1273 lines
36 KiB
JavaScript
1273 lines
36 KiB
JavaScript
//
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// kart.js
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//--------------------
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// Entity type for karts.
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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.Kart = function(pos, angle, speed, kartN, charN, controller, scene) {
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var k = this;
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var minimumMove = 0.05;
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var MAXSPEED = 24;
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var BOOSTTIME = 90;
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var kartSoundBase = 170;
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var COLBOUNCE_TIME = 20;
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var COLBOUNCE_STRENGTH = 4;
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var params = scene.gameRes.kartPhys.karts[kartN];
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var offsets = scene.gameRes.kartOff.karts[kartN];
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this.wheelClass = (offsets.name[10] == "L")?2:((offsets.name[10] == "M")?1:0);
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this.local = controller.local;
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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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this.vel = vec3.create();
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this.weight = params.weight;
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this.params = params;
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this.kartBounce = kartBounce;
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this.speed = speed;
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this.drifting = false;
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this.driftMode = 0; //1 left, 2 right, 0 undecided
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this.driftLanded = false; //if we haven't landed then apply a constant turn.
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//powerslide info: to advance to the next mode you need to hold the same button for 10 or more frames. Mode 0 starts facing drift direction, 1 is other way, 2 is returning (mini spark), 3 is other way, 4 is returning (turbo spark)
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this.driftPSTick = 0;
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this.driftPSMode = 0;
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this.kartTargetNormal = [0, 1, 0];
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this.kartNormal = [0, 1, 0];
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this.airTime = 0;
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this.controller = controller;
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this.driftOff = 0;
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this.physicalDir = angle;
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this.mat = mat4.create();
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this.basis = mat4.create();
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this.ylock = 0;
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this.cannon = null;
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this.gravity = [0, -0.17, 0]; //100% confirmed by me messing around with the gravity value in mkds. for sticky surface and loop should modify to face plane until in air
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this.update = update;
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this.sndUpdate = sndUpdate;
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this.draw = draw;
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this.drawKart = drawKart;
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this.drawWheels = drawWheels;
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this.drawChar = drawChar;
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this.getPosition = getPosition;
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this.playCharacterSound = playCharacterSound;
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//functions for external objects to trigger
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this.damage = damage;
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this.damageTime = 0;
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this.damageType = -1;
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this.trackAttach = null; //a normal for the kart to attach to (loop)
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this.boostMT = 0;
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this.boostNorm = 0;
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this.kartColVel = vec3.create();
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this.kartColTimer = 0;
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this.kartWallTimer = 0;
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this.charSoundTimer = 0;
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this.placement = 0;
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this.lastPlacement = 0;
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var charRes = scene.gameRes.getChar(charN);
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var kartRes = scene.gameRes.getKart(kartN);
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var kartPolys = [];
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var kObj = kartRes.bmd.modelData.objectData[0];
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for (var i=0; i<kObj.polys.objectData.length; i++) {
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if (kObj.materials.names[kObj.polys.objectData[i].mat] != "kart_tire\0\0\0\0\0\0\0") kartPolys.push(i)
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}
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var tireRes = scene.gameRes.tireRes;
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this.anim = new nitroAnimator(charRes.model.bmd, charRes.driveA);
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this.charRes = charRes;
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this.animMode = "drive";
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this.driveAnimF = 14; //29 frames in total, 14 is mid
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this.animFrame = 0; //only used for non drive anim
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this.animMat = null;
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this.lastInput = null;
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//race statistics
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this.lapNumber = 1;
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this.passedKTP2 = false;
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this.checkPointNumber = 0;
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this.OOB = 0;
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this.wheelParticles = [
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new NitroEmitter(scene, k, -1, [1, 1.5, -1]),
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new NitroEmitter(scene, k, -1, [-1, 1.5, -1])
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];
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scene.particles.push(this.wheelParticles[0]);
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scene.particles.push(this.wheelParticles[1]);
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var nkm = scene.nkm;
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var startLine = nkm.sections["KTPS"].entries[0];
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var passLine = nkm.sections["KTP2"].entries[0];
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var checkpoints = nkm.sections["CPOI"].entries;
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var respawns = nkm.sections["KTPJ"].entries;
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var futureChecks = [1];
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var hitGroundAnim = [ //length 13, on y axis
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1.070,
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1.130,
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1.170,
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1.190,
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1.2,
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1.190,
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1.170,
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1.130,
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1.070,
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1,
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0.950,
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0.920,
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0.950,
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]
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var charGroundAnim = [ //length 13, on y axis
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1,
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1,
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1,
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1,
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1,
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1.080,
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1.140,
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1.180,
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1.140,
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1.060,
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0.970,
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0.960,
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0.980,
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]
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var lastCollided = -1;
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var lastBE = -1;
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var lastColSounds = {};
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var ylvel = 0;
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var wheelTurn = 0;
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var onGround;
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var kartAnim = 0;
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var groundAnim = -1;
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var stuckTo = null;
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var updateMat = true;
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var drawMat = {
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kart: mat4.create(),
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wheels: [mat4.create(), mat4.create(), mat4.create(), mat4.create()],
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character: mat4.create()
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}
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controller.setKart(k);
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var soundMode = -1;
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var sounds = { //sounds that can be simultaneous
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kart: null,
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drift: null,
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lastTerrain: -1,
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lastBE: -1,
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drive: null,
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boost: null,
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powerslide: null,
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boostSoundTrig: true, //true if a new boost sound can be played
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transpose: 0
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}
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updateKartSound(0, {turn:0});
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function recalcMat(view) {
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var mat = mat4.mul([], view, k.mat);
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var xscale = 1+Math.cos((kartAnim/4)*Math.PI)*0.015;
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var yscale = 1+Math.cos(((kartAnim+4)/4)*Math.PI)*0.015;
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if (groundAnim != -1) yscale *= hitGroundAnim[groundAnim];
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mat4.translate(mat, mat, [0, -params.colRadius, 0]); //main part
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var kmat = mat4.scale(drawMat.kart, mat, [16*xscale, 16*yscale, 16]);
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//wheels
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for (var i=0; i<4; i++) {
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var scale = 16*((i<2)?offsets.frontTireSize:1);
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var wmat = mat4.translate(drawMat.wheels[i], mat, [0, 0, 0]);
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if (groundAnim != -1) mat4.scale(wmat, wmat, [1, hitGroundAnim[groundAnim], 1]);
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mat4.translate(wmat, wmat, offsets.wheels[i]);
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mat4.scale(wmat, wmat, [scale, scale, scale]);
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if (i<2) mat4.rotateY(wmat, wmat, ((k.driveAnimF-14)/14)*Math.PI/6);
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mat4.rotateX(wmat, wmat, wheelTurn);
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if (i>1) {
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k.wheelParticles[i-2].offset = vec3.scale(k.wheelParticles[i-2].offset, vec3.add(k.wheelParticles[i-2].offset, offsets.wheels[i], [k.wheelClass*(i-2.5)*-2, (-params.colRadius)-k.wheelClass*2, 0]), 1/16);
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}
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}
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var scale = 16;
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var pos = vec3.clone(offsets.chars[charN]);
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if (groundAnim != -1) pos[1] *= charGroundAnim[groundAnim];
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var cmat = mat4.translate(drawMat.character, mat, vec3.scale([], pos, 16))
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mat4.scale(cmat, cmat, [scale, scale, scale]);
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if (k.animMode == "drive") k.animMat = k.anim.setFrame(0, 0, k.driveAnimF);
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else k.animMat = k.anim.setFrame(0, 0, k.animFrame++);
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updateMat = false;
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}
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function drawChar(view, pMatrix) {
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charRes.model.draw(drawMat.character, pMatrix, k.animMat);
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}
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function drawKart(view, pMatrix, gl) {
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if (updateMat) recalcMat(view);
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//if we're in simple shadows mode, draw the kart's stencil shadow.
