Files
loop/src/Dodge/Prop/Gib.hs
T

137 lines
4.4 KiB
Haskell

module Dodge.Prop.Gib where
import Color
import Data.Foldable
import Data.List (zip4)
import Dodge.Base
import Dodge.Damage
import Dodge.Data.World
import Geometry
import LensHelp
import qualified Quaternion as Q
import RandomHelp
aGib :: Prop
aGib =
PropZ
{ _prPos = 0
, _prStartPos = 0
, _prVel = 0
, _prDraw = PropDrawMovingShape (PropDrawGib 3)
, _prID = 0
, _prUpdate = PropFallSmallBounce
, _prPosZ = 10
, _prVelZ = 5
, _prTimer = 20
, _prQuat = Q.axisAngle (V3 1 0 0) 0
, _prQuatSpin = Q.axisAngle (V3 1 1 0) 0.1
, _prColor = white
}
addCrGibs :: Creature -> World -> World
addCrGibs cr w = case damageDirection $ _csDamage $ _crState cr of
Nothing ->
w
& addGibAt 25 (_skinHead skin) cpos
& addGibsAt 3 7 (_skinLower skin) cpos
& addGibsAt 13 20 (_skinUpper skin) cpos
Just d ->
w
& addGibsAtDir d 3 7 (_skinLower skin) cpos
& addGibsAtDir d 13 20 (_skinUpper skin) cpos
& addGibAtDir d 25 (_skinHead skin) cpos
where
skin = _crType cr -- this should be cleaned up
cpos = _crPos cr
addGibsAt :: Float -> Float -> Color -> Point2 -> World -> World
addGibsAt minh maxh col p w =
foldl' (flip $ addGib4 p col) w (zip4 vels zspeeds quats hs)
& randGen .~ newg
where
(speeds, newg) = replicateM 4 (state (randomR (1, 4))) & runState $ _randGen w
hs = replicateM 4 (state (randomR (minh, maxh))) & evalState $ _randGen w
dirs = unitVectorAtAngle <$> (randsOnCirc 4 & evalState $ _randGen w)
vels = zipWith (*.*) speeds dirs
zspeeds = replicateM 4 (state (randomR (-8, 8))) & evalState $ _randGen w
quats :: [Q.Quaternion Float]
quats = replicateM 4 (Q.vToQuat (V3 0 0 1) <$> randOnUnitSphere) & evalState $ _randGen w
-- this is ugly because it is mostly copy-paste from addGibsAt
addGibsAtDir :: Float -> Float -> Float -> Color -> Point2 -> World -> World
addGibsAtDir dir minh maxh col p w =
foldl' (flip $ addGib4 p col) w (zip4 vels zspeeds quats hs)
& randGen .~ newg
where
(speeds, newg) = replicateM 4 (state (randomR (1, 4))) & runState $ _randGen w
hs = replicateM 4 (state (randomR (minh, maxh))) & evalState $ _randGen w
dirs = unitVectorAtAngle <$> (randsSpread (dir - pi / 4, dir + pi / 4) 4 & evalState $ _randGen w)
vels = zipWith (*.*) speeds dirs
zspeeds = replicateM 4 (state (randomR (-8, 8))) & evalState $ _randGen w
quats :: [Q.Quaternion Float]
quats = replicateM 4 (Q.vToQuat (V3 0 0 1) <$> randOnUnitSphere) & evalState $ _randGen w
addGib4 ::
Point2 ->
Color ->
(Point2, Float, Q.Quaternion Float, Float) ->
World ->
World
addGib4 p col (v, zs, q, h) =
plNew
(cWorld . lWorld . props)
prID
( aGib & prPos .~ p +.+ (5 *.* normalizeV v)
& prColor .~ col
& prVel .~ v
& prQuatSpin .~ Q.axisAngle (vNormal v `v2z` 0) (-0.1)
& prQuat .~ q
& prVelZ .~ zs
& prPosZ .~ h
)
addGibAt :: Float -> Color -> Point2 -> World -> World
addGibAt h col p w =
w
& plNew (cWorld . lWorld . props) prID gib
& randGen .~ newg
where
(gib, newg) = runState f $ _randGen w
f = do
s <- state $ randomR (1, 4)
dir <- unitVectorAtAngle <$> state (randomR (0, 2 * pi))
zs <- state $ randomR (-8, 8)
q <- Q.vToQuat (V3 0 0 1) <$> randOnUnitSphere
let v = s *.* dir
return $
aGib
& prPos .~ p
& prColor .~ col
& prVel .~ v
& prQuatSpin .~ Q.axisAngle (vNormal v `v2z` 0) (-0.1)
& prQuat .~ q
& prVelZ .~ zs
& prPosZ .~ h
addGibAtDir :: Float -> Float -> Color -> Point2 -> World -> World
addGibAtDir dir h col p w =
w
& plNew (cWorld . lWorld . props) prID gib
& randGen .~ newg
where
(gib, newg) = runState f $ _randGen w
f = do
s <- state $ randomR (1, 4)
zs <- state $ randomR (-8, 8)
q <- Q.vToQuat (V3 0 0 1) <$> randOnUnitSphere
let v = s *.* unitVectorAtAngle dir
return $
aGib
& prPos .~ p
& prColor .~ col
& prVel .~ v
& prQuatSpin .~ Q.axisAngle (vNormal v `v2z` 0) (-0.1)
& prQuat .~ q
& prVelZ .~ zs
& prPosZ .~ h