diff options
Diffstat (limited to 'src/Simulation.hs')
-rw-r--r-- | src/Simulation.hs | 23 |
1 files changed, 16 insertions, 7 deletions
diff --git a/src/Simulation.hs b/src/Simulation.hs index a1c193f..c9810b3 100644 --- a/src/Simulation.hs +++ b/src/Simulation.hs @@ -10,6 +10,7 @@ import Tank import Control.Monad.State import Data.Fixed +import Data.List import Data.Maybe import Data.Ratio @@ -17,7 +18,7 @@ import Data.Ratio updateAngle :: Micro -> State Tank () updateAngle angle = do oldangle <- gets tankDir - tspeed <- gets tankTurnspeed >>= return . (/1000) + tspeed <- liftM (/100) $ gets tankTurnspeed let diff = angle - oldangle let diff360 = if (diff > 180) @@ -65,8 +66,8 @@ updateTank game angle move aangle = do when (isNothing angle || (isJust angle && (tdir == fromJust angle)) || moved) $ do let anglej = (fromRational . toRational $ tdir)*pi/180 - dx = tspeed * fromRational (round ((cos anglej)*1000)%1000000) - dy = tspeed * fromRational (round ((sin anglej)*1000)%1000000) + dx = tspeed * fromRational (round ((cos anglej)*1000)%100000) + dy = tspeed * fromRational (round ((sin anglej)*1000)%100000) put tank {tankX = dx + tankX tank, tankY = dy + tankY tank, tankMoving = True} @@ -83,8 +84,8 @@ updateBullet game = do bullet <- get let angle = (fromRational . toRational . bulletDir $ bullet)*pi/180 speed = bulletSpeed bullet - dx = speed * fromRational (round ((cos angle)*1000)%1000000) - dy = speed * fromRational (round ((sin angle)*1000)%1000000) + dx = speed * fromRational (round ((cos angle)*1000)%100000) + dy = speed * fromRational (round ((sin angle)*1000)%100000) x = dx + bulletX bullet y = dy + bulletY bullet lw = fromIntegral . levelWidth . level $ game @@ -123,8 +124,12 @@ simulationStep = do lift $ modify $ \state -> let thebullets = map (runState $ updateBullet state) $ bullets state leftbullets = collideBullets $ zipWith (\(left, bullet') bullet -> (left, bullet, bullet')) thebullets $ bullets state - thetanks = map (\(tank, n) -> tank {tankBulletsLeft = (tankBulletsLeft tank) + (countLostTankBullets n leftbullets)}) $ zip newtanks [0..] - in state {tanks = thetanks, bullets = newbullets ++ (map snd . filter fst $ leftbullets)} + bt = hitBullets $ liftM2 (\(b, (_, b')) (t, t') -> (b, b', t, t')) (zip (bullets state) leftbullets) (zip (tanks state) newtanks) + leftbullets2 = map (\(left, bullet) -> (left && (all (\(c, b, _) -> (b /= bullet) || (not c)) bt), bullet)) leftbullets + + thetanks = map (\(tank, n) -> tank {tankBulletsLeft = (tankBulletsLeft tank) + (countLostTankBullets n leftbullets2)}) $ zip newtanks [0..] + + in state {tanks = thetanks, bullets = newbullets ++ (map snd . filter fst $ leftbullets2)} where collideBullets [] = [] @@ -135,6 +140,10 @@ simulationStep = do left = map (\(left, c, b, b') -> (left && not c, b, b')) $ cs in (collided, left) + hitBullets :: [(Bullet, Bullet, Tank, Tank)] -> [(Bool, Bullet, Tank)] + hitBullets [] = [] + hitBullets ((b, b', t, t'):xs) = (collisionBulletTank (b, b') (t, t'), b', t'):(hitBullets xs) + updateTank' game (player, tank) = let (p, angle, move, aangle, shoot) = playerUpdate player tank t = execState (updateTank game angle move aangle) tank in (p, t, shoot) |