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if (false) {
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//gl.enable(gl.CULL_FACE); //culling is fun!
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gl.clear(gl.STENCIL_BUFFER_BIT);
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//gl.cullFace(gl.FRONT);
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gl.colorMask(false, false, false, false);
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gl.depthMask(false);
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gl.enable(gl.STENCIL_TEST);
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gl.stencilMask(0xFF);
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gl.stencilFunc(gl.ALWAYS, 1, 0xFF);
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gl.stencilOp(gl.KEEP, gl.INCR, gl.KEEP);
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kartRes.shadVol.draw(drawMat.kart, pMatrix, simpleMatStack);
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gl.colorMask(true, true, true, true)
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//gl.cullFace(gl.BACK);
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gl.stencilFunc(gl.LESS , 0, 0xFF);
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gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);
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kartRes.shadVol.draw(drawMat.kart, pMatrix, simpleMatStack);
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gl.disable(gl.STENCIL_TEST);
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//gl.disable(gl.CULL_FACE);
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gl.depthMask(true);
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}
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for (var i=0; i<kartPolys.length; i++) {
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kartRes.drawPoly(drawMat.kart, pMatrix, 0, kartPolys[i], simpleMatStack);
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}
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}
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function drawWheels(view, pMatrix) {
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if (updateMat) recalcMat(view);
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var wheelMod = tireRes[offsets.name];
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for (var i=0; i<4; i++) {
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wheelMod.draw(drawMat.wheels[i], pMatrix, simpleMatStack);
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}
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}
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function draw(view, pMatrix) {
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drawWheels(view, pMatrix);
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drawKart(view, pMatrix);
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drawChar(view, pMatrix);
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}
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k.lWheelParticle = null;
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function update(scene) {
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if (k.placement != k.lastPlacement) {
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if (k.placement < k.lastPlacement) {
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if (k.charSoundTimer == 0) {
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playCharacterSound(5);
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k.charSoundTimer = 60;
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}
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}
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k.lastPlacement = k.placement;
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}
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var lastPos = vec3.clone(k.pos);
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updateMat = true;
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if (groundAnim != -1) {
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if (++groundAnim >= hitGroundAnim.length) groundAnim = -1;
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}
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onGround = (k.airTime < 5);
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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) {
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if (k.driveAnimF > 0) k.driveAnimF--;
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} else if (input.turn < -0.3) {
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if (k.driveAnimF < 28) k.driveAnimF++;
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} else {
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if (k.driveAnimF > 14) k.driveAnimF--;
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else if (k.driveAnimF < 14) k.driveAnimF++;
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}
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//update sounds
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var newSoundMode = soundMode;
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if (input.accel) {
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if (soundMode == 0 || soundMode == 6) newSoundMode = 2;
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if (soundMode == 4) newSoundMode = 3;
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} else {
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if (soundMode != 0) {
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if (soundMode == 2 || soundMode == 3) newSoundMode = 4;
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if (newSoundMode == 4 && k.speed < 0.5) newSoundMode = 0;
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}
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}
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if (k.boostMT+k.boostNorm > 0) {
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if (k.boostNorm == BOOSTTIME || k.boostMT == params.miniTurbo) {
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if (sounds.boostSoundTrig) {
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if (sounds.boost != null) nitroAudio.instaKill(sounds.boost);
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sounds.boost = nitroAudio.playSound(160, {}, 0, k);
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sounds.boost.gainN.gain.value = 2;
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sounds.boostSoundTrig = false;
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}
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} else {
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sounds.boostSoundTrig = true;
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}
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} else if (sounds.boost != null) {
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nitroAudio.kill(sounds.boost);
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sounds.boost = null;
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}
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var isMoving = onGround && k.speed > 0.5;
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if (isMoving) {
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if (lastCollided != sounds.lastTerrain || lastBE != sounds.lastBE || sounds.drive == null) {
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if (sounds.drive != null) nitroAudio.kill(sounds.drive);
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if (lastColSounds.drive != null) {
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sounds.drive = nitroAudio.playSound(lastColSounds.drive, {}, 0, k);
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sounds.drive.gainN.gain.value = 2;
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}
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}
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if (k.drifting && k.driftLanded) {
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if (lastCollided != sounds.lastTerrain || lastBE != sounds.lastBE || sounds.drift == null) {
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if (sounds.drift != null) nitroAudio.kill(sounds.drift);
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if (lastColSounds.drift != null) {
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sounds.drift = nitroAudio.playSound(lastColSounds.drift, {}, 0, k);
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}
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}
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} else if (sounds.drift != null) { nitroAudio.kill(sounds.drift); sounds.drift = null; }
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sounds.lastTerrain = lastCollided;
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sounds.lastBE = lastBE;
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} else {
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if (sounds.drift != null) { nitroAudio.kill(sounds.drift); sounds.drift = null; }
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if (sounds.drive != null) { nitroAudio.kill(sounds.drive); sounds.drive = null; }
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}
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k.wheelParticles[0].pause = !isMoving;
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k.wheelParticles[1].pause = !isMoving;
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//end sound update
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if (k.preboost) {
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} else if (k.cannon != null) { //when cannon is active, we fly forward at max move speed until we get to the cannon point.
