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

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2.6 KiB
Haskell

{-
Explosions: creation of shockwave and particles at a given point.
-}
module Dodge.WorldEvent.Explosion (
makeExplosionAt,
makeFlameExplosionAt,
makePoisonExplosionAt,
makeTeslaExplosionAt,
) where
import Control.Monad
import Data.List
import Dodge.Data.World
import Dodge.EnergyBall
import Dodge.SoundLogic
import Dodge.WorldEvent.Shockwave
import Dodge.WorldEvent.SpawnParticle
import Geometry
import LensHelp
import Linear
import Picture
import RandomHelp
makePoisonExplosionAt ::
-- | Position
Point2 ->
World ->
World
makePoisonExplosionAt p w =
soundMultiFrom [Explosion 0, Explosion 1] p bangS Nothing $
foldl' (flip $ makeGasCloud p) w $
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 ::
-- | Position
Point2 ->
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 ->
World ->
World
makeFlameExplosionAt p w =
soundMultiFrom [Explosion 0, Explosion 1] p bangS Nothing w
& cWorld . lWorld . flames .++~ newFlames
where
newFlames = zipWith makeFlameWithVelAndTime velocities timers
makeFlameWithVelAndTime vel time = Flame time vel p
velocities = replicateM 15 (randInCirc 1) & evalState $ _randGen w
timers = randomRs (80, 100) $ _randGen w
makeExplosionAt :: Point3 -> Point3 -> World -> World
makeExplosionAt p vel w =
w
& soundStart (Explosion (w ^. cWorld . lWorld . lClock)) (p ^. _xy) bangS Nothing
& addFlames
& cWorld . lWorld . worldEvents .:~ MakeTempLight (LSParam p 150 (V3 1 0.5 0)) 20
& makeShockwaveAt [] p 50 100 1 white
where
fVs = fmap (`v2z` 0) $ replicateM 100 (randInCirc 8) & evalState $ _randGen w
fdamps = replicateM 100 (state $ randomR (0, 1)) & evalState $ _randGen w
sizes = randomRs (2, 9) $ _randGen w
times = randomRs (15, 20) $ _randGen w
mF v damp size time = makeFlamelet p (v + damp *^ vel) size time
newFs = zipWith4 mF fVs fdamps sizes times
addFlames w' = foldl' (&) w' newFs