Abstract out direction accuracy

This commit is contained in:
jgk
2021-03-16 14:16:27 +01:00
parent 875679d25f
commit f18bf2348a
3 changed files with 42 additions and 10 deletions
+9 -6
View File
@@ -61,7 +61,8 @@ pistol = Weapon
, _wpFireRate = 8
, _wpFireState = 0
, _wpFire = shootWithSound 0
$ withAccVelWthHiteff' 0.1 (30,0) 2
. withRandomDir 0.1
. withVelWthHiteff (30,0) 2
$ threeEff' bulHitCr' bulHitWall' bulHitFF'
, _wpSpread = 0.02
, _wpRange = 20
@@ -125,12 +126,14 @@ autoGun = defaultGun
autoFireMode = shootWithSound (fromIntegral autoGunSound)
$ withRecoil 40
$ torqueBefore 0.05
$ withAccVelWthHiteff' (autogunSpread/2) (50,0) 3
$ withRandomDir (autogunSpread/2)
$ withVelWthHiteff (50,0) 3
$ threeEff' bulHitCr' bulHitWall' bulHitFF'
singleFireMode = shootWithSound (fromIntegral autoGunSound)
$ withRecoil 40
$ torqueAfter 0.03
$ withAccVelWthHiteff' (autogunSpread/2) (50,0) 3
$ withRandomDir (autogunSpread/2)
$ withVelWthHiteff (50,0) 3
$ threeEff' bulHitCr' bulHitWall' bulHitFF'
incMode :: Int -> World -> World
@@ -417,7 +420,7 @@ hvAutoGun = defaultAutoGun
}
where mkHvBul = withSound (fromIntegral longGunSound)
$ withThinSmoke
$ withAccVelWthHiteff' 0 (80,0) 6
$ withVelWthHiteff (80,0) 6
$ threeEff'
hvBulHitCr' hvBulHitWall' bulHitFF'
@@ -430,7 +433,7 @@ ltAutoGun = defaultAutoGun
, _wpReloadState = 0
, _wpFireRate = 4
, _wpFireState = 0
, _wpFire = shootWithSound 0 $ withAccVelWthHiteff' 0.3 (30,0) 2 bulletEffect'
, _wpFire = shootWithSound 0 . withRandomDir 0.3 $ withVelWthHiteff (30,0) 2 bulletEffect'
, _wpSpread = 0.5
, _wpRange = 20
, _itFloorPict = onLayer FlItLayer $ color green $ pictures [polygon $ rectNSWE 4 (-4) (-4) 0
@@ -549,7 +552,7 @@ longGun = defaultGun
, _wpFire = shootWithSound (fromIntegral longGunSound)
$ withThickSmoke
$ torqueAfter 0.05
$ withAccVelWthHiteff' 0 (60,0) 6
$ withVelWthHiteff (60,0) 6
$ threeEff'
hvBulHitCr' hvBulHitWall' bulHitFF'
+28
View File
@@ -0,0 +1,28 @@
{-# LANGUAGE BangPatterns #-}
module Dodge.Item.Weapon.Recock
where
import Dodge.Data
import Control.Lens
import qualified Data.IntMap.Strict as IM
wpRecock :: ItEffect
wpRecock = ItInvEffect {_itInvEffect = f
,_itEffectCounter = 0
}
where f cr i = creatures . ix (_crID cr) . crInv
%~ IM.adjust fOnIt i
moveHammerUp !HammerDown = HammerReleased
moveHammerUp !HammerReleased = HammerUp
moveHammerUp !HammerUp = HammerUp
fOnIt it = it & itHammer %~ moveHammerUp
bezierRecock :: ItEffect
bezierRecock = ItInvEffect {_itInvEffect = f
,_itEffectCounter = 0
}
where f cr i = creatures . ix (_crID cr) . crInv
%~ IM.adjust fOnIt i
fOnIt it = case _itHammer it of
HammerDown -> it & itHammer .~ HammerUp
_ -> it & itAttachment .~ Nothing
+5 -4
View File
@@ -112,8 +112,8 @@ withRandomDir acc f cid w = over (creatures . ix cid . crDir) (\d -> d - a)
w
where (a, g) = randomR (-acc,acc) $ _randGen w
withAccVelWthHiteff' :: Float -> Point2 -> Float -> HitEffect' -> Int -> World -> World
withAccVelWthHiteff' acc vel width hiteff cid w
withVelWthHiteff :: Point2 -> Float -> HitEffect' -> Int -> World -> World
withVelWthHiteff vel width hiteff cid w
= over particles' ((:) newbul)
. over tempLightSources ((:) (tLightAt 4 pos))
. lowLightAt pos2
@@ -122,11 +122,12 @@ withAccVelWthHiteff' acc vel width hiteff cid w
where cr = _creatures w IM.! cid
newbul = aGenBulAt' (Just cid) (numColor colid) pos (rotateV dir vel) hiteff width
(colid, g) = randomR (0,11) $ _randGen w
(a, _) = randomR (-acc,acc) $ _randGen w
dir = _crDir cr + a
dir = _crDir cr
pos = _crPos cr +.+ _crRad cr *.* unitVectorAtAngle (_crDir cr)
pos2 = _crPos cr +.+ (2 * _crRad cr) *.* unitVectorAtAngle (_crDir cr)
withOffsetAccVelWthHiteff' :: Float -> Float -> Point2 -> Float -> HitEffect' -> Int -> World -> World
withOffsetAccVelWthHiteff' offsetAmount acc vel width hiteff cid w
= over particles' ((:) newbul )