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var c = scene.nkm.sections["KTPC"].entries[k.cannon];
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if (c.id1 != -1 && c.id2 != -1) {
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var c2 = scene.nkm.sections["KTPC"].entries[c.id2];
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c = c2;
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var mat = mat4.create();
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mat4.rotateY(mat, mat, c.angle[1]*(Math.PI/180));
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mat4.rotateX(mat, mat, c.angle[0]*(-Math.PI/180));
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k.pos = vec3.clone(c2.pos);
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vec3.add(k.pos, k.pos, vec3.transformMat4([], [0,16,32], mat));
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k.airTime = 4;
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k.physicalDir = (180-c2.angle[1])*(Math.PI/180);
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k.angle = k.physicalDir;
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k.cannon = null;
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} else {
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var mat = mat4.create();
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mat4.rotateY(mat, mat, c.angle[1]*(Math.PI/180));
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if (true) {
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//vertical angle from position? airship fortress is impossible otherwise
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//var c2 = scene.nkm.sections["KTPC"].entries[c.id2];
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var diff = vec3.sub([], c.pos, k.pos);
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var dAdj = Math.sqrt(diff[0]*diff[0] + diff[2]*diff[2]);
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var dHyp = Math.sqrt(diff[0]*diff[0] + diff[1]*diff[1] + diff[2]*diff[2]);
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mat4.rotateX(mat, mat, ((diff[1] > 0) ? -1 : 1) * Math.acos(dAdj/dHyp));
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} else {
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mat4.rotateX(mat, mat, c.angle[0]*(-Math.PI/180));
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}
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var forward = [0, 0, 1];
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var up = [0, 1, 0];
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k.vel = vec3.scale([], vec3.transformMat4(forward, forward, mat), MAXSPEED);
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k.speed = Math.min(k.speed+1, MAXSPEED);
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vec3.add(k.pos, k.pos, k.vel);
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k.physicalDir = (180-c.angle[1])*(Math.PI/180);
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k.angle = k.physicalDir;
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k.kartTargetNormal = vec3.transformMat4(up, up, mat);
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k.airTime = 0;
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var planeConst = -vec3.dot(c.pos, forward);
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var cannonDist = vec3.dot(k.pos, forward) + planeConst;
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if (cannonDist > 0) {
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k.cannon = null; //leaving cannon state
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k.speed = params.topSpeed;
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k.vel = vec3.scale([], vec3.transformMat4(forward, forward, mat), k.speed);
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}
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}
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} else { //default kart mode
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if (k.OOB > 0) {
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playCharacterSound(0);
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var current = checkpoints[k.checkPointNumber];
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var respawn;
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if (current == null)
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respawn = respawns[(Math.random() * respawns.length) | 0]; //todo: deterministic
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else
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respawn = respawns[current.respawn];
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k.physicalDir = (180-respawn.angle[1])*(Math.PI/180);
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k.angle = k.physicalDir;
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k.speed = 0;
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k.vel = vec3.create();
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k.pos = vec3.clone(respawn.pos);
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vec3.add(k.pos, k.pos, [0,16,0]);
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if (k.controller.setRouteID != null) k.controller.setRouteID(respawn.id1);
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k.OOB = 0;
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}
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var groundEffect = 0;
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if (lastCollided != -1) {
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groundEffect = MKDS_COLTYPE.PHYS_MAP[lastCollided];
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if (groundEffect == null) groundEffect = 0;
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}
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var effect = params.colParam[groundEffect];
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var top = params.topSpeed*effect.topSpeedMul; //if you let go of accel, drift ends anyway, so always accel in drift.
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var boosting = (k.boostNorm + k.boostMT)>0;
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if (k.specialControlHandler != null) k.specialControlHandler();
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else {
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if (boosting) {
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var top2
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if (k.boostNorm>0){
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top2 = params.topSpeed*1.3;
|
|
k.boostNorm--;
|
|
} else {
|
|
top2 = params.topSpeed*((effect.topSpeedMul >= 1)?1.3:effect.topSpeedMul);
|
|
}
|
|
|
|
if (k.boostMT>0) {
|
|
k.boostMT--;
|
|
}
|
|
|
|
if (k.speed <= top2) {
|
|
k.speed += 1;
|
|
if (k.speed > top2) k.speed = top2;
|
|
} else {
|
|
k.speed *= 0.95;
|
|
}
|
|
}
|
|
|
|
//kart controls
|
|
if (k.drifting) {
|
|
if ((onGround) && !(input.accel && input.drift && (k.speed > 2 || !k.driftLanded))) {
|
|
//end drift, execute miniturbo
|
|
endDrift();
|
|
if (k.driftPSMode == 3) {
|
|
k.boostMT = params.miniTurbo;
|
|
}
|
|
k.driftPSMode = 0;
|
|
k.driftPSTick = 0;
|
|
}
|
|
|
|
if (k.driftMode == 0) {
|
|
if (input.turn > 0.30) {
|
|
k.driftMode = 2;
|
|
} else if (input.turn < -0.30) {
|
|
k.driftMode = 1;
|
|
}
|
|
} else {
|
|
if (k.driftLanded) {
|
|
var change = (((k.driftMode-1.5)*Math.PI/1.5)-k.driftOff)*0.05;
|
|
k.driftOff += change;
|
|
k.physicalDir -= change;
|
|
}
|
|
|
|
//if we're above the initial y position, add a constant turn with a period of 180 frames.
