module Projectile.BulletSII ( BulletSII(..) , new , prj , speed ) where import Combat ( Projectile(..), Damaging(..), Damageable(..) ) import Animation ( Animation(..) ) import Updating ( Transient(..), SimpleTransient(..), InternallyUpdating(..) ) import Graphics.Gloss.Data.Picture ( Picture(Circle, Color) ) import Graphics.Gloss.Data.Color ( yellow, green ) import Data.WrapAround ( WP, WM, distance ) import qualified Moving as M ( Moving(..), Locatable(..), Colliding(..), newLocation ) import Common ( Velocity, Time, Angle ) import Math ( appPair, remF, zeroOrLess, moreThanZero ) speed = velocityC velocityC = 600.0 rangeC = 1000.0 damE = 1 data BulletSII = BulletSII { velocity :: Velocity , center :: WP , rangeLeft :: Double , wrapMap :: WM , idealNewCenter :: Maybe WP , impacted :: Bool , clock :: Time } new a b c (d, e) = BulletSII { 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 BulletSII where image s t = (Color (c r) . Circle) 2.0 where c x | x < 0.10 = green | otherwise = yellow r = remF (clock s) 0.2 instance M.Colliding BulletSII where collisionRadius _ = 2.0 instance M.Moving BulletSII where velocity = velocity instance M.Locatable BulletSII where center = center instance SimpleTransient BulletSII where expired = zeroOrLess . rangeLeft instance InternallyUpdating BulletSII 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 BulletSII where damageEnergy _ = damE instance Transient BulletSII where expired' s = if impacted s || zeroOrLess (rangeLeft s) then Just [] else Nothing instance Damageable BulletSII where inflictDamage s d = if moreThanZero d then s { impacted = True } else s -- | Func abstracting construction of 'BulletSII' 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))