tracer/src/Test.hs

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module Test where
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import Affection as A hiding (get)
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import SDL (get, ($=))
import qualified SDL
import qualified Graphics.Rendering.OpenGL as GL hiding (get)
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import NanoVG hiding (V2(..))
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import Control.Monad (when, unless, void)
import Control.Monad.IO.Class (liftIO)
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import Data.Map.Strict as Map
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import qualified Data.Set as S
import qualified Data.Text as T
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import Data.Matrix as M
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import Data.Ecstasy as E
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import Data.Maybe
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import System.Random (randomRIO)
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import Linear
import Foreign.C.Types (CFloat(..))
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import Debug.Trace
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-- internal imports
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import Interior
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import Util
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import Types
import Floorplan
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import NPC
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loadMap :: Affection UserData ()
loadMap = do
ud <- getAffection
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let fc = FloorConfig
(20, 20)
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[(5,5), (35, 35)]
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(50,75)
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(Subsystems _ m) = subsystems ud
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(mat, gr) <- liftIO $ buildHallFloorIO fc
let imgmat = convertTileToImg mat
exits = Prelude.foldl
(\acc coord@(r, c) -> if imgmat M.! coord == Just ImgEmpty
then ReachPoint RoomExit (V2 r c) : acc
else acc
)
[]
((,) <$> [1 .. nrows mat] <*> [1 .. ncols mat])
-- liftIO $ A.logIO A.Debug (show exits)
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(inter, rps) <- liftIO $ placeInteriorIO mat imgmat exits gr
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let nnex = length (Prelude.filter (\p -> pointType p == RoomExit) rps)
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liftIO $ A.logIO A.Debug $ "number of placed NPCs: " ++ show nnex
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npcposs <- placeNPCs inter mat rps gr nnex
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(nws, _) <- yieldSystemT (worldState ud) $ do
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void $ newEntity $ defEntity
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{ pos = Just (V2 20.5 20.5)
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, vel = Just (V2 0 0)
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, player = Just ()
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}
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void $ mapM_ (\(V2 nr nc) -> do
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-- ttl <- liftIO $ randomRIO (5, 30)
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newEntity $ defEntity
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{ pos = Just (V2 (nr + 0.5) (nc + 0.5))
, vel = Just (V2 0 0)
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, npcState = Just (NPCStanding 0)
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}
) npcposs
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uu <- partSubscribe m movePlayer
putAffection ud
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{ worldState = nws
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, stateData = MenuData
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{ mapMat = mat
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, imgMat = M.fromList (nrows inter) (ncols inter) $
Prelude.map
(\a -> if a == Just ImgEmpty then Nothing else a)
(M.toList inter)
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, initCoords = (0, 500)
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, reachPoints = rps
}
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, uuid = [uu]
}
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mouseToPlayer :: V2 Int32 -> Affection UserData ()
mouseToPlayer mv2 = do
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ud <- getAffection
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(V2 rx ry) <- liftIO $ relativizeMouseCoords mv2
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let dr = (ry / sin (atan (1/2)) / 2) + rx
dc = rx - (ry / sin (atan (1/2)) / 2)
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(nws, _) <- yieldSystemT (worldState ud) $ do
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emap $ do
with player
pure $ defEntity'
{ vel = Set $ V2 dr dc
}
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putAffection ud
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{ worldState = nws
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}
movePlayer :: MouseMessage -> Affection UserData ()
movePlayer (MsgMouseMotion _ _ _ [SDL.ButtonLeft] m _) = mouseToPlayer m
movePlayer (MsgMouseButton _ _ SDL.Pressed _ SDL.ButtonLeft _ m) =
mouseToPlayer m
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movePlayer (MsgMouseButton _ _ SDL.Released _ SDL.ButtonLeft _ _) = do
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ud <- getAffection