|
|
if (!k.driftLanded && k.ylock>=0) {
|
|
k.physicalDir += (Math.PI*2/180)*(k.driftMode*2-3);
|
|
}
|
|
}
|
|
|
|
if (onGround) {
|
|
if (!k.driftLanded) {
|
|
if (k.driftMode == 0) {
|
|
endDrift();
|
|
}
|
|
else {
|
|
k.driftPSMode = 0;
|
|
k.driftPSTick = 0;
|
|
k.driftLanded = true;
|
|
if (k.drifting) setWheelParticles(20, 1); //20 = smoke, 1 = drift priority
|
|
}
|
|
}
|
|
if (k.drifting) {
|
|
|
|
if (!boosting) {
|
|
if (k.speed <= top) {
|
|
k.speed += (k.speed/top > params.driftAccelSwitch)?params.driftAccel2:params.driftAccel1;
|
|
if (k.speed > top) k.speed = top;
|
|
} else {
|
|
k.speed *= 0.95;
|
|
}
|
|
}
|
|
|
|
var turn = ((k.driftMode == 1)?(input.turn-1):(input.turn+1))/2;
|
|
|
|
k.physicalDir += params.driftTurnRate*turn+((k.driftMode == 1)?-1:1)*(50/32768)*Math.PI; //what is this mystery number i hear you ask? well my friend, this is the turn rate for outward drift.
|
|
|
|
//miniturbo code
|
|
if (input.turn != 0) {
|
|
var inward = ((input.turn>0) == k.driftMode-1); //if we're turning
|
|
|
|
switch (k.driftPSMode) {
|
|
case 0: //dpad away from direction for 10 frames
|
|
if (!inward) k.driftPSTick++;
|
|
else if (k.driftPSTick > 9) {
|
|
k.driftPSMode++;
|
|
k.driftPSTick = 1;
|
|
|
|
//play blue spark sound, flare
|
|
setWheelParticles(126, 2); //126 = blue flare, 2 = flare priority
|
|
var blue = nitroAudio.playSound(210, {}, 0, k);
|
|
blue.gainN.gain.value = 2;
|
|
|
|
} else k.driftPSTick = 0;
|
|
break;
|
|
case 1: //dpad toward direction for 10 frames
|
|
if (inward) k.driftPSTick++;
|
|
else if (k.driftPSTick > 9) {
|
|
k.driftPSMode++;
|
|
k.driftPSTick = 1;
|
|
|
|
} else k.driftPSTick = 0;
|
|
break;
|
|
case 2: //dpad away from direction for 10 frames
|
|
if (!inward) k.driftPSTick++;
|
|
else if (k.driftPSTick > 9) {
|
|
k.driftPSMode++;
|
|
k.driftPSTick = 1;
|
|
//play red sparks sound, full MT!
|
|
setWheelParticles(22, 2); //22 = red flare, 2 = flare priority
|
|
setWheelParticles(17, 1); //17 = red mt, 1 = drift priority ... 18 is sparks that come out - but their mode is not working yet (spark mode)
|
|
sounds.powerslide = nitroAudio.playSound(209, {}, 0, k);
|
|
sounds.powerslide.gainN.gain.value = 2;
|
|
} else k.driftPSTick = 0;
|
|
break;
|
|
case 3: //turbo charged
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!k.drifting) {
|
|
if (onGround) {
|
|
var effect = params.colParam[groundEffect];
|
|
if (!boosting) {
|
|
if (input.accel) {
|
|
if (k.speed <= top) {
|
|
k.speed += (k.speed/top > params.accelSwitch)?params.accel2:params.accel1;
|
|
if (k.speed > top) k.speed = top;
|
|
} else {
|
|
k.speed *= 0.95;
|
|
}
|
|
} else {
|
|
k.speed *= params.decel;
|
|
}
|
|
}
|
|
|
|
if ((input.accel && k.speed >= 0) || (k.speed > 0.1)) {
|
|
k.physicalDir += params.turnRate*input.turn;
|
|
} else if ( k.speed < -0.1) {
|
|
k.physicalDir -= params.turnRate*input.turn;
|
|
}
|
|
|
|
if (input.drift) {
|
|
ylvel = 1.25;
|
|
k.vel[1] += 1.25;
|
|
k.airTime = 4;
|
|
k.drifting = true;
|
|
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;
|
|
}
|
|
} else {
|
|
if (input.drift) {
|
|
ylvel = 0;
|
|
k.drifting = true;
|
|
k.driftLanded = false;
|
|
k.driftMode = 0;
|
|
k.ylock = -0.001;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
k.physicalDir = fixDir(k.physicalDir);
|
|
|
|
if (k.driftOff != 0 && (!k.drifting || !k.driftLanded)) {
|
|
if (k.driftOff > 0) {
|
|
k.physicalDir += params.driftOffRestore;
|
|
k.driftOff -= params.driftOffRestore;
|
|
if (k.driftOff < 0) k.driftOff = 0;
|
|
} else {
|
|
k.physicalDir -= params.driftOffRestore;
|
|
k.driftOff += params.driftOffRestore;
|
|
if (k.driftOff > 0) k.driftOff = 0;
|
|
}
|
|
}
|
|
|
|
checkKartCollision(scene);
|
|
|
|
if (!onGround) {
|
|
this.kartTargetNormal = [0, 1, 0];
|
|
if (k.physBasis != null) vec3.transformMat4(this.kartTargetNormal,this.kartTargetNormal,k.physBasis.mat);
|
|
vec3.add(k.vel, k.vel, k.gravity)
|
|
if (k.ylock >= 0) {
|
|
ylvel += k.gravity[1];
|
|
k.ylock += ylvel;
|
|
}
|
|
|
|
/*
|
|
if (k.kartColTimer == COLBOUNCE_TIME) {
|
|
vec3.add(k.vel, k.vel, k.kartColVel);
|
|
}
|
|
*/
|
|
} else {
|
|
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))
|
|
}
|
|
*/
|
|
}
|
|
|
|
if (k.kartColTimer > 0) k.kartColTimer--;
|
|
if (k.kartWallTimer > 0) k.kartWallTimer--;
|
|
if (k.charSoundTimer > 0) k.charSoundTimer--;
|
|
|
|
wheelTurn += k.speed/16;
|
|
wheelTurn = fixDir(wheelTurn);
|
|
k.airTime++;
|
|
//end kart controls
|
|
|
|
//move kart on moving platforms (no collision, will be corrected by next step)
|
|
if (stuckTo != null) {
|
|
if (stuckTo.moveWith != null) stuckTo.moveWith(k);
|
|
stuckTo = null;
|
|
}
|
|
|
|
//move kart.
