module Dodge.Spark ( updateSpark, colSpark, colSparkRandDir, createBarrelSpark, randColDirSpark, randSpark, ) where import Dodge.Damage import Color import Control.Monad.State import Dodge.Data.World import Dodge.WorldEvent.ThingsHit import Geometry import LensHelp import System.Random updateSpark :: World -> Spark -> (World, Maybe Spark) updateSpark w sk | magV (_skVel sk) < 1 = (w, Nothing) | otherwise = case thingHit sp ep w of Nothing -> (w, Just $ sk & skPos .~ ep & skVel .*.*~ 0.9 & skOldPos .~ sp) Just (hp, hthing) -> ( sparkDam sk sp ep (hp, hthing) w , Just $ sk & skPos .~ hp & skOldPos .~ sp & skVel .~ 0 ) where sp = _skPos sk ep = sp +.+ _skVel sk sparkDam :: Spark -> Point2 -> Point2 -> (Point2, Either Creature Wall) -> World -> World sparkDam sk sp ep mayEiCrWl = case mayEiCrWl of (hitp, eicrwl) -> damageCrWl (thedam hitp) eicrwl where thedam hitp = Damage (_skDamageType sk) 1 sp hitp ep NoDamageEffect createBarrelSpark :: Point2 -> Float -> Int -> World -> World createBarrelSpark pos dir colid = colSparkRandDir 0.1 (numColor colid) pos dir colSpark :: Color -> Point2 -> Float -> World -> World colSpark = colSparkRandDir 0.7 randColDirSpark :: State StdGen Color -> State StdGen Float -> Point2 -> World -> World randColDirSpark randcol randdir pos w = w & randGen .~ g & cWorld . lWorld . sparks .:~ Spark { _skVel = rotateV dir (V2 5 0) , _skColor = col , _skPos = pos , _skOldPos = pos , _skWidth = 1 , _skDamageType = SPARKING } where ((col, dir), g) = (`runState` _randGen w) $ do c <- randcol d <- randdir return (c, d) randSpark :: DamageType -> State StdGen Float -> State StdGen Color -> State StdGen Float -> Point2 -> World -> World randSpark dt randspeed randcol randdir pos w = w & randGen .~ g & cWorld . lWorld . sparks .:~ Spark { _skVel = rotateV dir (V2 speed 0) , _skColor = col , _skPos = pos , _skOldPos = pos , _skWidth = 1 , _skDamageType = dt } where ((col, dir, speed), g) = (`runState` _randGen w) $ do c <- randcol d <- randdir x <- randspeed return (c, d, x) colSparkRandDir :: Float -> Color -> Point2 -> Float -> World -> World colSparkRandDir a col pos dir = randColDirSpark (return col) (state $ randomR (dir - a, dir + a)) pos