cr) (_crRad cr,0)
|
||||
-- p | circOnSomeWall p' 4 w = _crPos cr +.+ rotateV (_crDir cr) (_crRad cr-4,0)
|
||||
-- | otherwise = p'
|
||||
-- dir = argV v
|
||||
-- setWp :: World -> World
|
||||
-- setWp w' = w' & creatures . ix n . crInv . ix j . itEffect .~ throwArmReset 20
|
||||
|
||||
throwArmReset :: Int -> ItEffect
|
||||
throwArmReset x =
|
||||
@@ -1352,45 +1328,46 @@ fireRemoteLauncher :: Int -> World -> World
|
||||
fireRemoteLauncher cid w = setLocation $ resetFire $ resetName
|
||||
$ soundOnce (fromIntegral launcherSound)
|
||||
$ over projectiles remRocket w
|
||||
where
|
||||
i = newKey $ _projectiles w
|
||||
cr = _creatures w IM.! cid
|
||||
dir = _crDir cr
|
||||
pos = _crPos cr +.+ rotateV dir (_crRad cr + 1,0)
|
||||
remRocket = IM.insert i $ Projectile { _ptPos = pos
|
||||
, _ptStartPos = pos
|
||||
, _ptVel = rotateV dir (1,0)
|
||||
, _ptPict = blank
|
||||
, _ptID = i
|
||||
, _ptUpdate = moveRemoteShell 50 i cid itid dir
|
||||
}
|
||||
j = _crInvSel $ _creatures w IM.! cid
|
||||
newitid = newKey $ _itemPositions w
|
||||
maybeitid = w ^? creatures . ix cid . crInv . ix j . itID . _Just
|
||||
resetFire = set (creatures . ix cid . crInv . ix j . wpFire) $ explodeRemoteRocket itid i
|
||||
resetName = set (creatures . ix cid . crInv . ix j . itName) "REMOTEROCKET"
|
||||
setLocation :: World -> World
|
||||
setLocation w' = case maybeitid of
|
||||
Nothing -> w' & creatures . ix cid . crInv . ix j . itID .~ Just newitid
|
||||
& itemPositions %~ IM.insert newitid (InInv cid j)
|
||||
_ -> w'
|
||||
itid = fromMaybe newitid maybeitid
|
||||
where
|
||||
i = newKey $ _projectiles w
|
||||
cr = _creatures w IM.! cid
|
||||
dir = _crDir cr
|
||||
pos = _crPos cr +.+ rotateV dir (_crRad cr + 1,0)
|
||||
remRocket = IM.insert i $ Projectile
|
||||
{ _pjPos = pos
|
||||
, _pjStartPos = pos
|
||||
, _pjVel = rotateV dir (1,0)
|
||||
, _pjPict = blank
|
||||
, _pjID = i
|
||||
, _pjUpdate = moveRemoteShell 50 i cid itid dir
|
||||
}
|
||||
j = _crInvSel $ _creatures w IM.! cid
|
||||
newitid = newKey $ _itemPositions w
|
||||
maybeitid = w ^? creatures . ix cid . crInv . ix j . itID . _Just
|
||||
resetFire = set (creatures . ix cid . crInv . ix j . wpFire) $ explodeRemoteRocket itid i
|
||||
resetName = set (creatures . ix cid . crInv . ix j . itName) "REMOTEROCKET"
|
||||
setLocation :: World -> World
|
||||
setLocation w' = case maybeitid of
|
||||
Nothing -> w' & creatures . ix cid . crInv . ix j . itID .~ Just newitid
|
||||
& itemPositions %~ IM.insert newitid (InInv cid j)
|
||||
_ -> w'
|
||||
itid = fromMaybe newitid maybeitid
|
||||
|
||||
moveRemoteShell :: Int -> Int -> Int -> Int -> Float -> World -> World
|
||||
moveRemoteShell time i cid itid dir w
|
||||
| time > 40 = if circOnSomeWall oldPos 4 w
|
||||
then doExplosion w
|
||||
else over (projectiles . ix i . ptPos) (+.+ vel)
|
||||
$ set (projectiles . ix i . ptPict) piclow
|
||||
$ set (projectiles . ix i . ptUpdate)
|
||||
else over (projectiles . ix i . pjPos) (+.+ vel)
|
||||
$ set (projectiles . ix i . pjPict) piclow
|
||||
$ set (projectiles . ix i . pjUpdate)
|
||||
(moveRemoteShell (time-1) i cid itid newdir)
|
||||
$ setScope
|
||||
w
|
||||
| time >= 20 = case thingHit of
|
||||
Just p -> doExplosion w
|
||||
Nothing -> over (projectiles . ix i . ptPos) (+.+ vel)
|
||||
$ set (projectiles . ix i . ptPict) pic
|
||||
$ set (projectiles . ix i . ptUpdate)
|
||||
Nothing -> over (projectiles . ix i . pjPos) (+.+ vel)
|
||||
$ set (projectiles . ix i . pjPict) pic
|
||||
$ set (projectiles . ix i . pjUpdate)
|
||||
(moveRemoteShell (time-1) i cid itid newdir)
|
||||
$ setScope
|
||||
w
|
||||
@@ -1399,12 +1376,12 @@ moveRemoteShell time i cid itid dir w
|
||||
Just p -> doExplosion
|
||||
$ stopSoundFrom (ShellSound i)
|
||||
w
|
||||
Nothing -> over (projectiles . ix i . ptPos) (+.+ vel)
|
||||
Nothing -> over (projectiles . ix i . pjPos) (+.+ vel)
|
||||
$ set randGen g
|
||||
$ set (projectiles . ix i . ptPict) pic
