Renamed shoot to bullet

This commit is contained in:
Matthias Schiffer 2010-03-09 06:08:42 +01:00
parent 7327695ca3
commit 89e87826a8
3 changed files with 36 additions and 36 deletions

View file

@ -1,7 +1,7 @@
{-# LANGUAGE GeneralizedNewtypeDeriving #-}
module Game ( Tank(..)
, Shoot(..)
, Bullet(..)
, GameState(..)
, Game
, runGame
@ -24,24 +24,24 @@ data Tank = Tank
, tankSpeed :: !Micro
, tankTurnspeed :: !Micro
, tankMoving :: !Bool
, tankShootSpeed :: !Micro
, tankShootBounces :: !Int
, tankShootsLeft :: !Int
, tankBulletSpeed :: !Micro
, tankBulletBounces :: !Int
, tankBulletsLeft :: !Int
} deriving Show
data Shoot = Shoot
{ shootX :: !Micro
, shootY :: !Micro
, shootDir :: !Micro
, shootSpeed :: !Micro
, shootBouncesLeft :: !Int
, shootTank :: !Int
data Bullet = Bullet
{ bulletX :: !Micro
, bulletY :: !Micro
, bulletDir :: !Micro
, bulletSpeed :: !Micro
, bulletBouncesLeft :: !Int
, bulletTank :: !Int
} deriving Show
data GameState = GameState
{ level :: !Level
, tanks :: ![Tank]
, shoots :: ![Shoot]
, bullets :: ![Bullet]
, textures :: !(M.Map Texture TextureObject)
} deriving (Show)

View file

@ -49,7 +49,7 @@ main = do
]}
gameState = GameState {level = theLevel, tanks = [ Tank 5.0 5.0 0 0 2 270 False 3 2 5
, Tank 5.0 3.5 0 0 2 270 False 3 2 5
], shoots = [], textures = M.empty}
], bullets = [], textures = M.empty}
runGame gameState $ do
setup
@ -147,14 +147,14 @@ updateTank angle move aangle = do
modify $ \tank -> tank {tankMoving = False}
updateShoot :: State Shoot ()
updateShoot = do
angle <- gets shootDir >>= return . (/180) . (*pi) . fromRational . toRational
speed <- gets shootSpeed
updateBullet :: State Bullet ()
updateBullet = do
angle <- gets bulletDir >>= return . (/180) . (*pi) . fromRational . toRational
speed <- gets bulletSpeed
let dx = speed * fromRational (round ((cos angle)*1000)%1000000)
dy = speed * fromRational (round ((sin angle)*1000)%1000000)
modify $ \shoot -> shoot {shootX = dx + shootX shoot, shootY = dy + shootY shoot}
modify $ \bullet -> bullet {bulletX = dx + bulletX bullet, bulletY = dy + bulletY bullet}
simulationStep :: Main ()
@ -164,24 +164,24 @@ simulationStep = do
let (p, t, s) = unzip3 $ map updateTank' $ zip oldplayers oldtanks
ts = zip3 t s [0..]
shootingtanks = map (\(tank, _, n) -> (tank, n)) $ filter (\(tank, shoot, _) -> shoot && (tankShootsLeft tank) > 0) $ ts
newtanks = map (\(tank, shoot, _) -> if shoot then tank {tankShootsLeft = (tankShootsLeft tank) - 1} else tank) $ ts
newshoots = map (\(tank, n) -> Shoot
{ shootX = tankX tank
, shootY = tankY tank
, shootDir = tankAim tank
, shootSpeed = tankShootSpeed tank
, shootBouncesLeft = tankShootBounces tank
, shootTank = n
}) shootingtanks
bulletingtanks = map (\(tank, _, n) -> (tank, n)) $ filter (\(tank, bullet, _) -> bullet && (tankBulletsLeft tank) > 0) $ ts
newtanks = map (\(tank, bullet, _) -> if bullet then tank {tankBulletsLeft = (tankBulletsLeft tank) - 1} else tank) $ ts
newbullets = map (\(tank, n) -> Bullet
{ bulletX = tankX tank
, bulletY = tankY tank
, bulletDir = tankAim tank
, bulletSpeed = tankBulletSpeed tank
, bulletBouncesLeft = tankBulletBounces tank
, bulletTank = n
}) bulletingtanks
modify $ \state -> state {players = p}
lift $ modify $ \state -> state {tanks = newtanks, shoots = map (execState updateShoot) (shoots state ++ newshoots)}
lift $ modify $ \state -> state {tanks = newtanks, bullets = map (execState updateBullet) (newbullets ++ bullets state)}
where
updateTank' (player, tank) = let (p, angle, move, aangle, shoot) = playerUpdate player tank
updateTank' (player, tank) = let (p, angle, move, aangle, bullet) = playerUpdate player tank
t = execState (updateTank angle move aangle) tank
in (p, t, shoot)
in (p, t, bullet)
handleEvents :: Main ()

View file

@ -70,7 +70,7 @@ setup = do
render :: Game ()
render = do
tanklist <- gets tanks
shootlist <- gets shoots
bulletlist <- gets bullets
textureWood <- getTexture TextureWood
textureTank <- getTexture TextureTank
@ -139,10 +139,10 @@ render = do
texCoord $ TexCoord2 (1 :: GLfloat) (0 :: GLfloat)
vertex $ Vertex2 (0.5 :: GLfloat) (-0.5 :: GLfloat)
forM_ shootlist $ \shoot -> preservingMatrix $ do
let x = fromReal . shootX $ shoot
y = fromReal . shootY $ shoot
rotDir = fromReal . shootDir $ shoot
forM_ bulletlist $ \bullet -> preservingMatrix $ do
let x = fromReal . bulletX $ bullet
y = fromReal . bulletY $ bullet
rotDir = fromReal . bulletDir $ bullet
translate $ Vector3 x y (0 :: GLfloat)
rotate rotDir $ Vector3 0 0 (1 :: GLfloat)