124 lines
3.4 KiB
Haskell
124 lines
3.4 KiB
Haskell
-- | Creation of particles in the world.
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module Dodge.WorldEvent.SpawnParticle (
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makeGasCloud,
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makeStaticBall,
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concBall,
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) where
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import Dodge.Data.World
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import Geometry
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import LensHelp
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import Picture
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import RandomHelp
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--randParticleAt :: (Point2 -> State StdGen Particle) -> Point2 -> World -> World
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--randParticleAt f p w = w
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-- & instantParticles .:~ thepart
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-- & randGen .~ g
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-- where
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-- (thepart,g) = runState (f p) (_randGen w)
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randEnergyBallAt :: (Point2 -> State StdGen EnergyBall) -> Point2 -> World -> World
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randEnergyBallAt f p w =
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w
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& cWorld . energyBalls .:~ thepart
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& randGen .~ g
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where
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(thepart, g) = runState (f p) (_randGen w)
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makeStaticBall :: Point2 -> World -> World
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makeStaticBall p = randEnergyBallAt aStaticBall p . (cWorld . posEvents .:~ thesparker)
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where
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thesparker = PosEvent SparkSpawner 10 p
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concBall :: Point2 -> Shockwave
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concBall p =
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Shockwave
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{ _swDirection = OutwardShockwave
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, _swInvulnerableCrs = []
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, _swColor = white
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, _swPos = p
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, _swRad = 15
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, _swDam = 4
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, _swPush = 1
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, _swMaxTime = 10
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, _swTimer = 10
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}
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aStaticBall :: Point2 -> State g EnergyBall
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aStaticBall p =
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return
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EnergyBall
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{ _ebVel = 0
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, _ebColor = blue
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, _ebPos = p
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, _ebWidth = 3
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, _ebTimer = 20
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, _ebEff = (ELECTRICAL, 1)
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, _ebZ = 20
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, _ebRot = 0
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}
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{- | Note damgeInRadius by itself never destroys the particle
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damageInRadius :: Float -> Particle -> World -> World
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damageInRadius size pt = damageInArea isClose closeWls pt
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where
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p = _ptPos pt
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closeWls wl = uncurry segOnCirc (_wlLine wl) p size
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isClose cr = dist p (_crPos cr) < _crRad cr + size
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-}
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--damageInArea :: (Creature -> Bool) -> (Wall -> Bool) -> Particle -> World -> World
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--{-# INLINE damageInArea #-}
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--damageInArea crt wlt pt w = damwls damcrs
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-- where
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-- p = _ptPos pt
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-- damcrs = foldl' (flip $ \cr -> fst . hiteff (S.yield (p,Left cr))) w $ IM.filter crt $ _creatures w
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-- damwls w' = runIdentity
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-- . S.fold_
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-- (flip $ \wl -> fst . hiteff (S.yield (p,Right wl)))
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-- w'
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-- id
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-- . S.filter wlt
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-- $ wlsNearPoint p w'
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-- hiteff = _ptHitEff pt pt
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-- | At writing the radius is half the size of the effect area
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makeGasCloud ::
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-- | Position
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Point2 ->
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-- | Velocity
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Point2 ->
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World ->
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World
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makeGasCloud pos vel w =
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w
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& cWorld . clouds .:~ theCloud
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& randGen .~ g
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where
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theCloud =
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Cloud
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{ _clPos = addZ 20 pos
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, _clVel = addZ 0 vel
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, _clPict = DrawGasCloud col
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, _clRad = 10
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, _clAlt = 25
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, _clTimer = 400
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, _clType = GasCloud
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}
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(col, g) = runState (takeOne [green, yellow]) $ _randGen w
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{- Attach poison cloud damage to creatures near cloud. -}
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{- Update of a flamelet.
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Applies movement and attaches damage to nearby creatures. -}
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-- This should be unified in many ways with moveFlame
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--moveFlamelet :: World -> Particle -> (World, Maybe Particle)
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--moveFlamelet w pt
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-- | _ptTimer pt <= 0 = ( w, Nothing)
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-- | otherwise = (ptFlicker pt $ damageInRadius 5 mvPt' w, Just mvPt')
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-- where
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-- mvPt' = pt
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-- & ptTimer -~ 1
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-- & ptPos .~ _ptPos pt +.+ _ptVel pt
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-- & ptVel .*.*~ 0.8
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