Tweak physics, cannons, nsbtp support, prepare to add items.
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e1dc8603d1
commit
e010627b5d
19 files changed
+982
-353
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@@ -36,17 +36,17 @@ window.ObjDecor = function(obji, scene) {
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if (t.angle[2] != 0) mat4.rotateZ(mat, mat, t.angle[2]*(Math.PI/180));
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if (t.angle[1] != 0) mat4.rotateY(mat, mat, t.angle[1]*(Math.PI/180));
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if (t.angle[0] != 0) mat4.rotateX(mat, mat, t.angle[0]*(Math.PI/180));
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if (anim != null) {
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animMat = anim.setFrame(0, 0, animFrame++);
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}
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mat4.scale(mat, mat, vec3.scale([], t.scale, 16));
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res.mdl[0].draw(mat, pMatrix, animMat);
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}
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function update() {
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res.mdl[0].setFrame(animFrame);
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if (anim != null) {
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animMat = anim.setFrame(0, 0, animFrame);
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}
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animFrame++;
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}
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function requireRes() { //scene asks what resources to load
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@@ -75,7 +75,7 @@ window.ObjDecor = function(obji, scene) {
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case 0x0138:
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return {mdl:[{nsbmd:"GardenTree1.nsbmd"}]};
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case 0x0139:
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return {mdl:[{nsbmd:"kamome.nsbmd"}], other:[null, null, "kamone.nsbtp"]}; //animates using nsbtp, and uses route to move
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return {mdl:[{nsbmd:"kamome.nsbmd"}], other:[null, null, "kamome.nsbtp"]}; //animates using nsbtp, and uses route to move
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case 0x013A:
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return {mdl:[{nsbmd:"CrossTree1.nsbmd"}]};
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@@ -265,8 +265,12 @@ window.ObjDecor = function(obji, scene) {
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if (r.other.length > 0 && r.other[0] != null) {
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res.mdl[0].loadTexAnim(r.other[0]);
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}
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if (r.other.length > 1 && r.other[1] != null)
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if (r.other.length > 1 && r.other[1] != null) {
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anim = new nitroAnimator(r.mdl[0].bmd, r.other[1]);
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}
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if (r.other.length > 2 && r.other[2] != null) {
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res.mdl[0].loadTexPAnim(r.other[2]);
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}
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}
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}
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@@ -0,0 +1,292 @@
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//
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// shell.js
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//--------------------
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// Entity type for any item. Specific item types in `/item` folder
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// Has a default collision handler, but can pass control to the specific item code.
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// by RHY3756547
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//
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// includes: gl-matrix.js (glMatrix 2.0)
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// /formats/kcl.js
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//
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var itemTypes = {
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//physics, holdable
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'$koura_g': GreenShellC,
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'$koura_r': RedShellC,
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'$banana': BananaC,
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'$bomb': BombC,
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'$f_box': FakeBoxC,
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//groups
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'$koura_group': ShellGroupC,
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'$banana_group': BananaGroupC,
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//one use items
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'$kinoko': MushroomC,
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'$kinoko_group': MushroomGroupC,
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'$kinoko_p': QueenMushroomC,
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'$star': StarC,
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'$thunder': ThunderC,
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'$gesso': BlooperC,
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'$teresa': BooC,
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'$killer': KillerC,
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'$koura_w': BlueShellC
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}
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window.Item = function(scene, owner, type) {
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var t = this;
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var minimumMove = 0.01;
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this.id = 0;
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this.pos = vec3.transformMat4([], [0, (-owner.params.colRadius)+1, 16], owner.mat);
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this.vel = vec3.create();
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this.gravity = [0, -0.17, 0]; //100% confirmed by me messing around with the gravity value in mkds
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this.minBounceVel = 0.5;
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this.airResist = 0.95;
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this.enablePhysics = true;
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this.floorBounce = 0.5;
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this.held = true;
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this.type = type;
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this.owner = owner;
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this.angle = owner.angle;
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this.speed = 10;
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this.yvel = 0;
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this.colRadius = 4;
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this.holdDist = 16;
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this.safeKart = owner;
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var deadTimerLength = 20;
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var throwVelocity = 16;
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var throwAngle = (Math.PI / 3) * 2;
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this.deadTimer = 0; //animates death. goes to 20, then deletes for real. dead objects can't run update or otherwise
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//a controller makes this item what it is...
