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-rw-r--r--src/HTanks.hs38
1 files changed, 19 insertions, 19 deletions
diff --git a/src/HTanks.hs b/src/HTanks.hs
index 6d07cb6..4557809 100644
--- a/src/HTanks.hs
+++ b/src/HTanks.hs
@@ -49,7 +49,7 @@ main = do
]}
gameState = GameState {level = theLevel, tanks = [ Tank 5.0 5.0 0 0 2 270 False 3 2 5
, Tank 5.0 3.5 0 0 2 270 False 3 2 5
- ], shoots = [], textures = M.empty}
+ ], bullets = [], textures = M.empty}
runGame gameState $ do
setup
@@ -147,14 +147,14 @@ updateTank angle move aangle = do
modify $ \tank -> tank {tankMoving = False}
-updateShoot :: State Shoot ()
-updateShoot = do
- angle <- gets shootDir >>= return . (/180) . (*pi) . fromRational . toRational
- speed <- gets shootSpeed
+updateBullet :: State Bullet ()
+updateBullet = do
+ angle <- gets bulletDir >>= return . (/180) . (*pi) . fromRational . toRational
+ speed <- gets bulletSpeed
let dx = speed * fromRational (round ((cos angle)*1000)%1000000)
dy = speed * fromRational (round ((sin angle)*1000)%1000000)
- modify $ \shoot -> shoot {shootX = dx + shootX shoot, shootY = dy + shootY shoot}
+ modify $ \bullet -> bullet {bulletX = dx + bulletX bullet, bulletY = dy + bulletY bullet}
simulationStep :: Main ()
@@ -164,24 +164,24 @@ simulationStep = do
let (p, t, s) = unzip3 $ map updateTank' $ zip oldplayers oldtanks
ts = zip3 t s [0..]
- shootingtanks = map (\(tank, _, n) -> (tank, n)) $ filter (\(tank, shoot, _) -> shoot && (tankShootsLeft tank) > 0) $ ts
- newtanks = map (\(tank, shoot, _) -> if shoot then tank {tankShootsLeft = (tankShootsLeft tank) - 1} else tank) $ ts
- newshoots = map (\(tank, n) -> Shoot
- { shootX = tankX tank
- , shootY = tankY tank
- , shootDir = tankAim tank
- , shootSpeed = tankShootSpeed tank
- , shootBouncesLeft = tankShootBounces tank
- , shootTank = n
- }) shootingtanks
+ bulletingtanks = map (\(tank, _, n) -> (tank, n)) $ filter (\(tank, bullet, _) -> bullet && (tankBulletsLeft tank) > 0) $ ts
+ newtanks = map (\(tank, bullet, _) -> if bullet then tank {tankBulletsLeft = (tankBulletsLeft tank) - 1} else tank) $ ts
+ newbullets = map (\(tank, n) -> Bullet
+ { bulletX = tankX tank
+ , bulletY = tankY tank
+ , bulletDir = tankAim tank
+ , bulletSpeed = tankBulletSpeed tank
+ , bulletBouncesLeft = tankBulletBounces tank
+ , bulletTank = n
+ }) bulletingtanks
modify $ \state -> state {players = p}
- lift $ modify $ \state -> state {tanks = newtanks, shoots = map (execState updateShoot) (shoots state ++ newshoots)}
+ lift $ modify $ \state -> state {tanks = newtanks, bullets = map (execState updateBullet) (newbullets ++ bullets state)}
where
- updateTank' (player, tank) = let (p, angle, move, aangle, shoot) = playerUpdate player tank
+ updateTank' (player, tank) = let (p, angle, move, aangle, bullet) = playerUpdate player tank
t = execState (updateTank angle move aangle) tank
- in (p, t, shoot)
+ in (p, t, bullet)
handleEvents :: Main ()