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module Collision ( collisionTankBorder
, collisionBulletBullet
, collisionBulletTank
) where
import Tank
import Game
import Transformable
import qualified Vector as V
import Data.VectorSpace
tankWidth :: Coord
tankWidth = 0.4
tankLength :: Coord
tankLength = 0.95
bulletDiameter :: Coord
bulletDiameter = 0.05
collisionTankBorder :: Coord -> Coord -> Tank -> Tank
collisionTankBorder lw lh tank = V.Vector dx dy >< tank
where
corners = [ V.Vector (tankLength/2) (tankWidth/2)
, V.Vector (-tankLength/2) (tankWidth/2)
, V.Vector (-tankLength/2) (-tankWidth/2)
, V.Vector (tankLength/2) (-tankWidth/2)
]
rotp v = tankDir tank >< v
transp v = v >< tankPos tank
points = map (transp . rotp) corners
minx = minimum $ map V.vertexX points
maxx = maximum $ map V.vertexX points
miny = minimum $ map V.vertexY points
maxy = maximum $ map V.vertexY points
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
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
collisionBulletTank :: (Bullet, Bullet) -> (Tank, Tank) -> Bool
collisionBulletTank (b, b') (tank, tank') = (not ((between bx minx maxx) && (between by miny maxy))) && ((between bx' minx maxx) && (between by' miny maxy))
where
between x a b = x >= a && x <= b
rotp t v = tankDir t >:< v
transp t v = V.diffV (tankPos t) v
V.Vector bx by = (rotp tank) . (transp tank) $ bulletPos b
V.Vector bx' by' = (rotp tank') . (transp tank') $ bulletPos b'
minx = -(tankLength+bulletDiameter)/2
maxx = (tankLength+bulletDiameter)/2
miny = -(tankWidth+bulletDiameter)/2
maxy = (tankWidth+bulletDiameter)/2
collisionTankTank :: ((Tank, Tank), (Tank, Tank)) -> (Tank, Tank)
collisionTankTank ((t1, t1'), (t2, t2')) = (t1'', t2'')
where
t1'' = t1'
t2'' = t2'
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