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// canBeHeld: boolean
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// canBeDropped: boolean | 'func'
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// isDestructive: boolean
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// update?: (scene: CourseScene) => void
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// draw?: (mvMatrix, pMatrix) => void // OVERRIDES NORMAL DRAW FUNCTION!
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// release?: (direction: number) => boolean //direction is 1 for forward, -1 for back. returns if the item has more uses
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// collide?: (item: Item | Kart)
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// collideKart?: (item: Kart)
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var subtypeInd = type.indexOf('-');
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if (subtypeInd == -1) subtypeInd = type.length;
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this.controller = new itemTypes["$"+type.substr(0, subtypeInd)](this, scene, type.substr(subtypeInd + 1));
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//functions
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this.update = update;
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this.draw = draw;
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this.updateHold = updateHold;
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this.release = release;
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this.canBeHeld = canBeHeld;
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this.canBeDropped = canBeDropped;
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this.isDestructive = isDestructive;
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this.isSolid = isSolid;
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this.finalize = finalize;
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this.collide = collide;
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function updateHold(kart) {
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//move the object behind the kart (physical direction without drift off)
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//assuming this will only be called for something that can be held
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var dir = -kart.driftOff;
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//offset the kart's drift offset (on direction)
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var pos = [Math.sin(dir)*t.holdDist, 0, -Math.cos(dir)*t.holdDist];
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//make relative to the kart's position
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vec3.transformMat4(pos, pos, kart.mat);
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vec3.sub(t.vel, pos, t.pos); //set the object's velocity to try move it to the hold location. (gravity is disabled)
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t.enablePhysics = true;
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}
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function release(forward) {
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//release the item, either forward or back
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if (t.canBeHeld()) t.updateHold(owner);
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if (t.controller.release) t.controller.release(forward);
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else {
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//default drop and throw. just here for template purposes
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if (forward >= 0) {
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var dir = owner.physicalDir;
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vec3.zero(t.vel);
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} else {
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vec3.zero(t.vel);
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}
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}
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this.held = false;
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}
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function canBeHeld() {
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return t.controller.canBeHeld || false;
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}
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function canBeDropped() {
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return t.controller.canBeDropped || true;
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}
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function isDestructive() {
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return t.controller.isDestructive || false;
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}
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function isSolid() {
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return t.controller.isSolid || true;
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}
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function finalize() {
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//kill instantly
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t.deadTimer = deadTimerLength;
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scene.items.removeItem(t);
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}
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function collide(item) {
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if (t.controller.collide) {
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t.controller.collide(item);
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return;
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}
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if (item.type) {
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//has a type, definitely an item
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if (item.isDestructive() || t.isDestructive()) {
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//mutual destruction. other side will deal with how they handle the collision
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t.deadTimer++;
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} else if (item.isSolid() && t.isSolid()) {
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//bounce off other items that are not destructive
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//set our velocity to move away (not too intensely)
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//(only apply if our id is before, to avoid double adding the velocity)
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if (t.id < item.id) {
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var diff = vec3.sub([], t.pos, item.pos);
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vec3.scale(diff, diff, 0.5);
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vec3.add(t.vel, t.vel, diff);
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vec3.sub(item.vel, item.vel, diff);
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t.enablePhysics = true;
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item.enablePhysics = true;
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}
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}
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} else {
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//is a kart. usually this is where objects differ
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if (t.controller.collideKart) {
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t.controller.collideKart(item);
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}
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}
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}
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function update(scene) {
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if (t.controller.update) t.controller.update(scene);
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if (t.deadTimer > 0) {
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t.deadTimer++;
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if (t.deadTimer >= 20) t.finalize();
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return;
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}
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//search for player collisions, collisions with other items
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for (var i=0; i<scene.karts.length; i++) {
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var ok = scene.karts[i];
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var dist = vec3.dist(vec3.add([], t.pos, [0,1,0]), ok.pos);
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if (dist < t.colRadius + 12) {
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//colliding with a kart.
