module Collision ( collisionTankBorder , collisionBulletBullet ) where import Tank import Game import Data.Fixed import Data.Ratio tankWidth :: Micro tankWidth = 0.95 tankLength :: Micro tankLength = 0.95 bulletDiameter :: Micro bulletDiameter = 0.1 collisionTankBorder :: Micro -> Micro -> Tank -> Tank collisionTankBorder lw lh tank = tank {tankX = newx, tankY = newy} where dir = (fromRational . toRational . tankDir $ tank)*pi/180 cosd = fromRational (round ((cos dir)*1000000)%1000000) sind = fromRational (round ((sin dir)*1000000)%1000000) points = [ (tankLength/2, tankWidth/2) , (-tankLength/2, tankWidth/2) , (-tankLength/2, -tankWidth/2) , (tankLength/2, -tankWidth/2) ] rotp (x, y) = (cosd*x - sind*y, sind*x + cosd*y) transp (x, y) = (x + tankX tank, y + tankY tank) pointst = map (transp . rotp) points minx = minimum $ map fst pointst maxx = maximum $ map fst pointst miny = minimum $ map snd pointst maxy = maximum $ map snd pointst dx = if minx < 0 then (-minx) else if maxx > lw then (-maxx+lw) else 0 dy = if miny < 0 then (-miny) else if maxy > lh then (-maxy+lh) else 0 newx = (tankX tank) + dx newy = (tankY tank) + dy collisionBulletBullet :: (Bullet, Bullet) -> (Bullet, Bullet) -> Bool collisionBulletBullet (b1, b1') (b2, b2') = distancesq < (bulletDiameter^2) where distancesq = (bulletX b1' - bulletX b2')^2 + (bulletY b1' - bulletY b2')^2