Cleanup particles slightly
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@@ -135,10 +135,11 @@ bulConCr' bt p cr w
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{- | Hitting wall effects: create a spark, damage blocks. -}
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bulHitWall' :: Particle -> Point2 -> Wall -> World -> World
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bulHitWall' bt p x w = damageBlocksBy 5 x
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$ createSpark 8 12 pOut (reflectDir x) Nothing
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$ createSparkCol 8 theCol pOut (reflectDir x) Nothing
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$ set randGen g
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w
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where
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theCol = brightX 100 1.5 white
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sp = head $ _btTrail' bt
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pOut = p +.+ safeNormalizeV (sp -.- p)
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(a, g) = randomR (-0.2,0.2) $ _randGen w
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@@ -197,10 +198,11 @@ hvBulHitWall' bt p x w = damageBlocksBy 5 x $ set randGen g $ foldr ($) w (spar
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reflectDir wall = a +
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argV (reflectIn (uncurry (-.-) (_wlLine wall)) (p -.- sp) )
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sv = unitVectorAtAngle $ reflectDir x
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cs = take 10 $ randomRs (0,11) $ _randGen w
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cs' = take 10 $ randomRs (0,11) $ _randGen w
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cs = map (brightX 100 1.5 . numColor) cs'
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ds = randomRs (-0.7,0.7) $ _randGen w
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ts = randomRs (4,8) $ _randGen w
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sparks pos vel = zipWith3 (\t c d -> createSpark t c pos (argV vel + d) Nothing) ts cs ds
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sparks pos vel = zipWith3 (\t c d -> createSparkCol t c pos (argV vel + d) Nothing) ts cs ds
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bulHitFF' :: Particle -> Point2 -> ForceField -> World -> World
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bulHitFF' _ _ _ = id
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@@ -16,7 +16,7 @@ aGenBulAt
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-> HitEffect
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-> Float -- ^ Bullet width
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-> Particle
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aGenBulAt maycid pos vel hiteff width = Bul'
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aGenBulAt maycid pos vel hiteff width = BulletPt
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{ _ptDraw = drawBul
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, _ptUpdate' = mvGenBullet
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, _btVel' = vel
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@@ -35,7 +35,7 @@ aDelayedBulAt
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-> HitEffect
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-> Float -- ^ Bullet width
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-> Particle
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aDelayedBulAt vfact maycid pos vel hiteff width = Bul'
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aDelayedBulAt vfact maycid pos vel hiteff width = BulletPt
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{ _ptDraw = drawBul
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, _ptUpdate' = \w -> resetVel . mvGenBullet w
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, _btVel' = vfact *.* vel
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@@ -58,7 +58,7 @@ aCurveBulAt
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-> HitEffect
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-> Float -- ^ Bullet width
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-> Particle
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aCurveBulAt maycid col pos control targ hiteff width = Bul'
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aCurveBulAt maycid col pos control targ hiteff width = BulletPt
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{ _ptDraw = drawBul
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, _ptUpdate' = \w -> mvGenBullet w . setVel
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, _btVel' = V2 0 0
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