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-rw-r--r--src/Simulation.hs23
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)