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//do we need to do something?
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t.collide(ok);
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}
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}
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for (var i=0; i<scene.items.length; i++) {
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var ot = scene.items[i];
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var dist = vec3.dist(t.pos, ot.pos);
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if (dist < t.colRadius + ot.colRadius) {
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//two items are colliding.
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t.collide(ot);
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}
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}
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if (t.enablePhysics) {
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if (!t.held) {
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vec3.add(t.vel, t.vel, t.gravity);
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vec3.scale(t.vel, t.vel, t.airResist);
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}
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//by default, items use raycast collision against the world (rather than ellipse)
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//this speeds things up considerably
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var steps = 0;
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var remainingT = 1;
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var velSeg = vec3.clone(t.vel);
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var posSeg = vec3.clone(t.pos);
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var ignoreList = [];
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while (steps++ < 10 && remainingT > 0.01) {
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var result = lsc.raycast(posSeg, velSeg, scene.kcl, 0.05, ignoreList);
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if (result != null) {
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if (t.controller.colResponse) t.controller.colResponse(posSeg, velSeg, result, ignoreList)
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else colResponse(posSeg, velSeg, result, ignoreList)
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remainingT -= result.t;
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if (remainingT > 0.01) {
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velSeg = vec3.scale(vec3.create(), t.vel, remainingT);
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}
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} else {
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vec3.add(posSeg, posSeg, velSeg);
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remainingT = 0;
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}
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}
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t.pos = posSeg;
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}
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}
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function draw(mvMatrix, pMatrix) {
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if (t.deadTimer > 0) nitroRender.setColMult([1, 1, 1, 1-(t.deadTimer/deadTimerLength)]); //fade out
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if (t.controller.draw) {
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t.controller.draw(mvMatrix, pMatrix);
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} else {
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var mat = mat4.translate(mat4.create(), mvMatrix, vec3.add(vec3.create(), t.pos, [0, 3, 0]));
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spritify(mat);
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mat4.scale(mat, mat, [16, 16, 16]);
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scene.gameRes.items[type].draw(mat, pMatrix);
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}
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if (t.deadTimer > 0) nitroRender.setColMult([1, 1, 1, 1]);
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}
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var spritify = function(mat, scale) {
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var scale = (scale == null)?Math.sqrt(mat[0]*mat[0]+mat[1]*mat[1]+mat[2]*mat[2]):scale;
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mat[0]=scale; mat[1]=0; mat[2]=0;
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mat[4]=0; mat[5]=scale; mat[6]=0;
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mat[8]=0; mat[9]=0; mat[10]=scale;
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}
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function colResponse(pos, pvel, dat, ignoreList) {
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var plane = dat.plane;
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var colType = (plane.CollisionType>>8)&31;
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vec3.add(pos, pos, vec3.scale(vec3.create(), pvel, dat.t));
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var n = dat.normal;
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vec3.normalize(n, n);
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var adjustPos = true;
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if (MKDS_COLTYPE.GROUP_WALL.indexOf(colType) != -1) { //wall
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//normally, item collision with a wall cause a perfect reflection of the velocity.