|
||||
$ set (projectiles . ix i . ptUpdate)
|
||||
$ set (projectiles . ix i . pjPict) pic
|
||||
$ set (projectiles . ix i . pjUpdate)
|
||||
(moveRemoteShell (time-1) i cid itid newdir)
|
||||
$ over (projectiles . ix i . ptVel) (\v -> accel +.+ frict *.* v)
|
||||
$ over (projectiles . ix i . pjVel) (\v -> accel +.+ frict *.* v)
|
||||
$ soundFrom (ShellSound i) (fromIntegral smokeTrailSound) (1) 250
|
||||
$ smokeGen
|
||||
$ makeFlameletTimed oldPos
|
||||
@@ -1415,108 +1392,112 @@ moveRemoteShell time i cid itid dir w
|
||||
Just p -> doExplosion
|
||||
$ stopSoundFrom (ShellSound i)
|
||||
w
|
||||
Nothing -> over (projectiles . ix i . ptPos) (+.+ vel)
|
||||
$ set (projectiles . ix i . ptPict) pic
|
||||
$ set (projectiles . ix i . ptUpdate)
|
||||
Nothing -> over (projectiles . ix i . pjPos) (+.+ vel)
|
||||
$ set (projectiles . ix i . pjPict) pic
|
||||
$ set (projectiles . ix i . pjUpdate)
|
||||
(moveRemoteShell (time-1) i cid itid newdir)
|
||||
$ setScope
|
||||
w
|
||||
| otherwise = doExplosion
|
||||
$ stopSoundFrom (ShellSound i)
|
||||
w
|
||||
where pt = _projectiles w IM.! i
|
||||
oldPos = _ptPos pt
|
||||
vel = _ptVel pt
|
||||
newPos = oldPos +.+ vel
|
||||
newdir
|
||||
| SDL.ButtonRight `S.member` (_mouseButtons w)
|
||||
&& w ^? creatures . ix cid . crInvSel == w ^? itemPositions . ix itid . itInvId
|
||||
= _cameraRot w + (argV $ _mousePos w)
|
||||
| otherwise = dir
|
||||
accel = rotateV newdir (2,0)
|
||||
(frict,g) = randomR (0.6,0.9) $ _randGen w
|
||||
(sparkD,_) = randomR (-0.5,0.5) $ _randGen w
|
||||
dir = argV $ vel
|
||||
pic = onLayer PtLayer $ uncurry translate newPos
|
||||
$ rotate (argV accel) $ remoteShellPic time
|
||||
piclow = onLayerL [levLayer CrLayer - 2]
|
||||
$ uncurry translate newPos $ rotate (argV accel)
|
||||
$ remoteShellPic time
|
||||
hitCr = fmap fst $ collideCircCrsPoint oldPos newPos 4 w
|
||||
hitWl = fmap fst $ collideCircWalls' oldPos newPos 2 $ wallsNearPoint newPos w
|
||||
thingHit = hitCr <|> hitWl
|
||||
where
|
||||
pj = _projectiles w IM.! i
|
||||
oldPos = _pjPos pj
|
||||
vel = _pjVel pj
|
||||
newPos = oldPos +.+ vel
|
||||
newdir
|
||||
| SDL.ButtonRight `S.member` (_mouseButtons w)
|
||||
&& w ^? creatures . ix cid . crInvSel == w ^? itemPositions . ix itid . itInvId
|
||||
= _cameraRot w + (argV $ _mousePos w)
|
||||
| otherwise = dir
|
||||
accel = rotateV newdir (2,0)
|
||||
(frict,g) = randomR (0.6,0.9) $ _randGen w
|
||||
(sparkD,_) = randomR (-0.5,0.5) $ _randGen w
|
||||
dir = argV $ vel
|
||||
pic = onLayer PtLayer $ uncurry translate newPos
|
||||
$ rotate (argV accel) $ remoteShellPic time
|
||||
piclow = onLayerL [levLayer CrLayer - 2]
|
||||
$ uncurry translate newPos $ rotate (argV accel)
|
||||
$ remoteShellPic time
|
||||
hitCr = fmap fst $ collideCircCrsPoint oldPos newPos 4 w
|
||||
hitWl = fmap fst $ collideCircWalls' oldPos newPos 2 $ wallsNearPoint newPos w
|
||||
thingHit = hitCr <|> hitWl
|
||||
|
||||
r1 = _randGen w & evalState (randInCirc 10)
|
||||
smokeGen = makeSmokeCloudAt (oldPos +.+ r1 +.+ 30 *.* (normalizeV (oldPos -.- newPos)))
|
||||
doExplosion = explodeRemoteRocket itid i cid
|
||||
setScope w' = case _itemPositions w' IM.! itid of
|
||||
InInv cid invid
|
||||
-> w' & creatures . ix cid . crInv . ix invid . itAttachment
|
||||
. _Just . scopePos .~ (newPos -.- _crPos (_creatures w' IM.! cid))
|
||||
_ -> w'
|
||||
r1 = _randGen w & evalState (randInCirc 10)
|
||||
smokeGen = makeSmokeCloudAt (oldPos +.+ r1 +.+ 30 *.* (normalizeV (oldPos -.- newPos)))
|
||||
doExplosion = explodeRemoteRocket itid i cid
|
||||
setScope w' = case _itemPositions w' IM.! itid of
|
||||
InInv cid invid
|
||||
-> w' & creatures . ix cid . crInv . ix invid . itAttachment
|
||||
. _Just . scopePos .~ (newPos -.- _crPos (_creatures w' IM.! cid))
|
||||
_ -> w'
|
||||
|
||||
explodeRemoteRocket :: Int -> Int -> Int -> World -> World
|
||||
explodeRemoteRocket itid ptid n w
|
||||
= set (projectiles . ix ptid . ptUpdate) (retireRemoteRocket itid 30 ptid)
