110 lines
2.7 KiB
Haskell
110 lines
2.7 KiB
Haskell
module Dodge.Spark (
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updateSpark,
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sparkRandDir,
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createBarrelSpark,
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randDirSpark,
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randSpark,
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makeSpark,
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) where
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import Dodge.Damage
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import Control.Monad.State
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import Dodge.Data.World
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import Dodge.WorldEvent.ThingsHit
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import Geometry
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import LensHelp
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import System.Random
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updateSpark :: World -> Spark -> (World, Maybe Spark)
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updateSpark w sk
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| magV (_skVel sk) < 1 = (w, Nothing)
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| otherwise = case thingHit sp ep w of
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Nothing -> (w, Just $ sk & skPos .~ ep & skVel *~ 0.9 & skOldPos .~ sp)
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Just (hp, hthing) ->
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( sparkDam' sk sp ep (hp, hthing) w
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, Just $ sk & skPos .~ hp & skOldPos .~ sp & skVel .~ 0
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)
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where
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sp = _skPos sk
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ep = sp + _skVel sk
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sparkDam' ::
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Spark ->
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Point2 ->
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Point2 ->
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(Point2, Either Creature Wall) ->
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World ->
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World
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sparkDam' sk sp ep mayEiCrWl = case mayEiCrWl of
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(hitp, eicrwl) -> damageCrWl (thedam hitp) eicrwl
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where
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thedam hitp = Damage (sparkToDamage sk) 10 sp hitp ep -- NoDamageEffect
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sparkToDamage :: Spark -> DamageType
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sparkToDamage sp = case _skType sp of
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ElectricSpark ->ELECTRICAL
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FireSpark -> FLAMING
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NormalSpark -> SPARKING
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createBarrelSpark :: Point2 -> Float -> World -> World
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createBarrelSpark pos dir = sparkRandDir 0.1 pos dir
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makeSpark :: SparkType -> Point2 -> Float -> World -> World
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makeSpark st p d = cWorld . lWorld . sparks
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.:~ Spark
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{ _skVel = rotateV d (V2 5 0)
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, _skPos = p
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, _skOldPos = p
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, _skType = st
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}
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randDirSpark ::
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State StdGen Float ->
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Point2 ->
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World ->
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World
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randDirSpark randdir pos w =
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w
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& randGen .~ g
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& cWorld . lWorld . sparks
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.:~ Spark
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{ _skVel = rotateV dir (V2 5 0)
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, _skPos = pos
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, _skOldPos = pos
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, _skType = NormalSpark
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}
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where
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(dir, g) = (`runState` _randGen w) $ do
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d <- randdir
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return d
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randSpark ::
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SparkType ->
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State StdGen Float ->
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State StdGen Float ->
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Point2 ->
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World ->
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World
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randSpark dt randspeed randdir pos w =
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w
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& randGen .~ g
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& cWorld . lWorld . sparks
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.:~ Spark
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{ _skVel = rotateV dir (V2 speed 0)
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, _skPos = pos
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, _skOldPos = pos
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, _skType = dt
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}
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where
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((dir, speed), g) = (`runState` _randGen w) $ do
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d <- randdir
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x <- randspeed
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return (d, x)
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sparkRandDir :: Float -> Point2 -> Float -> World -> World
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sparkRandDir a pos dir =
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randDirSpark
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(state $ randomR (dir - a, dir + a))
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pos
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