Files
loop/src/Dodge/WorldEvent/Explosion.hs
T

77 lines
3.0 KiB
Haskell

module Dodge.WorldEvent.Explosion
where
import Dodge.Data
import Dodge.Base
import Dodge.WorldEvent.SpawnParticle
import Dodge.WorldEvent.Flash
import Dodge.RandomHelp
import Dodge.SoundLogic
import Dodge.WorldEvent.Shockwave
import Geometry
import Picture
import Control.Monad.State
import Data.List
import Data.Maybe
import System.Random
import qualified Data.IntMap.Strict as IM
import Control.Lens
-- The following should be improved.... I've made a first pass
makePoisonExplosionAt :: Point2 -> World -> World
makePoisonExplosionAt p w = soundOnce grenadeBang $ foldr (makeGasCloud p) w vels
where
vels = evalState (sequence ( replicate 25 (randInCirc 2) )) (_randGen w)
-- just change the number after replicate to get more or less clouds
-- suggested change: use random positions, offset from p, rather than velocities
-- so, p +.+ randomOffset
-- currently the clouds push away from each other rather hard if they are close
makeTeslaExplosionAt :: Point2 -> World -> World
makeTeslaExplosionAt pos w = soundOnce grenadeBang $ foldr ($) w listOfFunctions -- a bit shorter
where
-- rad or 360? Radians (hopefully) everywhere
xs = randomRs (0, 2*pi) $ _randGen w
p = newProjectileKey w
pks = [p..]
listOfFunctions = map
(\i -> over projectiles (IM.insert (pks!!i) (makeTeslaArcAt (pks!!i) pos (xs!!i))))
[1 .. 29]
-- slightly more work done on this one, want the flames to last for different
-- times
-- the new flames are directly added to the list of particles
makeFlameExplosionAt :: Point2 -> World -> World
makeFlameExplosionAt p w = soundOnce grenadeBang $ over particles' (newFlames ++ ) w
where
newFlames = zipWith makeFlameWithVelAndTime velocities timers
makeFlameWithVelAndTime vel time = aFlameParticle time p vel Nothing
velocities = evalState (sequence ( replicate 15 (randInCirc 1) )) (_randGen w)
timers = randomRs (80,100) $ _randGen w
-- the ( Nthing :: Maybe Int ) here is "maybe" a creature id that the
-- particle passes through for the first frame of its existence
makeExplosionAt :: Point2 -> World -> World
makeExplosionAt p w = soundOnce grenadeBang
. addFlames
. explosionFlashAt p
$ makeShockwaveAt [] p 50 10 1 white
w
where
fVs = fst $ runState ((sequence . take 75 . repeat . randInCirc) 1) $ _randGen w
fPs' = evalState ((sequence . take 75 . repeat . randInCirc) 15) $ _randGen w
fPs = map (pushAgainstWalls . (+.+) p . (*.*) 0.5)
fPs'
inversePushOut v = (15 - magV v) * 0.01 *.* v
fVs' = zipWith (+.+) fVs $ map inversePushOut fPs'
sizes = randomRs (2,6) $ _randGen w
times = randomRs (20,25) $ _randGen w
mF q v size time = makeFlameletTimed q v Nothing size time
newFs = zipWith4 mF fPs (fmap (3 *.*) fVs') sizes times
addFlames w = foldr ($) w newFs
pushAgainstWalls q = fromMaybe q $ fmap (\(x,y)-> x +.+ y)
$ collidePointWalls p q $ wallsNearPoint q w