|
|
|
|
var steps = 0;
|
|
var remainingT = 1;
|
|
var baseVel = k.vel;
|
|
if (k.physBasis != null) {
|
|
if (k.physBasis.time-- < 0) exitBasis();
|
|
else {
|
|
baseVel = vec3.transformMat4([], baseVel, k.physBasis.mat);
|
|
k.vel[1] = -1;
|
|
}
|
|
}
|
|
var velSeg = vec3.clone(baseVel);
|
|
if (k.kartColTimer > 0) {
|
|
vec3.add(velSeg, velSeg, vec3.scale([], k.kartColVel, k.kartColTimer/COLBOUNCE_TIME));
|
|
}
|
|
var posSeg = vec3.clone(k.pos);
|
|
var ignoreList = [];
|
|
while (steps++ < 10 && remainingT > 0.01) {
|
|
var result = lsc.sweepEllipse(posSeg, velSeg, scene, [params.colRadius, params.colRadius, params.colRadius], ignoreList);
|
|
if (result != null) {
|
|
colResponse(posSeg, velSeg, result, ignoreList)
|
|
remainingT -= result.t;
|
|
if (remainingT > 0.01) {
|
|
if (k.physBasis != null) {
|
|
baseVel = vec3.transformMat4([], k.vel, k.physBasis.mat);
|
|
}
|
|
velSeg = vec3.scale(vec3.create(), baseVel, remainingT);
|
|
}
|
|
} else {
|
|
vec3.add(posSeg, posSeg, velSeg);
|
|
remainingT = 0;
|
|
}
|
|
}
|
|
k.pos = posSeg;
|
|
}
|
|
|
|
//interpolate visual normal roughly to target
|
|
var rate = onGround?0.15:0.025;
|
|
k.kartNormal[0] += (k.kartTargetNormal[0]-k.kartNormal[0])*rate;
|
|
k.kartNormal[1] += (k.kartTargetNormal[1]-k.kartNormal[1])*rate;
|
|
k.kartNormal[2] += (k.kartTargetNormal[2]-k.kartNormal[2])*rate;
|
|
vec3.normalize(k.kartNormal, k.kartNormal);
|
|
|
|
k.basis = buildBasis();
|
|
|
|
var mat = mat4.create();
|
|
mat4.translate(mat, mat, k.pos);
|
|
k.mat = mat4.mul(mat, mat, k.basis);
|
|
if (k.damageMat != null) mat4.mul(mat, mat, k.damageMat);
|
|
|
|
if (input.item) {
|
|
scene.items.addItem(0, scene.karts.indexOf(k), {})
|
|
}
|
|
|
|
updateKartSound(newSoundMode, input);
|
|
positionChanged(lastPos, k.pos);
|
|
}
|
|
|
|
function endDrift() {
|
|
k.drifting = false;
|
|
clearWheelParticles();
|
|
if (sounds.powerslide != null) {
|
|
nitroAudio.instaKill(sounds.powerslide);
|
|
sounds.powerslide = null;
|
|
}
|
|
}
|
|
|
|
function damage(damageType) {
|
|
if (k.damageType >= damageType) {
|
|
return; //we are already damaged
|
|
}
|
|
//TODO: check invuln state
|
|
k.specialControlHandler = damagedControls;
|
|
playCharacterSound((damageType == 0) ? 1 : 0);
|
|
k.damageType = damageType;
|
|
k.ylock = 0;
|
|
|
|
k.anim.setAnim(k.charRes.spinA);
|
|
k.animMode = "spin";
|
|
|
|
if (k.drifting) {
|
|
endDrift();
|
|
}
|
|
k.boostMT = 0;
|
|
k.boostNorm = 0;
|
|
|
|
switch (damageType) {
|
|
case 0:
|
|
k.damageTime = 40;
|
|
break;
|
|
case 1:
|
|
k.damageTime = 80;
|
|
k.vel[1] += 3;
|
|
ylvel = 3;
|
|
k.airTime = 4;
|
|
break;
|
|
case 2:
|
|
k.damageTime = 105;
|
|
k.vel[1] += 8;
|
|
ylvel = 8;
|
|
k.airTime = 4;
|
|
break;
|
|
}
|
|
}
|
|
|
|
function damagedControls(kart) {
|
|
if (--k.damageTime == 0) {
|
|
k.anim.setAnim(k.charRes.driveA);
|
|
k.animMode = "drive";
|
|
k.specialControlHandler = null;
|
|
k.damageType = -1;
|
|
k.damageMat = null;
|
|
}
|
|
vec3.scale(k.vel, k.vel, 0.98);
|
|
k.speed *= 0.98;
|
|
|
|
var total = 40;
|
|
switch (k.damageType) {
|
|
case 1:
|
|
total = 80;
|
|
break;
|
|
case 2:
|
|
total = 105;
|
|
break;
|
|
}
|
|
var anim = 1 - (k.damageTime / total);
|
|
|
|
k.damageMat = mat4.create();
|
|
var flip = ((k.damageType%2) == 1)? 1 : -1;
|
|
var animOff = Math.min(1, anim*1.75);
|
|
mat4.rotateX(k.damageMat, k.damageMat, Math.PI*2 * animOff * k.damageType * flip);
|
|
if (k.damageType == 0) mat4.rotateY(k.damageMat, k.damageMat, Math.PI*-2 * anim);
|
|
else mat4.rotateY(k.damageMat, k.damageMat, Math.PI/12 * Math.sin(animOff*Math.PI));
|
|
}
|
|
|
|
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
|
|
//2 - hit ?? hit grnd
|
|
//3 - hit banana? race start?
|
|
//4 - hit spin?
|
|
//5 - good pass?
|
|
//6 - good OK!
|
|
//7 - use item
|
|
//8 - hit someone?
