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loop/src/Dodge/WorldEvent/SpawnParticle.hs
T
2022-07-19 14:26:10 +01:00

117 lines
3.5 KiB
Haskell

{- | Creation of particles in the world. -}
module Dodge.WorldEvent.SpawnParticle
( makeGasCloud
, makeStaticBall
, concBall
, randParticleAt
) where
import Dodge.Data
import Dodge.WorldEvent.Shockwave
import RandomHelp
import Picture
import Geometry
import LensHelp
randParticleAt :: (Point2 -> State StdGen Particle) -> Point2 -> World -> World
randParticleAt f p w = w
& instantParticles .:~ thepart
& randGen .~ g
where
(thepart,g) = runState (f p) (_randGen w)
randEnergyBallAt :: (Point2 -> State StdGen EnergyBall) -> Point2 -> World -> World
randEnergyBallAt f p w = w
& energyBalls .:~ thepart
& randGen .~ g
where
(thepart,g) = runState (f p) (_randGen w)
makeStaticBall :: Point2 -> World -> World
makeStaticBall p = randEnergyBallAt aStaticBall p . (posEvents .:~ thesparker)
where
thesparker = PosEvent SparkSpawner 10 p
concBall :: Point2 -> State g Particle
concBall p = return Shockwave
{ _ptUpdate = mvShockwave []
, _ptColor = white
, _ptPos = p
, _ptRad = 15
, _ptDam = 4
, _ptPush = 1
, _ptMaxTime = 10
, _ptTimer = 10
}
aStaticBall :: Point2 -> State g EnergyBall
aStaticBall p = return EnergyBall
{ _ebVel = 0
, _ebColor = blue
, _ebPos = p
, _ebWidth = 3
, _ebTimer = 20
, _ebEff = (ELECTRICAL,1)
, _ebZ = 20
, _ebRot = 0
}
-- | Note damgeInRadius by itself never destroys the particle
--damageInRadius :: Float -> Particle -> World -> World
--damageInRadius size pt = damageInArea isClose closeWls pt
-- where
-- p = _ptPos pt
-- closeWls wl = uncurry segOnCirc (_wlLine wl) p size
-- isClose cr = dist p (_crPos cr) < _crRad cr + size
--damageInArea :: (Creature -> Bool) -> (Wall -> Bool) -> Particle -> World -> World
--{-# INLINE damageInArea #-}
--damageInArea crt wlt pt w = damwls damcrs
-- where
-- p = _ptPos pt
-- damcrs = foldl' (flip $ \cr -> fst . hiteff (S.yield (p,Left cr))) w $ IM.filter crt $ _creatures w
-- damwls w' = runIdentity
-- . S.fold_
-- (flip $ \wl -> fst . hiteff (S.yield (p,Right wl)))
-- w'
-- id
-- . S.filter wlt
-- $ wlsNearPoint p w'
-- hiteff = _ptHitEff pt pt
-- | At writing the radius is half the size of the effect area
makeGasCloud
:: Point2 -- ^ Position
-> Point2 -- ^ Velocity
-> World
-> World
makeGasCloud pos vel w = w
& clouds .:~ theCloud
-- & clouds %~ S.cons theCloud
& randGen .~ g
where
theCloud = Cloud
{ _clPos = addZ 20 pos
, _clVel = addZ 0 vel
, _clPict = \_ -> setLayer MidLayer . setDepth 30 $ color (withAlpha 0.05 col)
$ circleSolid 20
, _clRad = 10
, _clAlt = 25
, _clTimer = 400
, _clType = GasCloud
}
(col, g) = runState (takeOne [green,yellow]) $ _randGen w
{- Attach poison cloud damage to creatures near cloud. -}
{- Update of a flamelet.
Applies movement and attaches damage to nearby creatures. -}
-- This should be unified in many ways with moveFlame
--moveFlamelet :: World -> Particle -> (World, Maybe Particle)
--moveFlamelet w pt
-- | _ptTimer pt <= 0 = ( w, Nothing)
-- | otherwise = (ptFlicker pt $ damageInRadius 5 mvPt' w, Just mvPt')
-- where
-- mvPt' = pt
-- & ptTimer -~ 1
-- & ptPos .~ _ptPos pt +.+ _ptVel pt
-- & ptVel .*.*~ 0.8