Limit number of bullets/tank; save tank number with shoot
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parent
907cb95dae
commit
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2 changed files with 23 additions and 18 deletions
2
Game.hs
2
Game.hs
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@ -26,6 +26,7 @@ data Tank = Tank
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, moving :: !Bool
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, tankShootSpeed :: !Micro
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, tankShootBounces :: !Int
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, shootsLeft :: !Int
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} deriving Show
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data Shoot = Shoot
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@ -34,6 +35,7 @@ data Shoot = Shoot
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, shootDir :: !Micro
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, shootSpeed :: !Micro
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, bouncesLeft :: !Int
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, shootTank :: !Int
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} deriving Show
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data GameState = GameState
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15
HTanks.hs
15
HTanks.hs
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@ -47,8 +47,8 @@ main = do
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[ SomePlayer $ DefaultPlayer S.empty 0 0 False
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, SomePlayer $ CPUPlayer 0
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]}
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gameState = GameState {level = theLevel, tanks = [ Tank 5.0 5.0 0 0 2 270 False 3 2
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, Tank 5.0 3.5 0 0 2 270 False 3 2
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gameState = GameState {level = theLevel, tanks = [ Tank 5.0 5.0 0 0 2 270 False 3 2 5
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, Tank 5.0 3.5 0 0 2 270 False 3 2 5
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], shoots = [], textures = M.empty}
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runGame gameState $ do
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@ -161,18 +161,21 @@ simulationStep = do
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oldtanks <- lift $ gets tanks
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let (p, t, s) = unzip3 $ map updateTank' $ zip oldplayers oldtanks
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shootingtanks = map fst $ filter snd $ zip t s
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newshoots = map (\tank -> Shoot
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{shootX = posx tank
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ts = zip3 t s [0..]
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shootingtanks = map (\(tank, _, n) -> (tank, n)) $ filter (\(tank, shoot, _) -> shoot && (shootsLeft tank) > 0) $ ts
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newtanks = map (\(tank, shoot, _) -> if shoot then tank {shootsLeft = (shootsLeft tank) - 1} else tank) $ ts
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newshoots = map (\(tank, n) -> Shoot
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{ shootX = posx tank
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, shootY = posy tank
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, shootDir = aim tank
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, shootSpeed = tankShootSpeed tank
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, bouncesLeft = tankShootBounces tank
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, shootTank = n
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}) shootingtanks
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modify $ \state -> state {players = p}
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lift $ modify $ \state -> state {tanks = t, shoots = map (execState updateShoot) (shoots state ++ newshoots)}
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lift $ modify $ \state -> state {tanks = newtanks, shoots = map (execState updateShoot) (shoots state ++ newshoots)}
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where
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updateTank' (player, tank) = let (p, angle, move, aangle, shoot) = playerUpdate player tank
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t = execState (updateTank angle move aangle) tank
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