|
|
//9 = win
|
|
//10 = alright
|
|
//11 = bad
|
|
//12 = good record
|
|
//13 = bad record
|
|
if (volume == null) volume = 1;
|
|
nitroAudio.playSound(sound + charRes.sndOff, {volume: 2*volume}, 2, k);
|
|
}
|
|
|
|
function clearWheelParticles(prio) {
|
|
for (var i=0; i<2; i++) {
|
|
if (prio == null) {
|
|
//clear all specials
|
|
k.wheelParticles[i].clearEmitter(1); //drift mode
|
|
//k.wheelParticles[i].clearEmitter(2); //drift flare (blue mt, red big flash)
|
|
} else {
|
|
k.wheelParticles[i].clearEmitter(0);
|
|
}
|
|
}
|
|
}
|
|
|
|
function setWheelParticles(id, prio) {
|
|
for (var i=0; i<2; i++) {
|
|
k.wheelParticles[i].setEmitter(id, prio);
|
|
}
|
|
}
|
|
|
|
function genFutureChecks() {
|
|
//all future points that
|
|
var chosen = {}
|
|
var current = checkpoints[k.checkPointNumber];
|
|
var expectedSection = current.nextSection;
|
|
futureChecks = [];
|
|
for (var i=k.checkPointNumber+1; i<checkpoints.length; i++) {
|
|
var check = checkpoints[i];
|
|
if (expectedSection != -1 && check.currentSection != expectedSection) continue;
|
|
|
|
if (chosen[check.currentSection] != true) {
|
|
futureChecks.push(i);
|
|
chosen[check.currentSection] = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
function positionChanged(oldPos, pos) {
|
|
//crossed into new checkpoint?
|
|
if (checkpoints.length == 0) return;
|
|
for (var i=0; i<futureChecks.length; i++) {
|
|
var check = checkpoints[futureChecks[i]];
|
|
var distOld = vec2.sub([], [check.x1, check.z1], [oldPos[0], oldPos[2]]);
|
|
var dist = vec2.sub([], [check.x1, check.z1], [pos[0], pos[2]]);
|
|
var dot = vec2.dot(dist, [check.sinus, check.cosinus]);
|
|
var dotOld = vec2.dot(distOld, [check.sinus, check.cosinus]);
|
|
|
|
var lineCheck = vec2.sub([], [check.x1, check.z1], [check.x2, check.z2]);
|
|
var lineDot = vec2.dot(dist, lineCheck);
|
|
|
|
if (lineDot > 0 && lineDot < vec2.sqrLen(lineCheck) && dot < 0 && dotOld >= 0) {
|
|
k.checkPointNumber = futureChecks[i];
|
|
genFutureChecks();
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!k.passedKTP2 && forwardCrossedKTP(passLine, oldPos, pos)) k.passedKTP2 = true;
|
|
if (k.passedKTP2 && futureChecks.length == 0) {
|
|
//we can finish the lap
|
|
if (forwardCrossedKTP(startLine, oldPos, pos)) {
|
|
k.lapNumber++;
|
|
k.checkPointNumber = 0;
|
|
k.passedKTP2 = 0;
|
|
futureChecks = [1];
|
|
scene.lapAdvance(k);
|
|
}
|
|
}
|
|
}
|
|
|
|
function getPosition() {
|
|
if (checkpoints.length == 0 || futureChecks.length == 0) return 0;
|
|
var check = checkpoints[futureChecks[0]];
|
|
var dist = vec2.sub([], [check.x1, check.z1], [k.pos[0], k.pos[2]]);
|
|
var dot = vec2.dot(dist, [check.sinus, check.cosinus]);
|
|
|
|
return k.checkPointNumber + (1-(Math.abs(dot)/(0xFFFF))) + k.lapNumber*checkpoints.length;
|
|
}
|
|
|
|
function forwardCrossedKTP(ktp, oldPos, pos) {
|
|
var distOld = vec2.sub([], [ktp.pos[0], ktp.pos[2]], [oldPos[0], oldPos[2]]);
|
|
var dist = vec2.sub([], [ktp.pos[0], ktp.pos[2]], [pos[0], pos[2]]);
|
|
|
|
var ang = (ktp.angle[1]/180)*Math.PI;
|
|
|
|
var sinus = Math.sin(ang);
|
|
var cosinus = Math.cos(ang);
|
|
|
|
var dot = vec2.dot(dist, [sinus, cosinus]);
|
|
var dotOld = vec2.dot(distOld, [sinus, cosinus]);
|
|
|
|
return (dot < 0 && dotOld >= 0);
|
|
}
|
|
|
|
function checkKartCollision(scene) { //check collision with other karts. Really simple.
|
|
for (var i=0; i<scene.karts.length; i++) {
|
|
var ok = scene.karts[i];
|
|
if (!ok.active) continue;
|
|
if (k != ok) {
|
|
var dist = vec3.dist(k.pos, ok.pos);
|
|
if (dist < 16) {
|
|
kartBounce(ok);
|
|
ok.kartBounce(k);
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
function kartBounce(ok) {
|
|
//play this kart's horn
|
|
if (k.kartColTimer == 0) { //not if we're still being bounced
|
|
nitroAudio.playSound(208, { volume: 2 }, 0, k);
|
|
nitroAudio.playSound(193 + charRes.sndOff/14, { volume: 1.5 }, 0, k);
|
|
}
|
|
|
|
k.kartColTimer = COLBOUNCE_TIME;
|
|
var weightMul = COLBOUNCE_STRENGTH*(1.5+(ok.weight-k.weight))*((ok.boostNorm>0 || ok.boostMT>0)?2:1)*((k.boostNorm>0 || k.boostMT>0)?0.5:1);
|
|
|
|
//as well as side bounce also add velocity difference if other vel > mine.
|
|
|
|
vec3.sub(k.kartColVel, k.pos, ok.pos);
|
|
vec3.normalize(k.kartColVel, k.kartColVel);
|
|
vec3.scale(k.kartColVel, k.kartColVel, weightMul);
|
|
|
|
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;
|
|
}
|
|
|
|
function fixDir(dir) {
|
|
return posMod(dir, Math.PI*2);
|
|
}
|
|
|
|
function dirDiff(dir1, dir2) {
|
|
var d = fixDir(dir1-dir2);
|
|
return (d>Math.PI)?(-2*Math.PI+d):d;
|
|
}
|
|
|
|
function posMod(i, n) {
|
|
return (i % n + n) % n;
|
|
}
|
|
|
|
function updateKartSound(mode, input) {
|
|
if (!k.local) return; //for now, don't play kart sounds from other racers.
