// // collisionTypes.js //-------------------- // Includes enums for collision types. // by RHY3756547 // // includes: gl-matrix.js (glMatrix 2.0) // /formats/kcl.js // window.MKDS_COLSOUNDS = new function() { this.DRIFT_ASPHALT = 84; this.DRIFT_CONCRETE = 85; this.DRIFT_EDGE = 86; //happens when you hit an edge while drifting? this.DRIFT_DIRT = 87; this.DRIFT_ROAD = 88; this.DRIFT_STONE = 89; this.DRIFT_SAND = 90; this.DRIFT_ICE = 91; this.DRIFT_GLASS = 92; this.DRIFT_WATER = 93; this.DRIFT_BOARD = 94; //boardwalk! this.DRIFT_CARPET = 95; //like luigis mansion this.DRIFT_METALGAUZE = 96; this.DRIFT_PLASTIC = 97; this.DRIFT_RAINBOW = 99; this.DRIFT_MARSH = 100; //luigis mansion this.LAND_ASPHALT = 103; this.LAND_SAND = 104; this.LAND_DIRT = 105; this.LAND_ICE = 106; this.LAND_GRASS = 107; this.LAND_SNOW = 108; this.LAND_METALGAUZE = 109; this.LAND_MARSH = 110; this.LAND_WATER = 111; this.LAND_WATERDEEP = 112; this.LAND_CARPET = 113; this.DRIVE_DIRT = 114; this.DRIVE_GRASS = 115; this.DRIVE_WATER = 116; this.DRIVE_STONE = 117; this.DRIVE_SAND = 118; this.DRIVE_MARSH = 119; this.DRIVE_CARPET = 120; this.HIT_CAR = 128; this.HIT_CONCRETE = 129; this.HIT_FENCE = 130; this.HIT_WOOD = 131; this.HIT_TREE = 132; this.HIT_BUSH = 133; this.HIT_CLIFF = 134; this.HIT_SIGN = 135; this.HIT_ICE = 136; this.HIT_SNOW = 137; this.HIT_TABLE = 138; this.HIT_BOUNCY = 139; this.HIT_JELLY = 140; this.HIT_METALGAUZE = 141; this.HIT_METAL = 142; this.BRAKE = 143; this.BRAKE_CONCRETE = 144; this.BRAKE_DIRT = 145; this.BRAKE_STONE = 146; this.BRAKE_ICE = 147; this.BRAKE_GLASS = 148; this.BRAKE_WATER = 149; this.BRAKE_BOARD = 150; //boardwalk this.BRAKE_CARPET = 151; this.BRAKE_METALGAUZE = 152; this.BRAKE_PLASTIC = 153; this.BRAKE_METAL = 154; this.BRAKE_RAINBOW = 155; this.BRAKE_MARSH = 156; this.BRAKE_BOOST = 158; } window.MKDS_COLTYPE = new (function(){ this.ROAD = 0x00; this.OFFROADMAIN = 0x01; this.OFFROAD3 = 0x02; this.OFFROAD2 = 0x03; this.RAINBOWFALL = 0x04; this.OFFROAD1 = 0x05; this.SLIPPERY = 0x06; this.BOOST = 0x07; this.WALL = 0x08; this.WALL2 = 0x09; this.OOB = 0x0A; //voids out the player, returns to lakitu checkpoint. this.FALL = 0x0B; //like out of bounds, but you fall through it. this.JUMP_PAD = 0x0C; //jump pads on GBA levels this.STICKY = 0x0D; //sets gravity to negative this plane's normal until the object hasn't collided for a few frames. this.SMALLJUMP = 0x0E; //choco island 2's disaster ramps this.CANNON = 0x0F; //activates cannon. basic effect id is the cannon to use. this.WALLOOB = 0x10; //like a wall. normally only appears oob, but doesn't seem