Added bullet/tank collision; reduced tick count
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5 changed files with 41 additions and 11 deletions
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@ -16,4 +16,4 @@ data CPUPlayer = CPUPlayer Micro
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deriving (Typeable, Show)
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instance Player CPUPlayer where
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playerUpdate (CPUPlayer angle) _ = (CPUPlayer (if (angle+0.1) > 180 then angle-359.08 else angle+0.02), Just angle, True, Just (-angle), False)
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playerUpdate (CPUPlayer angle) _ = (CPUPlayer (if (angle+0.2) > 180 then angle-359.8 else angle+0.2), Just angle, True, Just (-angle), False)
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@ -1,5 +1,6 @@
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module Collision ( collisionTankBorder
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, collisionBulletBullet
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, collisionBulletTank
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) where
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import Tank
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@ -49,3 +50,23 @@ collisionBulletBullet :: (Bullet, Bullet) -> (Bullet, Bullet) -> Bool
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collisionBulletBullet (b1, b1') (b2, b2') = distancesq < (bulletDiameter^2)
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where
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distancesq = (bulletX b1' - bulletX b2')^2 + (bulletY b1' - bulletY b2')^2
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collisionBulletTank :: (Bullet, Bullet) -> (Tank, Tank) -> Bool
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collisionBulletTank (b, b') (tank, tank') = (not ((between bx minx maxx) && (between by miny maxy))) && ((between bx' minx maxx) && (between by' miny maxy))
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where
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between x a b = x >= a && x <= b
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dir t = (fromRational . toRational . tankDir $ t)*pi/180
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cosd t = fromRational (round ((cos $ dir t)*1000000)%1000000)
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sind t = fromRational (round ((sin $ dir t)*1000000)%1000000)
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rotp t (x, y) = ((cosd t)*x + (sind t)*y, -(sind t)*x + (cosd t)*y)
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transp t (x, y) = (x - tankX t, y - tankY t)
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(bx, by) = (rotp tank) . (transp tank) $ (bulletX b, bulletY b)
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(bx', by') = (rotp tank') . (transp tank') $ (bulletX b', bulletY b')
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minx = -tankLength/2
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maxx = tankLength/2
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miny = -tankWidth/2
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maxy = tankWidth/2
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@ -23,7 +23,7 @@ data Bullet = Bullet
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, bulletSpeed :: !Micro
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, bulletBouncesLeft :: !Int
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, bulletTank :: !Int
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} deriving Show
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} deriving (Eq, Show)
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data GameState = GameState
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{ level :: !Level
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@ -61,11 +61,11 @@ mainLoop = do
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liftIO $ threadDelay $ truncate $ 1e6*(minFrameTime - drender)
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currenttime <- liftIO getCurrentTime
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let d = round $ 1e3*(diffUTCTime currenttime t)
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let d = round $ 1e2*(diffUTCTime currenttime t)
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replicateM_ d simulationStep
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let newtime = addUTCTime ((1e-3)*(fromIntegral d)) t
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let newtime = addUTCTime ((1e-2)*(fromIntegral d)) t
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modify $ \state -> state {time = newtime}
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@ -10,6 +10,7 @@ import Tank
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import Control.Monad.State
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import Data.Fixed
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import Data.List
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import Data.Maybe
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import Data.Ratio
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@ -17,7 +18,7 @@ import Data.Ratio
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updateAngle :: Micro -> State Tank ()
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updateAngle angle = do
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oldangle <- gets tankDir
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tspeed <- gets tankTurnspeed >>= return . (/1000)
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tspeed <- liftM (/100) $ gets tankTurnspeed
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let diff = angle - oldangle
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let diff360 = if (diff > 180)
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@ -65,8 +66,8 @@ updateTank game angle move aangle = do
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when (isNothing angle || (isJust angle && (tdir == fromJust angle)) || moved) $ do
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let anglej = (fromRational . toRational $ tdir)*pi/180
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dx = tspeed * fromRational (round ((cos anglej)*1000)%1000000)
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dy = tspeed * fromRational (round ((sin anglej)*1000)%1000000)
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dx = tspeed * fromRational (round ((cos anglej)*1000)%100000)
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dy = tspeed * fromRational (round ((sin anglej)*1000)%100000)
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put tank {tankX = dx + tankX tank, tankY = dy + tankY tank, tankMoving = True}
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@ -83,8 +84,8 @@ updateBullet game = do
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bullet <- get
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let angle = (fromRational . toRational . bulletDir $ bullet)*pi/180
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speed = bulletSpeed bullet
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dx = speed * fromRational (round ((cos angle)*1000)%1000000)
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dy = speed * fromRational (round ((sin angle)*1000)%1000000)
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dx = speed * fromRational (round ((cos angle)*1000)%100000)
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dy = speed * fromRational (round ((sin angle)*1000)%100000)
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x = dx + bulletX bullet
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y = dy + bulletY bullet
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lw = fromIntegral . levelWidth . level $ game
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@ -123,8 +124,12 @@ simulationStep = do
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lift $ modify $ \state ->
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let thebullets = map (runState $ updateBullet state) $ bullets state
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leftbullets = collideBullets $ zipWith (\(left, bullet') bullet -> (left, bullet, bullet')) thebullets $ bullets state
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thetanks = map (\(tank, n) -> tank {tankBulletsLeft = (tankBulletsLeft tank) + (countLostTankBullets n leftbullets)}) $ zip newtanks [0..]
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in state {tanks = thetanks, bullets = newbullets ++ (map snd . filter fst $ leftbullets)}
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bt = hitBullets $ liftM2 (\(b, (_, b')) (t, t') -> (b, b', t, t')) (zip (bullets state) leftbullets) (zip (tanks state) newtanks)
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leftbullets2 = map (\(left, bullet) -> (left && (all (\(c, b, _) -> (b /= bullet) || (not c)) bt), bullet)) leftbullets
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thetanks = map (\(tank, n) -> tank {tankBulletsLeft = (tankBulletsLeft tank) + (countLostTankBullets n leftbullets2)}) $ zip newtanks [0..]
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in state {tanks = thetanks, bullets = newbullets ++ (map snd . filter fst $ leftbullets2)}
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where
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collideBullets [] = []
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@ -135,6 +140,10 @@ simulationStep = do
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left = map (\(left, c, b, b') -> (left && not c, b, b')) $ cs
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in (collided, left)
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hitBullets :: [(Bullet, Bullet, Tank, Tank)] -> [(Bool, Bullet, Tank)]
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hitBullets [] = []
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hitBullets ((b, b', t, t'):xs) = (collisionBulletTank (b, b') (t, t'), b', t'):(hitBullets xs)
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updateTank' game (player, tank) = let (p, angle, move, aangle, shoot) = playerUpdate player tank
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t = execState (updateTank game angle move aangle) tank
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in (p, t, shoot)
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