|
|
var turn = (onGround && !k.drifting)?(1-Math.abs(input.turn)/11):1;
|
|
var transpose = (mode == 0)?0:(22*turn*Math.min(1.3, k.speed/params.topSpeed));
|
|
|
|
sounds.transpose += (transpose-sounds.transpose)/15;
|
|
if (mode != soundMode) {
|
|
soundMode = mode;
|
|
if (sounds.kart != null) nitroAudio.instaKill(sounds.kart);
|
|
sounds.kart = nitroAudio.playSound(kartSoundBase+soundMode, {transpose:sounds.transpose, volume:1}, 0, k);
|
|
//if (mode == 3) sounds.kart.gainN.gain.value = 0.5;
|
|
} else {
|
|
sounds.kart.seq.setTranspose(sounds.transpose);
|
|
}
|
|
}
|
|
|
|
function buildBasis() {
|
|
//order y, x, z
|
|
var dir = k.physicalDir+k.driftOff+(Math.sin((COLBOUNCE_TIME-k.kartColTimer)/3)*(Math.PI/6)*(k.kartColTimer/COLBOUNCE_TIME));
|
|
var forward = [Math.sin(dir), 0, -Math.cos(dir)];
|
|
var side = [-Math.cos(dir), 0, -Math.sin(dir)];
|
|
if (k.physBasis != null) {
|
|
vec3.transformMat4(forward, forward, k.physBasis.mat);
|
|
vec3.transformMat4(side, side, k.physBasis.mat);
|
|
}
|
|
var basis = gramShmidt(k.kartNormal, side, forward);
|
|
var temp = basis[0];
|
|
basis[0] = basis[1];
|
|
basis[1] = temp; //todo: cleanup
|
|
return [
|
|
basis[0][0], basis[0][1], basis[0][2], 0,
|
|
basis[1][0], basis[1][1], basis[1][2], 0,
|
|
basis[2][0], basis[2][1], basis[2][2], 0,
|
|
0, 0, 0, 1
|
|
]
|
|
|
|
}
|
|
|
|
function enterBasis(normal) {
|
|
//establish a new basis for the kart velocity based on this normal.
|
|
//used by looping and sticky track surface types.
|
|
|
|
//first let's get the forward direction in our current basis
|
|
|
|
var dir = k.angle;
|
|
var forward, side;
|
|
if (k.physBasis != null) {
|
|
forward = vec3.transformMat4([], [- Math.sin(dir), 0, Math.cos(dir)], k.physBasis.mat);
|
|
side = vec3.transformMat4([], [Math.cos(dir), 0, Math.sin(dir)], k.physBasis.mat);
|
|
} else {
|
|
forward = [-Math.sin(dir), 0, Math.cos(dir)];
|
|
side = [Math.cos(dir), 0, Math.sin(dir)];
|
|
}
|
|
|
|
var basis = gramShmidt(normal, side, forward);
|
|
var temp = basis[0];
|
|
basis[0] = basis[1];
|
|
basis[1] = temp; //todo: cleanup
|
|
var m4 = [
|
|
basis[0][0], basis[0][1], basis[0][2], 0,
|
|
basis[1][0], basis[1][1], basis[1][2], 0,
|
|
basis[2][0], basis[2][1], basis[2][2], 0,
|
|
0, 0, 0, 1
|
|
];
|
|
|
|
k.physicalDir = dirDiff(k.physicalDir, k.angle);
|
|
k.angle = 0; //our front direction is now aligned with z.
|
|
k.vel = [Math.sin(k.angle)*k.speed, k.vel[1], -Math.cos(k.angle)*k.speed];
|
|
|
|
k.physBasis = {
|
|
mat: m4,
|
|
inv: mat4.invert([], m4),
|
|
normal: normal,
|
|
time: 15,
|
|
loop: false
|
|
};
|
|
}
|
|
|
|
function exitBasis() {
|
|
//return to a normal y up, z forward basis.
|
|
|
|
var v = vec3.transformMat4([], k.vel, k.physBasis.mat);
|
|
k.physicalDir = dirDiff(k.physicalDir, k.angle);
|
|
k.angle = Math.atan2(v[0], -v[2]);
|
|
k.physicalDir += k.angle;
|
|
k.vel = v;
|
|
k.physBasis = null;
|
|
}
|
|
|
|
function sndUpdate(view) {
|
|
/*
|
|
k.soundProps.pos = vec3.transformMat4([], k.pos, view);
|
|
if (k.soundProps.lastPos != null) k.soundProps.vel = vec3.sub([], k.soundProps.pos, k.soundProps.lastPos);
|
|
else k.soundProps.vel = [0, 0, 0];
|
|
*/
|
|
k.soundProps.lastPos = k.soundProps.pos;
|
|
k.soundProps.pos = k.pos; //todo: reintroduce doppler via emulation
|
|
|
|
k.soundProps.refDistance = 192;
|
|
k.soundProps.rolloffFactor = 1;
|
|
|
|
var calcVol = (k.soundProps.refDistance / (k.soundProps.refDistance + k.soundProps.rolloffFactor * (Math.sqrt(vec3.dot(k.soundProps.pos, k.soundProps.pos)) - k.soundProps.refDistance)));
|
|
}
|
|
|
|
function gramShmidt(v1, v2, v3) {
|
|
var u1 = v1;
|
|
var u2 = vec3.sub([0, 0, 0], v2, project(u1, v2));
|
|
var u3 = vec3.sub([0, 0, 0], vec3.sub([0, 0, 0], v3, project(u1, v3)), project(u2, v3));
|
|
return [vec3.normalize(u1, u1), vec3.normalize(u2, u2), vec3.normalize(u3, u3)]
|
|
}
|
|
|
|
function colSound(collision, effect) {
|
|
if (MKDS_COLTYPE.SOUNDMAP[collision] == null) return {};
|
|
return MKDS_COLTYPE.SOUNDMAP[collision][effect] || {};
|
|
}
|
|
|
|
function colParticle(collision, effect) {
|
|
if (MKDS_COLTYPE.SOUNDMAP[collision] == null) return null
|
|
