module Projectile.BulletMII ( BulletMII(..) , new , prj ) where import Combat ( Damageable(..), Damaging(..), Projectile(..) ) import Animation ( Animation(..) ) import Updating ( SimpleTransient(..), Transient(..), InternallyUpdating(..) ) import Graphics.Gloss.Data.Picture ( Picture(Circle, Color) ) import Graphics.Gloss.Data.Color ( yellow, red ) import Data.WrapAround ( WP, WM, distance ) import qualified Moving as M ( Colliding(..), Moving(..), Locatable(..), newLocation ) import Common ( Velocity, Angle, Time ) import Math ( appPair, remF, zeroOrLess, moreThanZero ) import GHC.Float ( double2Float ) velocityC = 400.0 rangeC = 700.0 damE = 2 collisionR = 4 data BulletMII = BulletMII { velocity :: Velocity , center :: WP , rangeLeft :: Double , wrapMap :: WM , idealNewCenter :: Maybe WP , impacted :: Bool , clock :: Time } new a b c (d, e) = BulletMII { velocity = (x + d, y + e) , center = c , rangeLeft = rangeC , wrapMap = a , idealNewCenter = Nothing , impacted = False , clock = 0.0 } where (x, y) = appPair ((* velocityC) . ($ b)) (cos, sin) instance Animation BulletMII where image s t = (Color (c r) . Circle) (double2Float collisionR) where c x | x < 0.10 = red | otherwise = yellow r = remF (clock s) 0.2 instance M.Colliding BulletMII where collisionRadius _ = collisionR instance M.Moving BulletMII where velocity = velocity instance M.Locatable BulletMII where center = center instance SimpleTransient BulletMII where expired = zeroOrLess . rangeLeft instance InternallyUpdating BulletMII where preUpdate s t = s { clock = clock s + t } postUpdate s t = s { center = a, rangeLeft = r } where a = M.newLocation (wrapMap s) (center s) (velocity s) t r = max 0 (rangeLeft s - distance (wrapMap s) (center s) a) instance Damaging BulletMII where damageEnergy _ = damE instance Transient BulletMII where expired' s = if impacted s || zeroOrLess (rangeLeft s) then Just [] else Nothing instance Damageable BulletMII where inflictDamage s d = if moreThanZero d then s { impacted = True } else s -- | Func abstracting construction of 'BulletMII' projectile prj :: (M.Moving a) => a -- ^ object receiving projectile -> (a -> WM) -- ^ func which retrieves WM from object -> Angle -- ^ firing angle -> Projectile prj a f b = Projectile (new (f a) b (M.center a) (M.velocity a))