|
||||
$ set (projectiles . ix ptid . ptPict) blank
|
||||
explodeRemoteRocket itid pjid n w
|
||||
= set (projectiles . ix pjid . pjUpdate) (retireRemoteRocket itid 30 pjid)
|
||||
$ set (projectiles . ix pjid . pjPict) blank
|
||||
$ set (itPoint . wpFire) (flip const)
|
||||
$ resetName
|
||||
$ makeExplosionAt (_ptPos (_projectiles w IM.! ptid)) w
|
||||
where resetName = set (itPoint . itName) "REMOTELAUNCHER"
|
||||
itPoint = pointToItem $ _itemPositions w IM.! itid
|
||||
$ makeExplosionAt (_pjPos (_projectiles w IM.! pjid)) w
|
||||
where
|
||||
resetName = set (itPoint . itName) "REMOTELAUNCHER"
|
||||
itPoint = pointToItem $ _itemPositions w IM.! itid
|
||||
|
||||
throwRemoteBomb :: Int -> World -> World
|
||||
throwRemoteBomb n w = setLocation $ removePict $ resetFire
|
||||
$ resetName $ over projectiles addG w
|
||||
where addG = IM.insert i
|
||||
$ Projectile { _ptPos = p
|
||||
, _ptStartPos = p
|
||||
, _ptVel = v
|
||||
, _ptPict = blank
|
||||
, _ptID = i
|
||||
, _ptUpdate = moveRemoteBomb itid 50 i
|
||||
}
|
||||
i = newProjectileKey w
|
||||
-- fireDist = zoom *.* (rotateV (_cameraRot w) (_mousePos w) +.+ _cameraCenter w -.- yourPos)
|
||||
d = argV $ _mousePos w
|
||||
--(l, _) = randomR (1 - grenadeAccL,1+grenadeAccL) (_randGen w)
|
||||
--(a, g) = randomR (-grenadeAccA,grenadeAccA) (_randGen w)
|
||||
v' = 0.02 / _cameraZoom w *.* rotateV (_cameraRot w) ( _mousePos w)
|
||||
v | magV v' > 6 = 6 *.* normalizeV v'
|
||||
-- zoom = 1 / _cameraZoom w
|
||||
j = _crInvSel $ _creatures w IM.! n
|
||||
resetName = set (creatures . ix n . crInv . ix j . itName) "REMOTE"
|
||||
removePict = set (creatures . ix n . crInv . ix j . itEquipPict) $ \ _ _ -> blank
|
||||
resetFire = set (creatures . ix n . crInv . ix j . twFire) $ explodeRemoteBomb itid i
|
||||
cr = _creatures w IM.! n
|
||||
p' = _crPos cr +.+ rotateV (_crDir cr) (_crRad cr,0)
|
||||
p | circOnSomeWall p' 4 w = _crPos cr +.+ rotateV (_crDir cr) (_crRad cr-4,0)
|
||||
| otherwise = p'
|
||||
maybeitid = w ^? creatures . ix n . crInv . ix j . itID . _Just
|
||||
setLocation :: World -> World
|
||||
setLocation w' = case maybeitid of
|
||||
Nothing -> w' & creatures . ix n . crInv . ix j . itID .~ Just newitid
|
||||
& itemPositions %~ IM.insert newitid (InInv n j)
|
||||
_ -> w'
|
||||
newitid = newKey $ _itemPositions w
|
||||
itid = fromMaybe newitid maybeitid
|
||||
where
|
||||
addG = IM.insert i $ Projectile
|
||||
{ _pjPos = p
|
||||
, _pjStartPos = p
|
||||
, _pjVel = v
|
||||
, _pjPict = blank
|
||||
, _pjID = i
|
||||
, _pjUpdate = moveRemoteBomb itid 50 i
|
||||
}
|
||||
i = newProjectileKey w
|
||||
-- fireDist = zoom *.* (rotateV (_cameraRot w) (_mousePos w) +.+ _cameraCenter w -.- yourPos)
|
||||
d = argV $ _mousePos w
|
||||
--(l, _) = randomR (1 - grenadeAccL,1+grenadeAccL) (_randGen w)
|
||||
--(a, g) = randomR (-grenadeAccA,grenadeAccA) (_randGen w)
|
||||
v' = 0.02 / _cameraZoom w *.* rotateV (_cameraRot w) ( _mousePos w)
|
||||
v | magV v' > 6 = 6 *.* normalizeV v'
|
||||
-- zoom = 1 / _cameraZoom w
|
||||
j = _crInvSel $ _creatures w IM.! n
|
||||
resetName = set (creatures . ix n . crInv . ix j . itName) "REMOTE"
|
||||
removePict = set (creatures . ix n . crInv . ix j . itEquipPict) $ \ _ _ -> blank
|
||||
resetFire = set (creatures . ix n . crInv . ix j . twFire) $ explodeRemoteBomb itid i
|
||||
cr = _creatures w IM.! n
|
||||
p' = _crPos cr +.+ rotateV (_crDir cr) (_crRad cr,0)
|
||||
p | circOnSomeWall p' 4 w = _crPos cr +.+ rotateV (_crDir cr) (_crRad cr-4,0)
|
||||
| otherwise = p'
|
||||
maybeitid = w ^? creatures . ix n . crInv . ix j . itID . _Just
|
||||
setLocation :: World -> World
|
||||
setLocation w' = case maybeitid of
|
||||
Nothing -> w' & creatures . ix n . crInv . ix j . itID .~ Just newitid
|
||||
& itemPositions %~ IM.insert newitid (InInv n j)
|
||||
_ -> w'
|
||||
newitid = newKey $ _itemPositions w
|
||||
itid = fromMaybe newitid maybeitid
|
||||
|
||||
|
