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-rw-r--r--src/Simulation.hs33
1 files changed, 20 insertions, 13 deletions
diff --git a/src/Simulation.hs b/src/Simulation.hs
index f45ab99..33465cc 100644
--- a/src/Simulation.hs
+++ b/src/Simulation.hs
@@ -1,6 +1,7 @@
module Simulation ( simulationStep
) where
+import Collision
import Game
import Level
import MainLoop
@@ -47,8 +48,8 @@ updateAngle angle = do
modify $ \tank -> tank {tankDir = newangle180}
-updateTank :: Maybe Micro -> Bool -> Maybe Micro -> State Tank ()
-updateTank angle move aangle = do
+updateTank :: GameState -> Maybe Micro -> Bool -> Maybe Micro -> State Tank ()
+updateTank game angle move aangle = do
when (isJust angle) $
updateAngle $ fromJust angle
@@ -56,19 +57,24 @@ updateTank angle move aangle = do
modify $ \tank -> tank {tankAim = fromJust aangle}
when move $ do
- tdir <- gets tankDir
- tspeed <- gets tankSpeed
- moved <- gets tankMoving
+ tank <- get
+ let tdir = tankDir tank
+ tspeed = tankSpeed tank
+ moved = tankMoving tank
when (isNothing angle || (isJust angle && (tdir == fromJust angle)) || moved) $ do
let anglej = (fromRational . toRational $ tdir)*pi/180
- x = tspeed * fromRational (round ((cos anglej)*1000)%1000000)
- y = tspeed * fromRational (round ((sin anglej)*1000)%1000000)
+ dx = tspeed * fromRational (round ((cos anglej)*1000)%1000000)
+ dy = tspeed * fromRational (round ((sin anglej)*1000)%1000000)
- modify $ \tank -> tank {tankX = x + tankX tank, tankY = y + tankY tank, tankMoving = True}
+ put tank {tankX = dx + tankX tank, tankY = dy + tankY tank, tankMoving = True}
when (not move) $ do
modify $ \tank -> tank {tankMoving = False}
+
+ let lw = fromIntegral . levelWidth . level $ game
+ lh = fromIntegral . levelHeight . level $ game
+ modify $ collisionTankBorder lw lh
updateBullet :: GameState -> State Bullet Bool
@@ -96,9 +102,10 @@ updateBullet game = do
simulationStep :: Main ()
simulationStep = do
oldplayers <- gets players
- oldtanks <- lift $ gets tanks
+ game <- lift get
+ let oldtanks = tanks game
- let (p, t, s) = unzip3 $ map updateTank' $ zip oldplayers oldtanks
+ let (p, t, s) = unzip3 $ map (updateTank' game) $ zip oldplayers oldtanks
ts = zip3 t s [0..]
shootingtanks = map (\(tank, _, n) -> (tank, n)) $ filter (\(tank, shoot, _) -> shoot && (tankBulletsLeft tank) > 0) $ ts
newtanks = map (\(tank, shoot, _) -> if (shoot && (tankBulletsLeft tank) > 0) then tank {tankBulletsLeft = (tankBulletsLeft tank) - 1} else tank) $ ts
@@ -117,8 +124,8 @@ simulationStep = do
thetanks = map (\(tank, n) -> tank {tankBulletsLeft = (tankBulletsLeft tank) + (countLostTankBullets n thebullets)}) $ zip newtanks [0..]
in state {tanks = thetanks, bullets = map snd . filter fst $ thebullets}
where
- updateTank' (player, tank) = let (p, angle, move, aangle, bullet) = playerUpdate player tank
- t = execState (updateTank angle move aangle) tank
- in (p, t, bullet)
+ updateTank' game (player, tank) = let (p, angle, move, aangle, bullet) = playerUpdate player tank
+ t = execState (updateTank game angle move aangle) tank
+ in (p, t, bullet)
countLostTankBullets n (x:xs) = (if ((not . fst $ x) && (n == (bulletTank . snd $ x))) then 1 else 0) + (countLostTankBullets n xs)
countLostTankBullets n [] = 0