to have any special behaviour apart from maybe slowing you down more. this.FALLSWATER = 0x11; //points to falls object in nkm, gets motion parameters from there. this.BOOST2 = 0x12; this.LOOP = 0x13; //like sticky but with boost applied. see rainbow road ds this.SOUNDROAD = 0x14; this.RR_SPECIAL_WALL = 0x15; this.KNOCKBACK_DAMAGE = 0x1F; this.GROUP_ROAD = [ this.ROAD, this.OFFROAD1, this.OFFROAD2, this.OFFROAD3, this.OFFROAD4, this.SLIPPERY, this.BOOST, this.JUMP_PAD, this.STICKY, this.SMALLJUMP, this.FALLSWATER, this.BOOST2, this.LOOP, this.SOUNDROAD, this.OOB, this.OFFROADMAIN ] this.GROUP_SOLID = [ this.ROAD, this.OFFROAD1, this.OFFROAD2, this.OFFROAD3, this.OFFROAD4, this.SLIPPERY, this.BOOST, this.JUMP_PAD, this.STICKY, this.SMALLJUMP, this.FALLSWATER, this.BOOST2, this.LOOP, this.SOUNDROAD, this.OOB, this.OFFROADMAIN, this.WALL, this.WALL2, this.WALLOOB, this.RR_SPECIAL_WALL, this.KNOCKBACK_DAMAGE ] this.GROUP_WALL = [ this.WALL, this.WALL2, this.WALLOOB, this.RR_SPECIAL_WALL, this.KNOCKBACK_DAMAGE ] this.GROUP_BOOST = [ this.BOOST, this.BOOST2, this.LOOP ] this.GROUP_OOB = [ this.OOB, this.FALL ] this.PHYS_MAP = new Array(31); this.PHYS_MAP[this.ROAD] = 0; this.PHYS_MAP[this.OFFROAD3] = 2; this.PHYS_MAP[this.OFFROAD2] = 3; this.PHYS_MAP[this.OFFROAD1] = 4; this.PHYS_MAP[this.OFFROADMAIN] = 5; this.PHYS_MAP[this.SLIPPERY] = 6; this.PHYS_MAP[this.BOOST] = 8; this.PHYS_MAP[this.BOOST2] = 8; this.PHYS_MAP[this.FALLSWATER] = 10; this.PHYS_MAP[this.LOOP] = 11; //collision sound handlers //26 is blue water, 30 is white //28 and 15 might be sand/dirt var waterRoad = {drift: MKDS_COLSOUNDS.DRIFT_WATER, brake: MKDS_COLSOUNDS.BRAKE_WATER, land: MKDS_COLSOUNDS.LAND_WATER, drive: MKDS_COLSOUNDS.DRIVE_WATER, particle: 30}; this.SOUNDMAP = { 0x00: //road [ {drift: MKDS_COLSOUNDS.DRIFT_ASPHALT, brake: MKDS_COLSOUNDS.BRAKE, land: MKDS_COLSOUNDS.LAND_ASPHALT}, {drift: MKDS_COLSOUNDS.DRIFT_SAND, brake: MKDS_COLSOUNDS.BRAKE_SAND, land: MKDS_COLSOUNDS.LAND_SAND, drive: MKDS_COLSOUNDS.DRIVE_SAND}, {drift: MKDS_COLSOUNDS.DRIFT_STONE, brake: MKDS_COLSOUNDS.BRAKE_STONE, land: MKDS_COLSOUNDS.LAND_ASPHALT, drive: MKDS_COLSOUNDS.DRIVE_STONE}, {drift: MKDS_COLSOUNDS.DRIFT_CONCRETE, brake: MKDS_COLSOUNDS.BRAKE_CONCRETE, land: MKDS_COLSOUNDS.LAND_ASPHALT}, {drift: MKDS_COLSOUNDS.DRIFT_BOARD, brake: MKDS_COLSOUNDS.BRAKE_BOARD, land: MKDS_COLSOUNDS.LAND_ASPHALT}, {drift: MKDS_COLSOUNDS.DRIFT_ASPHALT, brake: MKDS_COLSOUNDS.BRAKE, land: MKDS_COLSOUNDS.LAND_SNOW}, //snow? {drift: MKDS_COLSOUNDS.DRIFT_METALGAUZE, brake: MKDS_COLSOUNDS.BRAKE_METALGAUZE, land: MKDS_COLSOUNDS.LAND_METALGAUZE}, {drift: MKDS_COLSOUNDS.DRIFT_ASPHALT, brake: MKDS_COLSOUNDS.BRAKE, land: MKDS_COLSOUNDS.LAND_ASPHALT}, ], 0x01: //road 2 the roadening [ {drift: MKDS_COLSOUNDS.DRIFT_ASPHALT, brake: MKDS_COLSOUNDS.BRAKE, land: MKDS_COLSOUNDS.LAND_ASPHALT}, {drift: MKDS_COLSOUNDS.DRIFT_ASPHALT, brake: MKDS_COLSOUNDS.BRAKE, land: MKDS_COLSOUNDS.LAND_ASPHALT}, {drift: MKDS_COLSOUNDS.DRIFT_ASPHALT, brake: MKDS_COLSOUNDS.BRAKE, land: MKDS_COLSOUNDS.LAND_ASPHALT}, {drift: MKDS_COLSOUNDS.DRIFT_WATER, brake: MKDS_COLSOUNDS.BRAKE_WATER, land: MKDS_COLSOUNDS.LAND_WATERDEEP, drive: MKDS_COLSOUNDS.DRIVE_WATER, particle: 30}, {drift: MKDS_COLSOUNDS.DRIFT_ASPHALT, brake: MKDS_COLSOUNDS.BRAKE, land: MKDS_COLSOUNDS.LAND_ASPHALT}, {}, {}, {} ], 0x02: //road 3 [ {drift: MKDS_COLSOUNDS.DRIFT_SAND, brake: MKDS_COLSOUNDS.BRAKE_SAND , land: MKDS_COLSOUNDS.LAND_SAND, drive: MKDS_COLSOUNDS.DRIVE_SAND}, waterRoad, {drift: MKDS_COLSOUNDS.DRIFT_ASPHALT, brake: MKDS_COLSOUNDS.BRAKE, land: MKDS_COLSOUNDS.LAND_SNOW}, //snow {drift: MKDS_COLSOUNDS.DRIFT_SAND, brake: MKDS_COLSOUNDS.BRAKE_SAND, land: MKDS_COLSOUNDS.LAND_SAND, drive: MKDS_COLSOUNDS.DRIVE_SAND}, {}, {}, {}, {} ], 0x03: //road 4 [ {drift: MKDS_COLSOUNDS.DRIFT_SAND, brake: MKDS_COLSOUNDS.BRAKE_SAND , land: MKDS_COLSOUNDS.LAND_SAND, drive: MKDS_COLSOUNDS.DRIVE_SAND, particle: 28}, {drift: MKDS_COLSOUNDS.DRIFT_DIRT, brake: MKDS_COLSOUNDS.BRAKE_DIRT, land: MKDS_COLSOUNDS.LAND_DIRT, drive: MKDS_COLSOUNDS.DRIVE_DIRT, particle: 15}, {drift: MKDS_COLSOUNDS.DRIFT_ASPHALT, brake: MKDS_COLSOUNDS.BRAKE, land: MKDS_COLSOUNDS.LAND_GRASS, drive: MKDS_COLSOUNDS.DRIVE_GRASS, particle: 32}, {drift: MKDS_COLSOUNDS.DRIFT_SAND, brake: MKDS_COLSOUNDS.BRAKE_SAND, land: MKDS_COLSOUNDS.LAND_SAND, drive: MKDS_COLSOUNDS.DRIVE_SAND, particle: 40}, //sky garden cloud {drift: MKDS_COLSOUNDS.DRIFT_SAND, brake: MKDS_COLSOUNDS.BRAKE_SAND, land: MKDS_COLSOUNDS.LAND_SAND, drive: MKDS_COLSOUNDS.DRIVE_SAND, particle: 28}, {drift: MKDS_COLSOUNDS.DRIFT_ASPHALT, brake: MKDS_COLSOUNDS.BRAKE, land: MKDS_COLSOUNDS.LAND_SNOW, particle:112}, //snow {}, {} ], 0x05: //road 5 [ {drift: MKDS_COLSOUNDS.DRIFT_SAND, brake: MKDS_COLSOUNDS.BRAKE_SAND , land: MKDS_COLSOUNDS.LAND_SAND, drive: MKDS_COLSOUNDS.DRIVE_SAND, particle: 28}, {drift: MKDS_COLSOUNDS.DRIFT_DIRT, brake: MKDS_COLSOUNDS.BRAKE_DIRT, land: MKDS_COLSOUNDS.LAND_DIRT, drive: MKDS_COLSOUNDS.DRIVE_DIRT, particle: 15}, {drift: MKDS_COLSOUNDS.DRIFT_ASPHALT, brake: MKDS_COLSOUNDS.BRAKE, land: MKDS_COLSOUNDS.LAND_GRASS, drive: MKDS_COLSOUNDS.DRIVE_GRASS, particle: 32}, {drift: MKDS_COLSOUNDS.DRIFT_SAND, brake: MKDS_COLSOUNDS.BRAKE_SAND, land: MKDS_COLSOUNDS.LAND_SAND, drive: MKDS_COLSOUNDS.DRIVE_SAND, particle: 28}, {drift: MKDS_COLSOUNDS.DRIFT_ASPHALT, brake: MKDS_COLSOUNDS.BRAKE, land: MKDS_COLSOUNDS.LAND_GRASS, drive: MKDS_COLSOUNDS.DRIVE_GRASS, particle: 32}, {}, {}, {} ], 0x06: //slippery [ {drift: MKDS_COLSOUNDS.DRIFT_ICE, brake: MKDS_COLSOUNDS.BRAKE_ICE, land:MKDS_COLSOUNDS.LAND_ICE}, {drift: MKDS_COLSOUNDS.DRIFT_MARSH, brake: MKDS_COLSOUNDS.BRAKE_MARSH, land:MKDS_COLSOUNDS.LAND_MARSH, drive: MKDS_COLSOUNDS.DRIVE_MARSH, particle: 24}, {}, {}, {}, {}, {}, {} ], 0x07: //bo0st [ {drift: MKDS_COLSOUNDS.BRAKE_PLASTIC, brake: MKDS_COLSOUNDS.BRAKE_PLASTIC, land:MKDS_COLSOUNDS.LAND_ASPHALT}, {drift: MKDS_COLSOUNDS.BRAKE_PLASTIC, brake: MKDS_COLSOUNDS.BRAKE_PLASTIC, land:MKDS_COLSOUNDS.LAND_ASPHALT}, {}, {}, {}, {}, {}, {} ], 0x08: //wall [//placeholders {hit: MKDS_COLSOUNDS.HIT_CONCRETE}, {hit: MKDS_COLSOUNDS.HIT_CLIFF}, {hit: MKDS_COLSOUNDS.HIT_SIGN}, //cliff {hit: MKDS_COLSOUNDS.HIT_WOOD}, {hit: MKDS_COLSOUNDS.HIT_BUSH}, {}, {hit: MKDS_COLSOUNDS.HIT_JELLY}, {hit: MKDS_COLSOUNDS.HIT_ICE}, ], 0x09: //wall 2 [ {hit: MKDS_COLSOUNDS.HIT_CONCRETE}, {hit: MKDS_COLSOUNDS.HIT_STONE}, {hit: MKDS_COLSOUNDS.HIT_METAL}, {hit: MKDS_COLSOUNDS.HIT_WOOD}, {hit: MKDS_COLSOUNDS.HIT_BUSH}, {}, {hit: MKDS_COLSOUNDS.HIT_JELLY}, {hit: MKDS_COLSOUNDS.HIT_ICE}, ], 0x10: //wall oob [ {hit: MKDS_COLSOUNDS.HIT_CONCRETE}, {}, {}, {}, {}, {}, {}, {}, ], 0x15: //wall with sound effect [ {hit: MKDS_COLSOUNDS.HIT_CONCRETE}, {hit: MKDS_COLSOUNDS.HIT_STONE}, {hit: MKDS_COLSOUNDS.HIT_RAINBOW}, //only diff i think {hit: MKDS_COLSOUNDS.HIT_WOOD}, {hit: MKDS_COLSOUNDS.HIT_BUSH}, {}, {hit: MKDS_COLSOUNDS.HIT_JELLY}, {hit: MKDS_COLSOUNDS.HIT_ICE}, ], 0x11: [ //yoshi falls water waterRoad, waterRoad, waterRoad, waterRoad, waterRoad, waterRoad, waterRoad, waterRoad ], 0x12: //boost [ {drift: MKDS_COLSOUNDS.BRAKE_PLASTIC, brake: MKDS_COLSOUNDS.BRAKE_PLASTIC, land:MKDS_COLSOUNDS.LAND_ASPHALT}, {}, {}, {}, {}, {}, {}, {} ], 0x13: //looping [ {drift: MKDS_COLSOUNDS.DRIFT_ASPHALT, brake: MKDS_COLSOUNDS.BRAKE, land:MKDS_COLSOUNDS.LAND_ASPHALT}, {drift: MKDS_COLSOUNDS.DRIFT_RAINBOW, brake: MKDS_COLSOUNDS.BRAKE_RAINBOW, land:MKDS_COLSOUNDS.LAND_ASPHALT}, {}, {}, {}, {}, {}, {} ], 0x14: //road with sfx [ {}, {drift: MKDS_COLSOUNDS.DRIFT_CARPET, brake: MKDS_COLSOUNDS.BRAKE_CARPET, land:MKDS_COLSOUNDS.LAND_CARPET, drive: MKDS_COLSOUNDS.DRIVE_CARPET}, {drift: MKDS_COLSOUNDS.DRIFT_RAINBOW, brake: MKDS_COLSOUNDS.BRAKE_RAINBOW, land:MKDS_COLSOUNDS.LAND_ASPHALT}, {}, {}, //stairs {}, {}, {} ] } })()