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