||||
explodeRemoteBomb :: Int -> Int -> Int -> World -> World
|
||||
explodeRemoteBomb itid ptid n w
|
||||
= set (projectiles . ix ptid . ptUpdate) (retireRemoteBomb itid 30 ptid)
|
||||
$ set (projectiles . ix ptid . ptPict) blank
|
||||
explodeRemoteBomb itid pjid n w
|
||||
= set (projectiles . ix pjid . pjUpdate) (retireRemoteBomb itid 30 pjid)
|
||||
$ set (projectiles . ix pjid . pjPict) blank
|
||||
$ set (creatures . ix n . crInv . ix j . twFire) (flip const)
|
||||
$ resetName
|
||||
$ resetPict
|
||||
-- $ resetScope
|
||||
$ makeExplosionAt (_ptPos (_projectiles w IM.! ptid)) w
|
||||
-- $ makeShrapnelBombAt (_ptPos (_projectiles w IM.! ptid)) w
|
||||
where resetName = set (creatures . ix n . crInv . ix j . itName) "REMOTEBOMB"
|
||||
resetPict = set (creatures . ix n . crInv . ix j . itEquipPict )
|
||||
(drawWeapon $ remoteBombUnarmedPic)
|
||||
-- resetScope = creatures . ix n . crInv . ix j . itScope . _Just . scopePos .~ (0,0)
|
||||
j = _crInvSel $ _creatures w IM.! n
|
||||
$ makeExplosionAt (_pjPos (_projectiles w IM.! pjid)) w
|
||||
-- $ makeShrapnelBombAt (_pjPos (_projectiles w IM.! pjid)) w
|
||||
where
|
||||
resetName = set (creatures . ix n . crInv . ix j . itName) "REMOTEBOMB"
|
||||
resetPict = set (creatures . ix n . crInv . ix j . itEquipPict )
|
||||
(drawWeapon $ remoteBombUnarmedPic)
|
||||
-- resetScope = creatures . ix n . crInv . ix j . itScope . _Just . scopePos .~ (0,0)
|
||||
j = _crInvSel $ _creatures w IM.! n
|
||||
remoteBombPic :: Int -> Picture
|
||||
remoteBombPic x = pictures [ color (dark $ dark orange) $ circleSolid 5
|
||||
, rotate (0 - degToRad (fromIntegral x * 10 + 45)) $ color red $ arc 0 (pi/2) 5
|
||||
@@ -1667,8 +1648,8 @@ moveInt toReload totalAmmo = (x, totalAmmo-x)
|
||||
|
||||
updateTractor :: Int -> Int -> Int -> World -> World
|
||||
updateTractor colID time i w
|
||||
| time > 0 = set (projectiles . ix i . ptUpdate) (updateTractor colID (time-1) i)
|
||||
$ set (projectiles . ix i . ptPict) pic
|
||||
| time > 0 = set (projectiles . ix i . pjUpdate) (updateTractor colID (time-1) i)
|
||||
$ set (projectiles . ix i . pjPict) pic
|
||||
$ over creatures (IM.map tractCr)
|
||||
$ over floorItems (IM.map tractFlIt)
|
||||
w
|
||||
@@ -1693,10 +1674,10 @@ updateTractor colID time i w
|
||||
iP = _flItPos it
|
||||
m | dist iP p1 < 350 = 1
|
||||
| otherwise = (410 - dist iP p1) / 60
|
||||
pt = _projectiles w IM.! i
|
||||
q = _ptVel pt
|
||||
p1 = _ptPos pt
|
||||
p' = _ptStartPos pt
|
||||
pj = _projectiles w IM.! i
|
||||
q = _pjVel pj
|
||||
p1 = _pjPos pj
|
||||
p' = _pjStartPos pj
|
||||
p2 = fromMaybe p' $ fmap fst $ collidePointWalls p1 p' $ wallsNearPoint p' w
|
||||
p4 = vNormal p5
|
||||
p5 = errorNormalizeV 12 $ p2 -.- p1
|
||||
|
||||
@@ -6,7 +6,7 @@ import Dodge.WorldEvent
|
||||
import Dodge.SoundLogic
|
||||
import Dodge.RandomHelp
|
||||
|
||||
import Dodge.Creature.LookupStatus
|
||||
import Dodge.Creature.Property
|
||||
|
||||
import Geometry
|
||||
|
||||
@@ -22,7 +22,7 @@ import Picture
|
||||
-- bullet effects
|
||||
bulHitCr' :: Particle' -> Point2 -> Creature -> World -> World
|
||||
bulHitCr' bt p cr w
|
||||
| isArmouredFrom p cr
|
||||
| crIsArmouredFrom p cr
|
||||
= createSpark 8 colID p1 (argV (p1 -.- p) + d1) Nothing
|
||||
. addDamageArmoured $ w
|
||||
| otherwise
|
||||
@@ -43,7 +43,7 @@ bulHitCr' bt p cr w
|
||||
|
||||
bulBounceArmCr' :: Particle' -> Point2 -> Creature -> World -> World
|
||||
bulBounceArmCr' bt p cr w
|
||||
| isArmouredFrom p cr
|
||||
| crIsArmouredFrom p cr
|
||||
= addBouncer . addDamageArmoured $ w
|
||||
| otherwise
|
||||
= addDamage . hitSound . flashEff $ w
|
||||
|
||||
+1
-1
@@ -68,7 +68,7 @@ wallsFromTree t =
|
||||
. divideWalls
|
||||
. assignKeys
|
||||
. foldr cutWalls [] -- $ map (map (g . roundPoint2))
|
||||
. map (map roundPoint2)
|
||||
-- . map (map roundPoint2)
|
||||
$ (concatMap _rmPolys $ flatten t)
|
||||
where
|
||||
assignKeys = IM.fromList . zip [0..] . zipWith f [0..]