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(nws, _) <- yieldSystemT (worldState ud) $ do
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emap $ do
with player
pure $ defEntity'
{ vel = Set $ V2 0 0
}
putAffection ud
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{ worldState = nws
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}
movePlayer _ = return ()
drawMap :: Affection UserData ()
drawMap = do
ud <- getAffection
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dt <- getDelta
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(_, (playerPos, npcposs)) <- yieldSystemT (worldState ud) $ do
pc <- efor $ \_ -> do
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with player
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with pos
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pos' <- E.get pos
pure pos'
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-- (_, npcposs) <- yieldSystemT (worldState ud) $ do
npcs <- efor $ \_ -> do
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with npcState
with pos
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pos' <- E.get pos
pure pos'
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return (pc, npcs)
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let V2 pr pc = head playerPos
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mat = imgMat (stateData ud)
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ctx = nano ud
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cols = fromIntegral (ncols mat)
rows = fromIntegral (nrows mat)
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tileWidth = 64 :: Double
tileHeight = 32 :: Double
x = realToFrac $ 640 + ((1 - pc) + (1 - pr)) * (tileWidth / 2)
y = realToFrac $ 360 + ((1 - pr) - (1 - pc)) * (tileHeight / 2)
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liftIO $ do -- draw floor
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beginPath ctx
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moveTo ctx (x + realToFrac tileWidth / 2) y
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lineTo ctx
(x + cols * (realToFrac tileWidth / 2))
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(y - (realToFrac tileHeight / 2) * (cols - 1))
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lineTo ctx
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(x + (realToFrac tileWidth / 2) * (cols + rows - 1))
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(y + (rows - cols) * (realToFrac tileHeight / 2))
lineTo ctx
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(x + (realToFrac tileWidth / 2) * rows)
(y + (realToFrac tileHeight / 2) * (rows - 1))
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closePath ctx
fillColor ctx (rgb 255 255 255)
fill ctx
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mapM_ (\(i, ls) -> mapM_
(\(j, t) -> do
liftIO $ drawTile
(assetImages ud) ctx pr pc i j t
drawNPCs ctx npcposs pr pc i j t
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)
(reverse $ zip [1..] ls))
(zip [1..] (toLists mat))
liftIO $ do -- draw FPS
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fontSize ctx 20
fontFace ctx (assetFonts ud Map.! FontBedstead)
textAlign ctx (S.fromList [AlignCenter,AlignTop])
fillColor ctx (rgb 255 128 0)
textBox ctx 0 0 200 ("FPS: " `T.append` (T.pack $ Prelude.take 5 $ show (1/dt)))
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updateMap :: Double -> Affection UserData ()
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updateMap dt = do
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ud <- getAffection
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(nws, _) <- yieldSystemT (worldState ud) $ do
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emap $ do
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without player
with vel
with pos
pos'@(V2 pr pc) <- E.get pos
vel' <- E.get vel
let npos@(V2 nr nc) = pos' + fmap (* (4 * dt)) vel'
dpos = npos - pos'
ent = defEntity'
{ pos = Set $ npos
}
return ent
emap $ do
with player
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with vel
with pos
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pos'@(V2 pr pc) <- E.get pos
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vel' <- E.get vel
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let npos@(V2 nr nc) = pos' + fmap (* (4 * dt)) vel'
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dpos = npos - pos'
ent = defEntity'
{ pos = Set $ pos' + dpos * Prelude.foldl
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(\acc a -> let ret = checkBoundsCollision2 pos' npos dt acc a
in A.log A.Debug (show ret) ret)
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(V2 1 1)
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(
concatMap
(\(dr, dc) ->
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let bs = fromMaybe [] (imgObstacle <$> (M.safeGet
(floor (nr + dr))
(floor (nc + dc))
(imgMat (stateData ud))))
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in Prelude.map (\(Boundaries (minr, minc) (maxr, maxc))->
Boundaries
(minr + dr, minc + dc)
(maxr + dr, maxc + dc)
) bs
)
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([(0, 0)])
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)
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}
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return ent
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updateNPCs
(imgMat $ stateData ud)
(Prelude.filter
(\p -> pointType p /= RoomExit)
(reachPoints $ stateData ud)
)
dt
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putAffection ud
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{ worldState = nws
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}
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drawTile
