Files
loop/src/Dodge/Spark.hs
T

102 lines
2.6 KiB
Haskell

module Dodge.Spark
( moveSpark
, colSpark
, colSparkRandDir
, createBarrelSpark
, randColDirSpark
, randSpark
) where
import Dodge.Data
import Dodge.WorldEvent.ThingsHit
import Geometry
import LensHelp
import Color
import qualified IntMapHelp as IM
import Control.Monad.State
import System.Random
moveSpark :: World -> Spark -> (World, Maybe Spark)
moveSpark 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,Left cr) -> creatures . ix (_crID cr) . crState . csDamage .:~ thedam hitp
(hitp,Right wl) -> wallDamages %~ IM.insertWith (++) (_wlID wl) [thedam hitp]
where
thedam hitp = Damage (_skDamageType sk) 1 sp hitp ep NoDamageEffect
createBarrelSpark :: Point2 -> Float -> Int -> World -> World
createBarrelSpark pos dir colid = colSparkRandDir 0.1 (numColor colid) pos dir
colSpark :: Color -> Point2 -> Float -> World -> World
colSpark = colSparkRandDir 0.7
randColDirSpark
:: State StdGen Color
-> State StdGen Float
-> Point2
-> World
-> World
randColDirSpark randcol randdir pos w = w
& sparks .:~ spark
& randGen .~ g
where
((col,dir),g) = (`runState` _randGen w) $ do
c <- randcol
d <- randdir
return (c,d)
spark = Spark
{ _skVel = rotateV dir (V2 5 0)
, _skColor = col
, _skPos = pos
, _skOldPos = pos
, _skWidth = 1
, _skDamageType = SPARKING
}
randSpark
:: DamageType
-> State StdGen Float
-> State StdGen Color
-> State StdGen Float
-> Point2
-> World
-> World
randSpark dt randspeed randcol randdir pos w = w
& randGen .~ g
& sparks .:~ Spark
{ _skVel = rotateV dir (V2 speed 0)
, _skColor = col
, _skPos = pos
, _skOldPos = pos
, _skWidth = 1
, _skDamageType = dt
}
where
((col,dir,speed),g) = (`runState` _randGen w) $ do
c <- randcol
d <- randdir
x <- randspeed
return (c,d,x)
colSparkRandDir :: Float -> Color -> Point2 -> Float -> World -> World
colSparkRandDir a col pos dir = randColDirSpark
(return col)
(state $ randomR (dir - a, dir + a))
pos