|
||||
|
||||
@@ -5,6 +5,8 @@ import Dodge.Data
|
||||
import Dodge.Base
|
||||
import Dodge.SoundLogic
|
||||
|
||||
import Dodge.Creature.Property
|
||||
|
||||
import Geometry
|
||||
import Picture
|
||||
|
||||
@@ -24,7 +26,7 @@ autoDoorAt a b wls = IM.union wls $ IM.fromList $ zip is $ mkAutoDoor a b is
|
||||
is = [i..]
|
||||
|
||||
mkAutoDoor :: Point2 -> Point2 -> [Int] -> [Wall]
|
||||
mkAutoDoor pl pr xs = addSound $ zipWith3 (autoDoorPane [pl,pr])
|
||||
mkAutoDoor pl pr xs = addSound $ zipWith3 (autoDoorPane (pl,pr))
|
||||
xs
|
||||
(lDoorClosed ++ rDoorClosed)
|
||||
(map shiftL lDoorClosed ++ map shiftR rDoorClosed)
|
||||
@@ -55,8 +57,8 @@ mkAutoDoor pl pr xs = addSound $ zipWith3 (autoDoorPane [pl,pr])
|
||||
| otherwise = dm w
|
||||
where wp = (_wlLine $ _walls w IM.! (head xs)) !! 1
|
||||
|
||||
autoDoorPane :: [Point2] -> Int -> [Point2] -> [Point2] -> Wall
|
||||
autoDoorPane trigL n closedPos openPos = Door
|
||||
autoDoorPane :: (Point2,Point2) -> Int -> [Point2] -> [Point2] -> Wall
|
||||
autoDoorPane (trigx,trigy) n closedPos openPos = Door
|
||||
{ _wlLine = closedPos
|
||||
, _wlID = n
|
||||
, _doorMech = dm
|
||||
@@ -66,24 +68,25 @@ autoDoorPane trigL n closedPos openPos = Door
|
||||
, _wlIsSeeThrough = False
|
||||
, _doorPathable = True
|
||||
}
|
||||
where
|
||||
a = closedPos !! 0
|
||||
b = closedPos !! 1
|
||||
dm w | crsNearLine 40 trigL w
|
||||
= flip (foldr changeZonedWall) zoneps
|
||||
$ over walls (IM.adjust openDoor n) w
|
||||
| otherwise = flip (foldr changeZonedWall') zoneps
|
||||
$ over walls (IM.adjust closeDoor n) w
|
||||
mvP !ep !p = mvPointTowardAtSpeed 2 ep p
|
||||
moveToward :: [Point2] -> Wall -> Wall
|
||||
moveToward !ps w = let !newPs = zipWith mvP ps $ _wlLine w
|
||||
in deepseq newPs $ w {_wlLine = newPs}
|
||||
--deepseq ps $ w & wlLine %~ zipWith mvP ps
|
||||
openDoor = moveToward openPos
|
||||
closeDoor = moveToward closedPos
|
||||
zoneps | dist a b <= 2 * zoneSize = [zoneOfPoint $ pHalf a b]
|
||||
| otherwise = map zoneOfPoint $ divideLine (2*zoneSize) a b
|
||||
changeZonedWall (!x,!y)
|
||||
= over wallsZone $ adjustIMZone openDoor x y n
|
||||
changeZonedWall' (!x,!y)
|
||||
= over wallsZone $ adjustIMZone closeDoor x y n
|
||||
where
|
||||
a = closedPos !! 0
|
||||
b = closedPos !! 1
|
||||
dm w | any (crNearSeg 40 trigx trigy) $ IM.filter (_crIsAnimate) $ _creatures w
|
||||
-- crsNearLine 40 trigL w
|
||||
= flip (foldr changeZonedWall) zoneps
|
||||
$ over walls (IM.adjust openDoor n) w
|
||||
| otherwise = flip (foldr changeZonedWall') zoneps
|
||||
$ over walls (IM.adjust closeDoor n) w
|
||||
mvP !ep !p = mvPointTowardAtSpeed 2 ep p
|
||||
moveToward :: [Point2] -> Wall -> Wall
|
||||
moveToward !ps w = let !newPs = zipWith mvP ps $ _wlLine w
|
||||
in deepseq newPs $ w {_wlLine = newPs}
|
||||
--deepseq ps $ w & wlLine %~ zipWith mvP ps
|
||||
openDoor = moveToward openPos
|
||||
closeDoor = moveToward closedPos
|
||||
zoneps | dist a b <= 2 * zoneSize = [zoneOfPoint $ pHalf a b]
|
||||
| otherwise = map zoneOfPoint $ divideLine (2*zoneSize) a b
|
||||
changeZonedWall (!x,!y)
|
||||
= over wallsZone $ adjustIMZone openDoor x y n
|
||||
changeZonedWall' (!x,!y)
|
||||
= over wallsZone $ adjustIMZone closeDoor x y n
|
||||
|
||||
@@ -22,15 +22,15 @@ type WallP = (Point2,Point2)
|
||||
cutWalls :: [Point2] -> [WallP] -> [WallP]
|
||||
cutWalls ps wls = case mapMaybe (flip checkWallRight newWalls) newWalls of
|
||||
[] -> newWalls
|
||||
errs -> error $ "cutWalls: when cutting poly:\n" ++ show ps
|
||||
errs -> error $ "during level generation function cutWalls: when cutting poly:\n" ++ show ps
|
||||
++ "\nRight corner errors:\n"
|
||||
++ unlines (map show errs)
|
||||
++ "\nStart walls:\n"
|
||||
++ unlines (map show wls)
|
||||
++ "\nEnd walls:\n"
|
||||
++ unlines (map show newWalls)
|
||||
++ "\nLeft corner errors:\n"
|
||||
++ unlines (map show errsL)
|
||||
++ "\nWalls before cut:\n"
|
||||
++ unlines (map show wls)
|
||||
++ "\nWalls after cut:\n"
|
||||
++ unlines (map show newWalls)
|
||||
where
|
||||
newWalls = cutWalls' ps wls
|
||||
errsL = mapMaybe (flip checkWallLeft newWalls) newWalls
|
||||
@@ -51,7 +51,7 @@ cutWalls' qs walls =
