148 lines
4.3 KiB
Haskell
148 lines
4.3 KiB
Haskell
module Dodge.Item.Weapon.Booster
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( boosterGun
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) where
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import Dodge.Data
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import Dodge.Base
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import Dodge.Zone
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import Dodge.Base.Collide
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import Dodge.Default.Weapon
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import Dodge.Item.Data
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import Geometry
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import qualified IntMapHelp as IM
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import Dodge.Picture.Layer
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import Picture
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import Dodge.Item.Attachment.Data
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import ShapePicture
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import Shape
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import Data.Maybe
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import Control.Lens
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{- | Move a creature towards the mouse position, with shockwave -}
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boostPoint
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:: Float -- ^ boost amount
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-> Creature
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-> World
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-> Either Point2 Point2
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boostPoint x cr w = case mayp2 of
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Nothing -> Right p1
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Just p2 -> Left $ mvPointTowardAtSpeed r cpos $ fst p2
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where
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cpos = _crPos cr
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r = 1.5 * _crRad cr
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p1 = cpos +.+ x *.* safeNormalizeV (mouseWorldPos w -.- cpos)
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mayp2 = reflectPointWalls cpos p1 $ wallsAlongLine cpos p1 w
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boostSelfL
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:: Float -- ^ boost amount
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-> Creature
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-> Int -- ^ item inventory id
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-> World
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-> World
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boostSelfL x cr invid w = case boostPoint x cr w of
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Left p -> crEff p (wpLoadedAmmo .~ 0)
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Right p -> crEff p (wpLoadedAmmo -~ 1)
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where
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cid = _crID cr
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cpos = _crPos cr
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r = _crRad cr
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pid = fromMaybe (IM.newKey $ _props w)
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(cr ^? crInv . ix invid . itAttachment . itInt)
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crEff p ammoEff = addBoostShockwave pid p (r *.* normalizeV (p -.- cpos)) w
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& creatures . ix cid %~
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(crPos .~ p)
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. (crInv . ix invid %~
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ammoEff
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. (itEffect . itEffectCounter .~ 1)
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. (itAttachment .~ ItInt pid)
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)
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boostSelf
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:: Float -- ^ boost amount
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-> Creature
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-> World
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-> World
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boostSelf x cr = boostSelfL x cr (_crInvSel cr)
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addBoostShockwave
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:: Int
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-> Point2
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-> Point2
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-> World
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-> World
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addBoostShockwave pjid p v w = w & props %~
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IM.insertWith f pjid thePJ
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where
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thePJ = LinearShockwave
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{ _prDraw = drawBoostShockwave
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, _pjPos = p
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, _pjID = pjid
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, _pjUpdate = updateLinearShockwave
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, _pjPoints = [(p,v)]
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, _pjTimer = maxT
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}
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f newVal oldVal = newVal & pjPoints %~ (++ _pjPoints oldVal)
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updateLinearShockwave :: Prop -> World -> World
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updateLinearShockwave pj w
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| t < 1 = w & props %~ IM.delete pjid
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| otherwise = w & props . ix (_pjID pj) . pjTimer -~ 1
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where
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pjid = _pjID pj
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t = _pjTimer pj
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drawBoostShockwave :: Prop -> SPic
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drawBoostShockwave pj = (,) mempty $ setLayer 1 $ onLayer UPtLayer $ pictures $
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theArc ++
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[ lineCol $ zip (reverse lps) $ map (`withAlpha` white) [0,0.05..]
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, lineCol $ zip (reverse rps) $ map (`withAlpha` white) [0,0.05..]
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]
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where
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-- drawing half a circle here is not perfect, a slightly smaller arc would fit
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-- better, but this depends upon the angle formed by the following lines, which
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-- is not fixed (it varies with speed and angle of last turn)
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theArc = maybeToList $ do
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(hp,hv) <- safeHead pvs
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r <- safeHead xs
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return $ color (snd $ last lpairs) $ uncurryV translate hp
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$ arc (argV hv - pi/2) (argV hv + pi/2) $ r * magV hv
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cols = map (`withAlpha` white) [0,0.05..]
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lpairs = zip (reverse lps) cols
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pvs = _pjPoints pj
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t = _pjTimer pj
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xs = take t $ drop (20 - t) [1,1.2..]
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lps = zipWith f pvs xs
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rps = zipWith g pvs xs
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f (p,v) x = p +.+ x *.* vNormal v
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g (p,v) x = p -.- x *.* vNormal v
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maxT :: Int
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maxT = 20
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boosterGun :: Item
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boosterGun = defaultGun
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{ _itName = "BOOSTER"
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, _itIdentity = Blinker
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, _wpMaxAmmo = 100
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, _wpLoadedAmmo = 100
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, _wpReloadTime = 20
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, _wpReloadState = 0
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, _itUseRate = 0
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, _itUseTime = 0
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, _itUse = \_ -> boostSelf 10
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, _itLeftClickUse = Just $ boostSelfL 10
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, _wpSpread = 0.05
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, _wpRange = 20
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, _itFloorPict = \_ -> (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2 [(-2,-2),(-2,2),(2,2),(2,0),(0,0),(0,-2)]
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, _itAimingSpeed = 1
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, _itAimingRange = 0
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, _itEffect = resetAttachmentID
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}
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resetAttachmentID :: ItEffect
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resetAttachmentID = ItInvEffect f 0
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where
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f iteff cr invid w
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| _itEffectCounter iteff < 0 = w & pointToIt . itAttachment .~ NoItAttachment
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| otherwise = w & pointToIt . itEffect . itEffectCounter -~ 1
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where
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pointToIt = creatures . ix (_crID cr) . crInv . ix invid
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