Esempio n. 1
0
/** Determine the nearest kart or item and update the current target 
 *  accordingly.
 */
void Swatter::chooseTarget()
{
    // TODO: for the moment, only handle karts...
    const World *world         = World::getWorld();
    Kart        *closest_kart  = NULL;
    float       min_dist2      = FLT_MAX;

    for(unsigned int i=0; i<world->getNumKarts(); i++)
    {
        Kart *kart = world->getKart(i);
        // TODO: isSwatterReady(), isSquashable()?
        if(kart->isEliminated() || kart==m_kart)
            continue;
        // don't squash an already hurt kart
        if (kart->isInvulnerable() || kart->isSquashed())
            continue;
        
        float dist2 = (kart->getXYZ()-m_kart->getXYZ()).length2();
        if(dist2<min_dist2)
        {
            min_dist2 = dist2;
            closest_kart = kart;
        }
    }
    m_target = closest_kart;    // may be NULL
}
Esempio n. 2
0
/** Squash karts or items that are around the end position (determined using 
 *  a joint) of the swatter.
 */
void Swatter::squashThingsAround()
{
    const KartProperties*  kp           = m_kart->getKartProperties();
    // Square of the minimum distance
    float                  min_dist2    = kp->getSwatterDistance2();
    const World*           world        = World::getWorld();

    // Get the node corresponding to the joint at the center of the swatter
    // (by swatter, I mean the thing hold in the hand, not the whole thing)
    scene::ISceneNode* swatter_node = m_scene_node->getJointNode("Swatter");
    assert(swatter_node);
    Vec3 swatter_pos = swatter_node->getAbsolutePosition();

    m_swat_sound->position(swatter_pos);
    m_swat_sound->play();
    
    // Squash karts around
    for(unsigned int i=0; i<world->getNumKarts(); i++)
    {
        Kart *kart = world->getKart(i);
        // TODO: isSwatterReady()
        if(kart->isEliminated() || kart==m_kart)
            continue;
        // don't swat an already hurt kart
        if (kart->isInvulnerable() || kart->isSquashed())
            continue;
        
        float dist2 = (kart->getXYZ()-swatter_pos).length2();

        if(dist2 >= min_dist2) continue;   // too far away, ignore this kart

        kart->setSquash(kp->getSquashDuration(), kp->getSquashSlowdown());
        if (kart->getAttachment()->getType()==Attachment::ATTACH_BOMB)
        {   // make bomb explode
            kart->getAttachment()->update(10000);
            HitEffect *he = new Explosion(m_kart->getXYZ(),  "explosion");
            if(m_kart->getController()->isPlayerController())
                he->setPlayerKartHit();
            projectile_manager->addHitEffect(he);
            m_kart->handleExplosion(m_kart->getXYZ(),  /*direct_hit*/ true);
        }   // if kart has bomb attached
        World::getWorld()->kartHit(kart->getWorldKartId());
    }   // for i < num_kartrs

    // TODO: squash items
}