105 lines
3.7 KiB
Haskell
105 lines
3.7 KiB
Haskell
module Dodge.Item.Weapon.Grenade
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where
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import Dodge.Data
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import Dodge.Item.Data
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import Dodge.Base
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import Dodge.Base.Zone
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import Dodge.Picture.Layer
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import Dodge.SoundLogic
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import Dodge.SoundLogic.Synonyms
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import Dodge.Item.Attachment.Data
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import Dodge.Item.Draw
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import Dodge.Default.Shell
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--import Dodge.Default
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import Picture
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import Geometry
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import Control.Lens
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import qualified Data.IntMap.Strict as IM
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--import System.Random
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moveGrenade
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:: Int -- ^ Timer
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-> Float -- ^ Direction
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-> Int -- ^ Projectile id
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-> World
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-> World
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moveGrenade 0 _ pID w = over projectiles (IM.delete pID)
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$ explosion (_pjPos (_projectiles w IM.! pID))
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w
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where
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pj = _projectiles w IM.! pID
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explosion = _pjPayload pj
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moveGrenade time dir pID w = case hitWl of
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Just (p,_) -> soundFrom (Tap 0) p tapQuiet Nothing updatedWorld
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_ -> updatedWorld
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where
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updatedWorld = updateV $ set (projectiles . ix pID . pjPos) finalPos
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$ set (projectiles .ix pID. pjDraw)
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(\ _ -> onLayer PtLayer $ uncurryV translate newPos
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$ rotate dir $ grenadePic time)
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$ set (projectiles .ix pID.pjUpdate) (\_ -> moveGrenade (time-1) dir pID) w
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pj = _projectiles w IM.! pID
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oldPos = _pjPos pj
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newPos = _pjVel pj +.+ oldPos
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hitWl = collideCircWalls oldPos newPos 4 $ wallsNearPoint newPos w
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finalPos = maybe newPos fst hitWl
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setV v = set (projectiles .ix pID.pjVel) v
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updateV = maybe id (setV . snd) hitWl
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grenadePic :: Int -> Picture
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grenadePic x = pictures
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[ color (dark $ dark green) $ circleSolid 5
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, color green $ arc (degToRad $ (179 * fromIntegral x / 50) - 180 )
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(degToRad $ 180 - (179 * fromIntegral x / 50) )
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5
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, translate (-2) 2 $ rotate (pi*0.5)
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$ scale 0.05 0.05 $ color green $ text $ show $ 1 + quot x 20
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]
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throwGrenade
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:: (Point2 -> World -> World) -- ^ Payload
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-> Creature
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-> World
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-> World
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throwGrenade explosion cr w = setWp $ removePict $ over projectiles addG w
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where
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n = _crID cr
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addG = IM.insert i $ defaultShell
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{ _pjPos = p
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, _pjStartPos = p
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, _pjVel = v
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, _pjDraw = \_ -> onLayer PtLayer $ uncurryV translate p $ grenadePic 0
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, _pjID = i
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, _pjUpdate = \_ -> moveGrenade fuseTime dir i
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, _pjPayload = explosion
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}
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j = _crInvSel cr
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removePict = set (creatures . ix n . crInv . ix j . itEquipPict) $ \ _ _ -> blank
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i = newProjectileKey w
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--(_, g) = randomR (-grenadeAccA,grenadeAccA::Float) (_randGen w)
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--(_, _) = randomR (1 - 2*grenadeAccL,1+grenadeAccL::Float) g
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v' = 1 / (fromIntegral fuseTime * _cameraZoom w) *.* rotateV (_cameraRot w) ( _mousePos w)
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v | magV v' > 6 = 6 *.* normalizeV v'
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| otherwise = v'
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p' = _crPos cr +.+ rotateV (_crDir cr) (V2 (_crRad cr) 0)
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p | circOnSomeWall p' 4 w = _crPos cr +.+ rotateV (_crDir cr) (V2 (_crRad cr-4) 0)
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| otherwise = p'
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dir = argV v
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setWp :: World -> World
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setWp w' = w' & creatures . ix n . crInv . ix j . itEffect .~ throwArmReset 20
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fuseTime = _itFuseTime $ _itAttachment $ _crInv cr IM.! j
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throwArmReset :: Int -> ItEffect
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throwArmReset x = ItInvEffect {_itInvEffect = f ,_itEffectCounter = x }
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where
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f _ cr i = creatures . ix (_crID cr) . crInv %~ IM.adjust counterDown i
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counterDown it
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| _itEffectCounter (_itEffect it) == 0 = it
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& itHammer .~ HammerUp
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& itEquipPict .~ pictureWeaponOnAim (grenadePic 50)
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| otherwise = it & itEffect . itEffectCounter -~ 1
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--(grenadeAccL, grenadeAccA) = (0.1, 0.1)
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