module Projectile.Cannon ( Cannon(..) , new ) where import Combat import Animation import Updating import Graphics.Gloss.Data.Picture import Graphics.Gloss.Data.Color import Data.WrapAround import qualified Moving as M import GHC.Float import Common velocityC = 500.0 rangeC = 800.0 integrityMax = 60.0 punch = 4.0 radiusC = 12.0 data Cannon = Cannon { velocity :: Velocity , center :: WrapPoint , rangeLeft :: Double , wrapMap :: WrapMap , idealNewCenter :: Maybe WrapPoint , integrity :: Double , clock :: Time } -- angle is radians new :: WrapMap -> Angle -> WrapPoint -> Velocity -> Cannon new wmap angle center' (vpx, vpy) = let x = cos angle * velocityC in let y = sin angle * velocityC in Cannon { velocity = (x + vpx, y + vpy) , center = center' , rangeLeft = rangeC , wrapMap = wmap , idealNewCenter = Nothing , clock = 0.0 , integrity = integrityMax } instance Animation Cannon where image self t = let r = fromInteger (ceiling (clock self)) - clock self in Color (c r) (Rotate 45.0 (Circle (double2Float radiusC))) where c x | x < 0.10 = blue | x < 0.20 = cyan | x < 0.30 = blue | x < 0.40 = cyan | x < 0.50 = blue | x < 0.60 = cyan | x < 0.70 = blue | x < 0.80 = cyan | x < 0.90 = blue | otherwise = cyan instance M.Colliding Cannon where collisionRadius self = radiusC instance M.Moving Cannon where velocity self = Projectile.Cannon.velocity self instance M.Locatable Cannon where center self = Projectile.Cannon.center self instance SimpleTransient Cannon where expired self = rangeLeft self <= 0.0 || integrity self <= 0.0 instance InternallyUpdating Cannon where preUpdate self t = let s' = updateIdealTargetCenter t self in s' { clock = clock self + t } postUpdate self t = let center' = case idealNewCenter self of Nothing -> center self Just x -> x in self { center = center' , idealNewCenter = Nothing } updateIdealTargetCenter :: Time -> Cannon -> Cannon updateIdealTargetCenter t self = let newLoc = M.idealNewLocation (wrapMap self) (center self) (velocity self) t in self { idealNewCenter = Just (newLoc) , rangeLeft = max 0.0 $ rangeLeft self - distance (wrapMap self) (center self) (newLoc) } instance Damaging Cannon where damageEnergy self = punch instance Transient Cannon where expired' self = if rangeLeft self <= 0.0 || integrity self <= 0.0 then Just [] else Nothing instance Damageable Cannon where inflictDamage self d = self { integrity = integrity self - d }