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var proj = vec3.dot(t.vel, n) * 2;
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vec3.sub(t.vel, t.vel, vec3.scale(vec3.create(), n, proj));
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} else if (MKDS_COLTYPE.GROUP_ROAD.indexOf(colType) != -1) {
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//sliding plane
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var proj = vec3.dot(t.vel, n) * (1 + t.floorBounce);
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vec3.sub(t.vel, t.vel, vec3.scale(vec3.create(), n, proj));
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if (t.floorBounce == 0 || Math.abs(proj) < t.minBounceVel) t.enablePhysics = false;
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} else {
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adjustPos = false;
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ignoreList.push(plane);
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}
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if (adjustPos) { //move back from plane slightly
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vec3.add(pos, pos, vec3.scale(vec3.create(), n, minimumMove));
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}
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}
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}
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@@ -48,6 +48,7 @@ window.ItemBox = function(obji, scene) {
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scene.particles.push(new NitroEmitter(scene, ok, 47));
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t.mode = 1;
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t.time = 0;
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ok.items.getItem(null); //todo: specific item from some
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break;
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}
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}
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@@ -0,0 +1,54 @@
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window.BananaC = function(item, scene, type) {
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this.canBeHeld = true;
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this.canBeDropped = true;
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this.isDestructive = false;
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item.minBounceVel = 0;
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this.collideKart = collideKart;
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function collideKart(kart) {
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item.deadTimerLength = 20;
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kart.damage(MKDSCONST.DAMAGE_SPIN);
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}
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}
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window.BananaGroupC = function(item, scene, type) {
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this.canBeHeld = false;
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this.canBeDropped = 'func';
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this.rotationPeriod = 45;
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item.colRadius = -Infinity;
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item.enablePhysics = false;
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this.draw = draw;
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function draw(mvMatrix, pMatrix) {
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//the group itself is invisible - the bananas draw individually
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}
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}
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window.FakeBoxC = function(item, scene, type) {
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this.canBeHeld = true;
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this.canBeDropped = true;
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this.isDestructive = false;
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this.isSolid = true;
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var model = scene.gameRes.fakeBox;
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this.draw = draw;
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function draw(view, pMatrix) {
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mat4.translate(mat, view, t.pos);
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mat4.translate(mat, view, [0, 16, 0]);
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/* adjust to make it rest on a corner
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if (t.angle[2] != 0) mat4.rotateZ(mat, mat, t.angle[2]*(Math.PI/180));
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if (t.angle[1] != 0) mat4.rotateY(mat, mat, t.angle[1]*(Math.PI/180));
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if (t.angle[0] != 0) mat4.rotateX(mat, mat, t.angle[0]*(Math.PI/180));
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*/
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mat4.scale(mat, mat, vec3.scale([], t.scale, 16));
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model.draw(mat, pMatrix, animMat);
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}
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}
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window.BombC = null;
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@@ -0,0 +1,10 @@
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//boost, 3x boost, queen boost, star, ghost
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window.MushroomC = null;
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window.MushroomGroupC = null;
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window.QueenMushroomC = null;
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window.StarC = null;
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window.ThunderC = null;
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window.BlooperC = null;
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window.BooC = null;
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window.KillerC = null;
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@@ -0,0 +1,25 @@
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window.GreenShellC = function(item, scene) {
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this.canBeHeld = true;
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this.canBeDropped = true;
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this.isDestructive = true;
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}
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window.RedShellC = function(item, scene) {
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this.canBeHeld = true;
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this.canBeDropped = true;
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this.isDestructive = true;
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}
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window.ShellGroupC = function(item, scene, type) {
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this.canBeHeld = false;
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this.canBeDropped = 'func';
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this.rotationPeriod = 45;
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this.draw = draw;
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function draw(mvMatrix, pMatrix) {
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//the group itself is invisible - the shells draw individually
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}
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}
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window.BlueShellC = null;
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+55
-9
@@ -27,6 +27,9 @@ window.Kart = function(pos, angle, speed, kartN, charN, controller, scene) {
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this.active = true;
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this.preboost = true;
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//supplimentary controllers
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this.items = new KartItems(this, scene);
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this.soundProps = {};
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this.pos = pos;
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this.angle = angle;
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@@ -311,6 +314,7 @@ window.Kart = function(pos, angle, speed, kartN, charN, controller, scene) {
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kartAnim = (kartAnim+1)%8;
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var input = k.controller.fetchInput();
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k.lastInput = input;
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k.items.update(input);
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if (input.turn > 0.3) {
|
||||
if (k.driveAnimF < 28) k.driveAnimF++;
|
||||
@@ -386,7 +390,7 @@ window.Kart = function(pos, angle, speed, kartN, charN, controller, scene) {
|
||||
} else if (k.cannon != null) { //when cannon is active, we fly forward at max move speed until we get to the cannon point.