:: Map ImgId Image
-> Context
-> Double
-> Double
-> Int
-> Int
-> Maybe ImgId
-> IO ()
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drawTile ai ctx pr pc row col img =
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when ((realToFrac x > -tileWidth && realToFrac y > -tileHeight) &&
(realToFrac x < 1280 && realToFrac (y - (74 - realToFrac tileHeight)) < 720)) $
do
save ctx
if (isNothing img)
then drawPlayer
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else do
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if (Prelude.null mb)
then do
drawImage
drawPlayer
else do
if (all (\m -> pr > (fromIntegral (floor pr :: Int)) + m) minrs &&
all (\m -> pc < (fromIntegral (floor pc :: Int)) + m) mincs) ||
(all (\m -> pr > (fromIntegral (floor pr :: Int)) + m) minrs &&
all (\m -> pc < (fromIntegral (floor pc :: Int)) + m) maxcs)
then do
drawImage
drawPlayer
else do
drawPlayer
drawImage
restore ctx
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where
tileWidth = 64 :: Double
tileHeight = 32 :: Double
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minrs = Prelude.map (fst . matmin) mb
maxrs = Prelude.map (fst . matmax) mb
mincs = Prelude.map (snd . matmin) mb
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maxcs = Prelude.map (snd . matmax) mb
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x = realToFrac $ 640 + ((fromIntegral col - pc) +
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(fromIntegral row - pr)) * (tileWidth / 2) :: CFloat
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y = realToFrac $ 360 - (tileHeight / 2) + ((fromIntegral row - pr) -
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(fromIntegral col - pc)) * (tileHeight / 2) :: CFloat
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dist = distance (V2 (fromIntegral row) (fromIntegral col))
(V2 (realToFrac pr - 1) (realToFrac pc)) / 4
fact =
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if (pr <= fromIntegral row + minimum maxrs &&
pc >= fromIntegral col + maximum mincs) &&
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isWall (fromJust img)
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then min 1 dist
else 1
mb = imgObstacle img
drawImage = do
beginPath ctx
paint <- imagePattern
ctx x (y - (74 - realToFrac tileHeight))
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(realToFrac tileWidth) 74
0
(ai Map.! fromJust img)
fact
rect ctx x (y - (74 - realToFrac tileHeight)) (realToFrac tileWidth) 74
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fillPaint ctx paint
fill ctx
drawPlayer = do
when (floor pr == row && floor pc == col) $ do
beginPath ctx
circle ctx 640 360 5
closePath ctx
fillColor ctx (rgba 0 255 255 255)
fill ctx
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checkBoundsCollision
:: V2 Double
-> V2 Double
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-> V2 Double
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-> Boundaries Double
-> V2 Double
checkBoundsCollision
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(V2 pr pc) (V2 fr fc) (V2 mr mc) (Boundaries (minr, minc) (maxr, maxc))
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| ntestc && ntestr && not testr && not testc = V2 (1 * mr) (1 * mc)
| ntestc && ntestr && not testc = V2 (1 * mr) (0 * mc)
| ntestr && ntestc && not testr = V2 (0 * mr) (1 * mc)
| not ntestr && not ntestc = V2 (1 * mr) (1 * mc)
| not ntestr && ntestc = V2 (1 * mr) (1 * mc)
| not ntestc && ntestr = V2 (1 * mr) (1 * mc)
| otherwise = V2 (0 * mr) (0 * mc)
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where
ntestr
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= ndistr <= hheight + 0.15
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-- | ncdistsq <= 0.005 = True
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ntestc
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= ndistc <= hwidth + 0.15
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-- | ncdistsq <= 0.005 = True
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testr
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= distr <= hheight + 0.15
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-- | cdistsq <= 0.005 = True
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testc
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= distc <= hwidth + 0.15
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-- | cdistsq <= 0.005 = True
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ndistr = abs (fr - (fromIntegral (floor fr :: Int) + (minr + hheight)))
ndistc = abs (fc - (fromIntegral (floor fc :: Int) + (minc + hwidth)))
distr = abs (pr - (fromIntegral (floor fr :: Int) + (minr + hheight)))
distc = abs (pc - (fromIntegral (floor fc :: Int) + (minc + hwidth)))
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hheight = (maxr - minr) / 2
hwidth = (maxc - minc) / 2
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ncdistsq = (ndistr - hheight) ^ (2 :: Int) + (ndistc - hwidth) ^ (2 :: Int)
cdistsq = (distr - hheight) ^ (2 :: Int) + (distc - hwidth) ^ (2 :: Int)
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checkBoundsCollision2
:: V2 Double
-> V2 Double
-> Double
-> V2 Double
-> Boundaries Double
-> V2 Double
checkBoundsCollision2
pre@(V2 pr pc) next@(V2 nr nc) dt acc (Boundaries (minr, minc) (maxr, maxc))
| colltr > dt && colltc > dt = acc
| colltr > dt = (V2 0 1) * acc
| colltc > dt = (V2 1 0) * acc
| otherwise = V2 0 0
where
vel@(V2 vr vc) = fmap (/ dt) (next - pre)
colltr
| vr > 0 = (((fromIntegral (floor nr :: Int)) + minr) - nr) / vr
| vr < 0 = (((fromIntegral (floor nr :: Int)) + maxr) - nr) / vr
| otherwise = dt
colltc
| vc > 0 = (((fromIntegral (floor nc :: Int)) + minc) - nc) / vc
| vc < 0 = (((fromIntegral (floor nc :: Int)) + maxc) - nc) / vc
| otherwise = dt