|
||||
nub
|
||||
. filter (not.wallIsZeroLength)
|
||||
. fuseWallsWith zs
|
||||
. createPolyWalls rs
|
||||
. addPolyWalls rs
|
||||
-- . removeWallsInPolygon ps
|
||||
-- . filter (not.wallIsZeroLength)
|
||||
-- . fuseWallsWith zs
|
||||
@@ -65,7 +65,7 @@ cutWalls' qs walls =
|
||||
-- split walls that intersect with the polygon into two
|
||||
-- (possibly three if the wall extends across the polygon)
|
||||
-- remove any created walls that are inside the polygon
|
||||
-- draw the required new walls along the polygon boundary
|
||||
-- create the required new walls along the polygon boundary
|
||||
-- fuse wall endpoints that end up close to each or to polygon intersection points
|
||||
-- remove any walls that ended up zero length after fusing
|
||||
-- remove any duplicate walls
|
||||
@@ -77,7 +77,7 @@ cutWallsWithPoints :: [Point2] -> [WallP] -> ([Point2], [WallP] )
|
||||
cutWallsWithPoints (p:ps) ws = foldr f ([],ws) (zip (p:ps) (ps++[p]))
|
||||
where
|
||||
f (p1,p2) (as,ws') =
|
||||
( as ++ cutWallsPoints p1 p2 ws'
|
||||
( nub $ as ++ cutWallsPoints p1 p2 ws'
|
||||
, concatMap (cutWall p1 p2) ws'
|
||||
)
|
||||
|
||||
@@ -86,20 +86,19 @@ cutWallsPoints :: Point2 -> Point2 -> [WallP] -> [Point2]
|
||||
--cutWallsPoints p1 p2 ws = mapMaybe (\(x:y:_) -> intersectExtendedSegSeg p1 p2 x y)
|
||||
cutWallsPoints p1 p2 ws = mapMaybe (uncurry $ myIntersectSegSeg p1 p2) ws
|
||||
|
||||
-- given a segment and a wall, adds a cut point to the wall if it intersects the
|
||||
-- segment
|
||||
-- given a segment and a wall, split the wall into two if it crosses the segment
|
||||
cutWall :: Point2 -> Point2 -> WallP -> [WallP]
|
||||
cutWall p1 p2 (x,y) = case myIntersectSegSeg p1 p2 x y of
|
||||
Nothing -> [(x,y)]
|
||||
Just cp -> [(x,cp),(cp,y)]
|
||||
|
||||
createPolyWalls :: [Point2] -> [WallP] -> [WallP]
|
||||
createPolyWalls (q:qs) walls = foldr createPolyWall walls (zip (q:qs) (qs++[q]))
|
||||
addPolyWalls :: [Point2] -> [WallP] -> [WallP]
|
||||
addPolyWalls (q:qs) walls = foldr addPolyWall walls (zip (q:qs) (qs++[q]))
|
||||
|
||||
-- adds a wall if there is not already a wall on the clockwise normal to this wall
|
||||
-- such that this existing wall faces towards the new wall
|
||||
createPolyWall :: WallP -> [WallP] -> [WallP]
|
||||
createPolyWall (p1,p2) walls =
|
||||
addPolyWall :: WallP -> [WallP] -> [WallP]
|
||||
addPolyWall (p1,p2) walls =
|
||||
case maybeW of Just (x,y) -> if isLHS x y p3
|
||||
then walls
|
||||
else (p1,p2) : walls
|
||||
@@ -144,30 +143,27 @@ fusePoint ps p = fromMaybe p $ findClosePoint ps p
|
||||
-- if either wall point is not moved, this point gets added to the list
|
||||
fuseWall :: ([Point2], WallP) -> ([Point2], WallP)
|
||||
fuseWall (ps, (x,y)) = ( nub (x':y':ps) , (x',y') )
|
||||
where x' = fusePoint ps x
|
||||
y' = fusePoint (x':ps) y
|
||||
where
|
||||
x' = fusePoint ps x
|
||||
y' = fusePoint (x':ps) y
|
||||
|
||||
-- given list of points and collection of walls, fuses the wall ends if
|
||||
-- they are close to the list of points or each other
|
||||
fuseWallsWith :: [Point2] -> [WallP] -> [WallP]
|
||||
fuseWallsWith zs ws = snd $ foldr fuseWalls' (zs, []) ws
|
||||
where fuseWalls' w (ps, ws) = let (qs, w') = fuseWall (ps, w)
|
||||
in (qs, w' : ws)
|
||||
where
|
||||
fuseWalls' w (ps, ws) =
|
||||
let (qs, w') = fuseWall (ps, w)
|
||||
in (qs, w' : ws)
|
||||
|
||||
wallIsZeroLength (x,y) = x == y
|
||||
|
||||
removeWallsInPolygon :: [Point2] -> [WallP] -> [WallP]
|
||||
removeWallsInPolygon ps walls = filter (not . cond) walls
|
||||
where cond wall = pointInsidePolygon (fst wall) ps
|
||||
where
|
||||
cond wall = pointInsidePolygon (fst wall) ps
|
||||
&& pointInsidePolygon (snd wall) ps
|
||||
|
||||
pointInsidePolygon :: Point2 -> [Point2] -> Bool
|
||||
pointInsidePolygon p (x:xs) = all (\l -> not (uncurry isRHS l (p +.+ normalizeV s))) pairs
|
||||
|| any (\l -> uncurry isOnLine l p) pairs
|
||||
where pairs = zip (x:xs) (xs ++ [x])
|
||||
s = ((1/fromIntegral (length (x:xs))) *.* (foldr1 (+.+) (x:xs)))
|
||||
-.- p
|
||||
|
||||
------------------------------------------------------------------------------------