|
||||
var c = scene.nkm.sections["KTPC"].entries[k.cannon];
|
||||
|
||||
if (c.id2 != 0) {
|
||||
if (c.id1 != -1 && c.id2 != -1) {
|
||||
var c2 = scene.nkm.sections["KTPC"].entries[c.id2];
|
||||
c = c2;
|
||||
|
||||
@@ -401,10 +405,18 @@ window.Kart = function(pos, angle, speed, kartN, charN, controller, scene) {
|
||||
k.angle = k.physicalDir;
|
||||
k.cannon = null;
|
||||
} else {
|
||||
|
||||
var mat = mat4.create();
|
||||
mat4.rotateY(mat, mat, c.angle[1]*(Math.PI/180));
|
||||
mat4.rotateX(mat, mat, c.angle[0]*(-Math.PI/180));
|
||||
if (true) {
|
||||
//vertical angle from position? airship fortress is impossible otherwise
|
||||
//var c2 = scene.nkm.sections["KTPC"].entries[c.id2];
|
||||
var diff = vec3.sub([], c.pos, k.pos);
|
||||
var dAdj = Math.sqrt(diff[0]*diff[0] + diff[2]*diff[2]);
|
||||
var dHyp = Math.sqrt(diff[0]*diff[0] + diff[1]*diff[1] + diff[2]*diff[2]);
|
||||
mat4.rotateX(mat, mat, ((diff[1] > 0) ? -1 : 1) * Math.acos(dAdj/dHyp));
|
||||
} else {
|
||||
mat4.rotateX(mat, mat, c.angle[0]*(-Math.PI/180));
|
||||
}
|
||||
|
||||
var forward = [0, 0, 1];
|
||||
var up = [0, 1, 0];
|
||||
@@ -415,10 +427,15 @@ window.Kart = function(pos, angle, speed, kartN, charN, controller, scene) {
|
||||
k.physicalDir = (180-c.angle[1])*(Math.PI/180);
|
||||
k.angle = k.physicalDir;
|
||||
k.kartTargetNormal = vec3.transformMat4(up, up, mat);
|
||||
k.airTime = 0;
|
||||
|
||||
var planeConst = -vec3.dot(c.pos, forward);
|
||||
var cannonDist = vec3.dot(k.pos, forward) + planeConst;
|
||||
if (cannonDist > 0) k.cannon = null;
|
||||
if (cannonDist > 0) {
|
||||
k.cannon = null; //leaving cannon state
|
||||
k.speed = params.topSpeed;
|
||||
k.vel = vec3.scale([], vec3.transformMat4(forward, forward, mat), k.speed);
|
||||
}
|
||||
}
|
||||
} else { //default kart mode
|
||||
|
||||
@@ -611,6 +628,7 @@ window.Kart = function(pos, angle, speed, kartN, charN, controller, scene) {
|
||||
k.driftLanded = false;
|
||||
k.driftMode = 0;
|
||||
k.ylock = 0;
|
||||
onGround = false;
|
||||
|
||||
var boing = nitroAudio.playSound(207, {transpose: -4}, 0, k);
|
||||
boing.gainN.gain.value = 2;
|
||||
@@ -655,11 +673,18 @@ window.Kart = function(pos, angle, speed, kartN, charN, controller, scene) {
|
||||
vec3.add(k.vel, k.vel, k.kartColVel);
|
||||
}
|
||||
} else {
|
||||
k.angle += dirDiff(k.physicalDir, k.angle)*effect.handling/2;
|
||||
k.angle = fixDir(k.physicalDir);
|
||||
k.angle += dirDiff(k.physicalDir, k.angle)*effect.handling;
|
||||
k.angle += dirDiff(k.physicalDir, k.angle)*effect.handling; //applying this twice appears to be identical to the original
|
||||
k.angle = fixDir(k.angle);
|
||||
|
||||
//reduce our forward speed by how much of our velocity is not going forwards
|
||||
var factor = Math.sin(k.physicalDir)*Math.sin(k.angle) + Math.cos(k.physicalDir)*Math.cos(k.angle);
|
||||
k.speed *= 1 - ((1-factor) * (1 - k.params.decel));
|
||||
