Files
loop/src/Dodge/Spark.hs
T
2025-06-07 10:28:17 +01:00

110 lines
2.7 KiB
Haskell

module Dodge.Spark (
updateSpark,
sparkRandDir,
createBarrelSpark,
randDirSpark,
randSpark,
makeSpark,
) where
import Dodge.Damage
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 (sparkToDamage sk) 10 sp hitp ep -- NoDamageEffect
sparkToDamage :: Spark -> DamageType
sparkToDamage sp = case _skType sp of
ElectricSpark ->ELECTRICAL
FireSpark -> FLAMING
NormalSpark -> SPARKING
createBarrelSpark :: Point2 -> Float -> World -> World
createBarrelSpark pos dir = sparkRandDir 0.1 pos dir
makeSpark :: SparkType -> Point2 -> Float -> World -> World
makeSpark st p d = cWorld . lWorld . sparks
.:~ Spark
{ _skVel = rotateV d (V2 5 0)
, _skPos = p
, _skOldPos = p
, _skType = st
}
randDirSpark ::
State StdGen Float ->
Point2 ->
World ->
World
randDirSpark randdir pos w =
w
& randGen .~ g
& cWorld . lWorld . sparks
.:~ Spark
{ _skVel = rotateV dir (V2 5 0)
, _skPos = pos
, _skOldPos = pos
, _skType = NormalSpark
}
where
(dir, g) = (`runState` _randGen w) $ do
d <- randdir
return d
randSpark ::
SparkType ->
State StdGen Float ->
State StdGen Float ->
Point2 ->
World ->
World
randSpark dt randspeed randdir pos w =
w
& randGen .~ g
& cWorld . lWorld . sparks
.:~ Spark
{ _skVel = rotateV dir (V2 speed 0)
, _skPos = pos
, _skOldPos = pos
, _skType = dt
}
where
((dir, speed), g) = (`runState` _randGen w) $ do
d <- randdir
x <- randspeed
return (d, x)
sparkRandDir :: Float -> Point2 -> Float -> World -> World
sparkRandDir a pos dir =
randDirSpark
(state $ randomR (dir - a, dir + a))
pos