|
||||
-- idea: create inner walls to draw and to cast shadows
|
||||
createInnerWalls :: IM.IntMap Wall -> IM.IntMap Wall
|
||||
|
||||
@@ -28,7 +28,7 @@ import qualified Data.Set as S
|
||||
worldPictures :: World -> Picture
|
||||
worldPictures w = pictures $ concat
|
||||
[ IM.elems $ _decorations w
|
||||
, map _ptPict . IM.elems $ _projectiles w
|
||||
, map _pjPict . IM.elems $ _projectiles w
|
||||
, map drawItem . IM.elems $ _floorItems w
|
||||
, map crDraw . IM.elems $ _creatures w
|
||||
, map clDraw . IM.elems $ _clouds w
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
{-# LANGUAGE TemplateHaskell #-}
|
||||
{-# LANGUAGE StrictData #-}
|
||||
module Dodge.Room.Data
|
||||
where
|
||||
|
||||
|
||||
+7
-5
@@ -148,12 +148,14 @@ roomC x y = Room
|
||||
, _rmPS = [windowLine (x/2,0) (x/2,y-60)
|
||||
]
|
||||
--, _rmBound = rectNSWE y 0 0 x
|
||||
, _rmBound = []
|
||||
, _rmBound = rectNSWE (y+5) (-5) (-5) (x+5)
|
||||
}
|
||||
where lnks = [( (x-20, 0),pi)
|
||||
,( ( 20, 0),pi)
|
||||
,( ( 0, 20),pi/2)
|
||||
]
|
||||
where
|
||||
lnks =
|
||||
[( (x-20, 0),pi)
|
||||
,( ( 20, 0),pi)
|
||||
,( ( 0, 20),pi/2)
|
||||
]
|
||||
|
||||
makeRect :: Float -> Float -> [(Point2,Point2)]
|
||||
makeRect x y = [((0,0),(x,0))
|
||||
|
||||
+6
-3
@@ -45,7 +45,7 @@ update w
|
||||
. wallEvents
|
||||
. set worldEvents id
|
||||
$ _worldEvents w1 w1
|
||||
where -- zoning w = set wallsZone (IM.foldr wallInZone IM.empty (_walls w))
|
||||
where -- zoning w = set wallsZone (IM.foldr wallInZone IM.empty (_walls w))
|
||||
-- w
|
||||
-- wallInZone wl | dist (_wlLine wl !! 0) (_wlLine wl !! 1) <= 2*zoneSize
|
||||
-- = insertIMInZone x y wlid wl
|
||||
@@ -68,7 +68,7 @@ updateSoundQueue = set soundQueue []
|
||||
updateLightSources w = set tempLightSources (catMaybes tlss) w'
|
||||
where (w',tlss) = mapAccumR (\a b -> _tlsUpdate b a b) w $ _tempLightSources w
|
||||
|
||||
updateProjectiles w = IM.foldr' _ptUpdate w $ _projectiles w
|
||||
updateProjectiles w = IM.foldr' _pjUpdate w $ _projectiles w
|
||||
|
||||
updateParticles' :: World -> World
|
||||
updateParticles' w = set particles' (catMaybes ps) w'
|
||||
@@ -76,7 +76,10 @@ updateParticles' w = set particles' (catMaybes ps) w'
|
||||
|
||||
updateCreatures :: World -> World
|
||||
updateCreatures w = f $ set randGen newG $ set creatures (IM.mapMaybe id crs) w
|
||||
where ((f,newG),crs) = IM.mapAccum (\g' cr -> _crUpdate cr w g' cr) (id,_randGen w) $ _creatures w
|
||||
where
|
||||
((f,newG),crs) = IM.mapAccum (\g' cr -> _crUpdate cr w g' (setOldPos cr)) (id,_randGen w)
|
||||
$ _creatures w
|
||||
setOldPos cr = cr & crOldPos .~ _crPos cr
|
||||
|
||||
|
||||
wallEvents :: World -> World
|
||||
|
||||
@@ -14,23 +14,18 @@ colCrsWalls :: World -> World
|
||||
colCrsWalls w = over creatures (fmap (colCrWall w)) w
|
||||
|
||||
colCrWall :: World -> Creature -> Creature
|
||||
colCrWall w c = pushOutFromWall w c
|
||||
|
||||
pushOutFromWall :: World -> Creature -> Creature
|
||||
pushOutFromWall w c
|
||||
| p1 == p2 = c
|
||||
| otherwise = over crPos (
|
||||
collideCorners rad p1 wallPoints
|
||||
.
|
||||
collideWalls rad p1 ls
|
||||
. checkPushThroughs rad p1 ls
|
||||
)
|
||||
c
|
||||
where rad = _crRad c + wallBuffer
|
||||
p1 = _crOldPos c
|
||||
p2 = _crPos c
|
||||
ls = IM.elems $ fmap _wlLine $ wallsNearPoint p2 w
|
||||
wallPoints = nub $ concat ls
|
||||
colCrWall w c
|
||||
| p1 == p2 = pushOrCrush ls c
|
||||
| otherwise = c & crPos %~
|
||||
collideCorners rad p1 wallPoints
|
||||
. collideWalls rad p1 ls
|
||||
. checkPushThroughs rad p1 ls
|
||||
where
|
||||
rad = _crRad c + wallBuffer
|
||||
p1 = _crOldPos c
|
||||
p2 = _crPos c
|
||||
ls = IM.elems $ fmap _wlLine $ wallsNearPoint p2 w
|
||||
wallPoints = nub $ concat ls
|
||||
|
||||
-- colCrPushThrough :: World -> Creature -> Creature
|
||||
-- colCrPushThrough w cr = set crPos (checkPushThroughs rad p1 p2 ls) cr
|
||||
@@ -43,23 +38,40 @@ pushOutFromWall w c
|
||||
-- the amount to push creatures out from walls, extra to their radius
|
||||
wallBuffer = 3
|
||||
|
||||
-- the following tests whether a moving circle crosses a list of walls, and
|
||||
-- places the circle accordingly.