//var reducedSpeed = k.vel[0]*Math.sin(k.angle) + k.vel[2]*(-Math.cos(k.angle));
|
||||
//reducedSpeed = ((reducedSpeed < 0) ? -1 : 1) * Math.sqrt(Math.abs(reducedSpeed));
|
||||
k.vel[1] += k.gravity[1];
|
||||
k.vel = [Math.sin(k.angle)*k.speed, k.vel[1], -Math.cos(k.angle)*k.speed]
|
||||
//k.speed = reducedSpeed;
|
||||
|
||||
if (k.kartColTimer > 0) {
|
||||
vec3.add(k.vel, k.vel, vec3.scale([], k.kartColVel, k.kartColTimer/10))
|
||||
@@ -738,6 +763,24 @@ window.Kart = function(pos, angle, speed, kartN, charN, controller, scene) {
|
||||
positionChanged(lastPos, k.pos);
|
||||
}
|
||||
|
||||
function triggerCannon(id) {
|
||||
if (k.cannon != null) return;
|
||||
k.cannon = id;
|
||||
var c = scene.nkm.sections["KTPC"].entries[k.cannon];
|
||||
if (c.id1 != -1 && c.id2 != -1) {
|
||||
nitroAudio.playSound(345, {volume: 2.5}, 0, k);
|
||||
} else {
|
||||
nitroAudio.playSound(347, {volume: 2.5}, 0, k);
|
||||
if (k.local) {
|
||||
if (c.id2 == 0) {
|
||||
nitroAudio.playSound(380, {volume: 2}, 0, null); //airship fortress
|
||||
} else {
|
||||
nitroAudio.playSound(456, {volume: 2}, 0, null); //waluigi
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function playCharacterSound(sound, volume) {
|
||||
//0 - hit
|
||||
//1 - hit spin
|
||||
@@ -856,7 +899,7 @@ window.Kart = function(pos, angle, speed, kartN, charN, controller, scene) {
|
||||
if (k != ok) {
|
||||
var dist = vec3.dist(k.pos, ok.pos);
|
||||
if (dist < 16) {
|
||||
|
||||
nitroAudio.playSound(208, { volume: 2 }, 0, k);
|
||||
kartBounce(ok);
|
||||
ok.kartBounce(k);
|
||||
}
|
||||
@@ -879,6 +922,8 @@ window.Kart = function(pos, angle, speed, kartN, charN, controller, scene) {
|
||||
if (vec3.length(k.vel) < vec3.length(ok.vel)) vec3.add(k.kartColVel, k.kartColVel, vec3.sub([], ok.vel, k.vel));
|
||||
|
||||
k.kartColVel[1] = 0;
|
||||
//play this kart's horn
|
||||
nitroAudio.playSound(192 + charRes.sndOff/14, { volume: 2 }, 0, k);
|
||||
}
|
||||
|
||||
function fixDir(dir) {
|
||||
@@ -896,7 +941,7 @@ window.Kart = function(pos, angle, speed, kartN, charN, controller, scene) {
|
||||
|
||||
function updateKartSound(mode, input) {
|
||||
var turn = (onGround && !k.drifting)?(1-Math.abs(input.turn)/11):1;
|
||||
var transpose = (mode == 0)?0:(22*turn*k.speed/params.topSpeed);
|
||||
var transpose = (mode == 0)?0:(22*turn*Math.min(1.3, k.speed/params.topSpeed));
|
||||
|
||||
sounds.transpose += (transpose-sounds.transpose)/15;
|
||||
if (mode != soundMode) {
|
||||
@@ -965,6 +1010,7 @@ window.Kart = function(pos, angle, speed, kartN, charN, controller, scene) {
|
||||
k.physBasis = {
|
||||
mat: m4,
|
||||
inv: mat4.invert([], m4),
|
||||
normal: normal,
|
||||
time: 15,
|
||||
loop: false
|
||||
};
|
||||
@@ -1099,7 +1145,7 @@ window.Kart = function(pos, angle, speed, kartN, charN, controller, scene) {
|
||||
stuckTo = dat.object;
|
||||
} else if (colType == MKDS_COLTYPE.CANNON) {
|
||||
//cannon!!
