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

85 lines
2.8 KiB
Haskell

{-
Explosions: creation of shockwave and particles at a given point.
-}
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.SoundLogic.Synonyms
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
makePoisonExplosionAt
:: Point2 -- ^ Position
-> World
-> World
makePoisonExplosionAt p w = soundOncePos grenadeBang p $ foldr (makeGasCloud p) w vels
where
vels = replicateM 25 (randInCirc 2) & evalState $ _randGen w
-- just change the number after replicateM 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 -- ^ Position
-> World
-> World
makeTeslaExplosionAt = undefined
-- soundOncePos grenadeBang pos $ foldr ($) w listOfFunctions -- a bit shorter
-- where
-- xs = randomRs (0, 2*pi) $ _randGen w
-- j = newProjectileKey w
-- pks = [j..]
-- listOfFunctions = map
-- (\i -> over projectiles (IM.insert (pks!!i) (makeTeslaArcAt (pks!!i) pos (xs!!i))))
-- [1 .. 29]
makeFlameExplosionAt
:: Point2 -- ^ Position
-> World
-> World
makeFlameExplosionAt p w = soundOncePos grenadeBang p $ over particles (newFlames ++ ) w
where
newFlames = zipWith makeFlameWithVelAndTime velocities timers
makeFlameWithVelAndTime vel time = aFlameParticle time p vel Nothing
velocities = replicateM 15 (randInCirc 1) & evalState $ _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 -- ^ Position
-> World
-> World
makeExplosionAt p w
= soundOncePos grenadeBang p
. addFlames
. explosionFlashAt p
$ makeShockwaveAt [] p 50 10 1 white w
where
fVs = replicateM 75 (randInCirc 1) & evalState $ _randGen w
fPs' = replicateM 75 (randInCirc 15) & evalState $ _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 = maybe q (uncurry (+.+)) $ reflectPointWalls p q $ wallsNearPoint q w