|
||||
-- It supposes that the circle will only interact with at most two walls.
|
||||
-- the reverse prevents the collision from happening again with the first wall,
|
||||
-- when two walls are collided with
|
||||
-- the following tests whether or not a point is on a wall, and if so pushes it
|
||||
-- out from the wall
|
||||
-- If the resultant push out is itself on another wall, the original point is
|
||||
-- returned
|
||||
collideWalls :: Float -> Point2 -> [[Point2]] -> Point2 -> Point2
|
||||
collideWalls rad cp1 walls cp2
|
||||
= case (listToMaybe.mapMaybe (collideWall rad cp1 cp2)) walls of
|
||||
= case (listToMaybe.mapMaybe (pushOutFromWall rad cp2)) walls of
|
||||
Nothing -> cp2
|
||||
Just cp3 -> case (listToMaybe.reverse.mapMaybe (collideWall rad cp1 cp3)) walls of
|
||||
Just cp3 -> case (listToMaybe.reverse.mapMaybe (pushOutFromWall rad cp3)) walls of
|
||||
Nothing -> cp3
|
||||
Just cp4 -> cp4
|
||||
Just cp4 -> cp1
|
||||
|
||||
-- pushes a point out from a list of walls
|
||||
-- if multiple new points occur, chooses the one closest to the orignal pointjk
|
||||
pushOutFromWalls :: Float -> [[Point2]] -> Point2 -> Point2
|
||||
pushOutFromWalls rad walls p =
|
||||
fromMaybe p
|
||||
. listToMaybe
|
||||
. sortBy (compare `on` dist p)
|
||||
$ mapMaybe (pushOutFromWall rad p)
|
||||
walls
|
||||
|
||||
pushOrCrush :: [[Point2]] -> Creature -> Creature
|
||||
pushOrCrush wls cr = case mapMaybe (pushOutFromWall (_crRad cr) cpos) wls of
|
||||
[] -> cr
|
||||
[p] -> cr & crPos .~ p
|
||||
_ -> cr & crState . crDamage %~ ( (Blunt 50 cpos cpos cpos) :)
|
||||
where
|
||||
cpos = _crPos cr
|
||||
|
||||
-- assumes that the wall is orientated
|
||||
-- assumes wall points are different
|
||||
collideWall :: Float -> Point2 -> Point2 -> [Point2] -> Maybe (Point2)
|
||||
collideWall rad cp1 cp2 (wp1:wp2:_)
|
||||
pushOutFromWall :: Float -> Point2 -> [Point2] -> Maybe (Point2)
|
||||
pushOutFromWall rad cp2 (wp1:wp2:_)
|
||||
| isOnWall = Just newP -- +.+ (1 *.* norm))
|
||||
| otherwise = Nothing
|
||||
where norm = errorNormalizeV 61 $ vNormal (wp1 -.- wp2)
|
||||
@@ -70,6 +82,12 @@ collideWall rad cp1 cp2 (wp1:wp2:_)
|
||||
isJust Nothing = False
|
||||
isJust _ = True
|
||||
|
||||
pushOutFromCorners :: World -> Creature -> Creature
|
||||
pushOutFromCorners w cr = cr & crPos .~ newPos
|
||||
where
|
||||
newPos = foldr (intersectCirclePoint (_crRad cr)) (_crPos cr) ls
|
||||
ls = nub . concat . IM.elems $ fmap _wlLine $ wallsNearPoint (_crPos cr) w
|
||||
|
||||
collideCorners :: Float -> Point2 -> [Point2] -> Point2 -> Point2
|
||||
collideCorners rad p1 ps p2 = foldr (intersectCirclePoint rad) p2 ps
|
||||
|
||||
|
||||
@@ -194,19 +194,19 @@ cloudPoisonDamage c w = w & creatures %~ flip (foldr (IM.adjust doDam)) damagedC
|
||||
|
||||
makeTeslaArcAt :: Int -> Point2 -> Float -> Projectile
|
||||
makeTeslaArcAt i pos dir = Projectile
|
||||
{ _ptPos = pos
|
||||
, _ptStartPos = pos
|
||||
, _ptVel = (0,0)
|
||||
, _ptPict = onLayer PtLayer $ line [(0,0),(0,0)]
|
||||
, _ptID = i
|
||||
, _ptUpdate = moveTeslaArc pos dir i
|
||||
{ _pjPos = pos
|
||||
, _pjStartPos = pos
|
||||
, _pjVel = (0,0)
|
||||
, _pjPict = onLayer PtLayer $ line [(0,0),(0,0)]
|
||||
, _pjID = i
|
||||
, _pjUpdate = moveTeslaArc pos dir i
|
||||
}
|
||||
|
||||
moveTeslaArc :: Point2 -> Float -> Int -> World -> World
|
||||
moveTeslaArc p d i w =
|
||||
set (projectiles . ix i . ptPict) pic
|
||||
$ set (projectiles . ix i . ptUpdate)
|
||||
(ptTimer 2 i)
|
||||
set (projectiles . ix i . pjPict) pic
|
||||
$ set (projectiles . ix i . pjUpdate)
|
||||
(pjTimer 2 i)
|
||||
$ set randGen g
|
||||
$ createSpark 8 nc q2 (argV sv + d1) Nothing
|
||||
$ foldr damCrs w hitCrs
|
||||
|
||||
Reference in New Issue
Block a user