|
||||
k.cannon = colBE;
|
||||
triggerCannon(colBE);
|
||||
} else {
|
||||
adjustPos = false;
|
||||
ignoreList.push(plane);
|
||||
|
||||
@@ -0,0 +1,77 @@
|
||||
//item state for a kart. not an entity, just supplemental to one.
|
||||
|
||||
window.KartItems = function(kart, scene) {
|
||||
var t = this;
|
||||
t.heldItem = null; //of type Item
|
||||
t.currentItem = null; //string name for item
|
||||
t.specificItem = null;
|
||||
t.empty = true;
|
||||
t.cycleTime = 0;
|
||||
t.totalTime = 230;
|
||||
var maxItemTime = 230;
|
||||
var minItemTime = 80;
|
||||
var carouselSfx = null;
|
||||
var lastItemState = false;
|
||||
var holdAppearDelay = 15;
|
||||
|
||||
var hurtExplodeDelay = 105 //turn right slightly, huge double backflip, small bounces.
|
||||
var hurtFlipDelay = 80; //turn right slightly, bounce twice, forward flip
|
||||
var hurtSpinDelay = 40; //counter clockwise spin
|
||||
|
||||
t.getItem = getItem;
|
||||
t.update = update;
|
||||
|
||||
var specialItems = ["star"];
|
||||
|
||||
function sfx(id) {
|
||||
if (kart.local) {
|
||||
return nitroAudio.playSound(id, {volume: 2}, 0, null);
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
function getItem(specific) {
|
||||
if (!t.empty) return false;
|
||||
else {
|
||||
//begin carousel
|
||||
t.cycleTime = 0;
|
||||
t.totalTime = (specific) ? 60 : maxItemTime;
|
||||
if (specific) t.specificItem = specific;
|
||||
t.empty = false;
|
||||
|
||||
carouselSfx = sfx(62);
|
||||
}
|
||||
}
|
||||
|
||||
function update(input) {
|
||||
var pressed = (input.item && !lastItemState);
|
||||
if (!t.empty) {
|
||||
if (t.currentItem == null) {
|
||||
//carousel
|
||||
t.cycleTime++;
|
||||
if (t.cycleTime >= t.totalTime) {
|
||||
if (carouselSfx != null) nitroAudio.kill(carouselSfx);
|
||||
|
||||
//decide on an item
|
||||
var item = "koura_g";
|
||||
sfx((specialItems.indexOf(item) == -1) ? 63 : 64);
|
||||
t.currentItem = item;
|
||||
} else {
|
||||
//if item button is pressed, we speed up the carousel
|
||||
if (pressed) {
|
||||
t.totalTime = Math.max(minItemTime, t.totalTime - 20);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (pressed) {
|
||||
//fire?
|
||||
t.currentItem = null;
|
||||
t.empty = true;
|
||||
kart.playCharacterSound(7);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
lastItemState = input.item;
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user