return MKDS_COLTYPE.SOUNDMAP[collision][effect].particle || null;
|
|
}
|
|
|
|
function project(u, v) {
|
|
return vec3.scale([], u, (vec3.dot(u, v)/vec3.dot(u, u)))
|
|
}
|
|
|
|
function colResponse(pos, pvel, dat, ignoreList) {
|
|
|
|
var plane = dat.plane;
|
|
var colType = (plane.CollisionType>>8)&31;
|
|
var colBE = (plane.CollisionType>>5)&7;
|
|
|
|
var change = (colType != lastCollided);
|
|
lastCollided = colType;
|
|
lastBE = colBE;
|
|
lastColSounds = colSound(lastCollided, colBE);
|
|
|
|
var n = vec3.normalize([], dat.normal);
|
|
var an = n;
|
|
if (k.physBasis != null) {
|
|
an = vec3.transformMat4([], n, k.physBasis.inv);
|
|
}
|
|
var gravS = Math.sqrt(vec3.dot(k.gravity, k.gravity));
|
|
var angle = Math.acos(vec3.dot(vec3.scale(vec3.create(), k.gravity, -1/gravS), n));
|
|
var adjustPos = true;
|
|
|
|
if (MKDS_COLTYPE.GROUP_OOB.indexOf(colType) != -1) {
|
|
k.OOB = 1;
|
|
}
|
|
|
|
if (MKDS_COLTYPE.GROUP_WALL.indexOf(colType) != -1) { //wall
|
|
//sliding plane, except normal is transformed to be entirely on the xz plane (cannot ride on top of wall, treated as vertical)
|
|
var xz = Math.sqrt(an[0]*an[0]+an[2]*an[2])
|
|
var adjN = [an[0]/xz, 0, an[2]/xz]
|
|
var proj = vec3.dot(k.vel, adjN);
|
|
|
|
if (proj < -1) {
|
|
if (k.kartWallTimer == 0) {
|
|
if (lastColSounds.hit != null) nitroAudio.playSound(lastColSounds.hit, {volume:1}, 0, k)
|
|
var colObj = {pos:pos, vel:[0,0,0], mat: mat4.fromTranslation([], pos)};
|
|
scene.particles.push(new NitroEmitter(scene, colObj, 13));
|
|
scene.particles.push(new NitroEmitter(scene, colObj, 14));
|
|
}
|
|
k.kartWallTimer = 15;
|
|
}
|
|
vec3.sub(k.vel, k.vel, vec3.scale(vec3.create(), adjN, proj));
|
|
|
|
if (colType == MKDS_COLTYPE.KNOCKBACK_DAMAGE && k.damageType == -1) {
|
|
if (dat.object.vel) vec3.add(k.vel, k.vel, dat.object.vel);
|
|
vec3.add(k.vel, k.vel, vec3.scale(vec3.create(), adjN, 1.25));
|
|
k.damage(MKDSCONST.DAMAGE_FLIP);
|
|
}
|
|
|
|
//convert back to angle + speed to keep change to kart vel
|
|
|
|
var v = k.vel;
|
|
k.speed = Math.sqrt(v[0]*v[0]+v[2]*v[2]);
|
|
k.angle = Math.atan2(v[0], -v[2]);
|
|
stuckTo = dat.object;
|
|
} else if (MKDS_COLTYPE.GROUP_ROAD.indexOf(colType) != -1) {
|
|
//sliding plane
|
|
if (MKDS_COLTYPE.GROUP_BOOST.indexOf(colType) != -1) {
|
|
k.boostNorm = BOOSTTIME;
|
|
}
|
|
|
|
var stick = (colType == MKDS_COLTYPE.STICKY || colType == MKDS_COLTYPE.LOOP);
|
|
|
|
if (k.vel[1] > 0) k.vel[1] = 0;
|
|
var proj = vec3.dot(k.vel, an);
|
|
if (k.damageType > 0) proj *= 1.7;
|
|
else if (!stick && proj < -4 && k.vel[1] < -2) { proj -= 1.5; }
|
|
vec3.sub(k.vel, k.vel, vec3.scale(vec3.create(), an, proj));
|
|
|
|
if (stick) {
|
|
enterBasis(dat.pNormal);
|
|
k.physBasis.loop = colType == MKDS_COLTYPE.LOOP;
|
|
} else {
|
|
if (k.physBasis != null)
|
|
exitBasis();
|
|
}
|
|
|
|
k.kartTargetNormal = dat.pNormal;
|
|
|
|
if (change) {
|
|
var particle = colParticle(lastCollided, colBE);
|
|
if (particle == null)
|
|
clearWheelParticles(0);
|
|
else
|
|
setWheelParticles(particle, 0);
|
|
}
|
|
if (!onGround && !stick) {
|
|
groundAnim = 0;
|
|
if (lastColSounds.land != null) nitroAudio.playSound(lastColSounds.land, {volume:1}, 0, k)
|
|
}
|
|
k.airTime = 0;
|
|
stuckTo = dat.object;
|
|
} else if (colType == MKDS_COLTYPE.CANNON) {
|
|
//cannon!!
|
|
triggerCannon(colBE);
|
|
} else {
|
|
adjustPos = false;
|
|
ignoreList.push(plane);
|
|
}
|
|
|
|
//vec3.add(pos, pos, vec3.scale(vec3.create(), n, minimumMove)); //move away from plane slightly
|
|
|
|
if (adjustPos) { //move back from plane slightly
|
|
//vec3.add(pos, pos, vec3.scale(vec3.create(), n, minimumMove));
|
|
vec3.add(pos, pos, vec3.scale(vec3.create(), pvel, dat.t));
|
|
vec3.add(pos, vec3.scale([], n, params.colRadius+minimumMove), dat.colPoint);
|
|
/*if (dat.embedded) {
|
|
|
|
} else {
|
|
var velMag = Math.sqrt(vec3.dot(pvel, pvel));
|
|
if (velMag*dat.t > minimumMove) {
|
|
vec3.add(pos, pos, vec3.scale(vec3.create(), pvel, dat.t-(minimumMove/velMag)));
|
|
} else {
|
|
//do not move, too close
|
|
}
|
|
}*/
|
|
} else {
|
|
vec3.add(pos, pos, vec3.scale(vec3.create(), pvel, dat.t));
|
|
}
|
|
|
|
}
|
|
}
|