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module Game.Entities.Blast (mkBlast) where
import Data.Bits (Bits (..))
import Game.Entities.Const
import Game.Entities.Types
import Game.Sprites qualified as S
mkBlast :: S.SpriteSheet -> Int -> Int -> Dir -> Collision -> IsBlocked -> IO Entity
mkBlast sprites x y dir playerCollision isBlocked = do
s <- S.get sprites "blast"
pure
Entity
{ typ = TypeEnemy,
x = x,
y = y,
delay = frameDelay,
frame = 0,
set = 0,
jumping = False,
gravity = gravityOff,
dir = dir,
sprite = s,
update = updateBlast playerCollision isBlocked,
destroy = False,
actions = [],
dat = NoData
}
updateBlast :: Collision -> IsBlocked -> Entity -> IO Entity
updateBlast touchedPlayer isBlocked e = do
touched <- touchedPlayer e
pure $ if touched then e {destroy = True, actions = [ActionHitPlayer, ActionAddEffect (e.x + 4) e.y "impact"]} else update
where
update
| e.dir == DirLeft && isBlocked (e.x - 1) (e.y + 4) = e {destroy = True, actions = [ActionAddEffect e.x e.y "impact"]}
| e.dir == DirLeft = updatedFrame {x = e.x - 1}
| e.dir == DirRight && isBlocked (e.x + 16) (e.y + 4) = e {destroy = True, actions = [ActionAddEffect (e.x + 8) e.y "impact"]}
| e.dir == DirRight = updatedFrame {x = e.x + 1}
| otherwise = updatedFrame
updatedFrame = if e.delay > 0 then e {delay = e.delay - 1} else e {delay = frameDelay, frame = e.frame `xor` 1}
|