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| SlipStream (AbstractKart *kart) |
| Creates the slip stream object.
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| ~SlipStream () |
| Removes the node from the scene graph.
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void | reset () |
| Called at re-start of a race.
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void | update (int ticks) |
| Update, called once per timestep.
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bool | isSlipstreamReady () const |
| Returns true if enough slipstream credits have been accumulated to get a boost when leaving the slipstream area.
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void | updateSpeedIncrease () |
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const Quad & | getSlipstreamQuad () const |
| Returns the quad in which slipstreaming is effective for this kart.
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const AbstractKart * | getSlipstreamTarget () const |
| Returns the kart from which slipstream is 'collected'.
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bool | inUse () const |
| Returns if slipstream is being used.
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enum | { SS_NONE
, SS_COLLECT
} |
| Slipstream mode: either nothing happening, or the kart is collecting 'slipstream credits'. More...
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SP::SPMesh * | createMeshSP (unsigned material_id, bool bonus_mesh) |
| Creates the mesh for the slipstream effect.
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scene::IAnimatedMesh * | createMesh (unsigned material_id, bool bonus_mesh) |
| Creates the mesh for the slipstream effect.
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void | setDebugColor (const video::SColor &color, bool inner) |
| Sets the color of the debug mesh (which shows the area in which slipstream can be accumulated).
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void | updateQuad () |
| UpdateQuad.
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void | updateSlipstreamingTextures (float f, const AbstractKart *kart) |
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void | updateBonusTexture () |
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void | hideAllNodes () |
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AbstractKart * | m_kart |
| The kart to which this smoke belongs.
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MovingTexture * | m_moving |
| The moving texture for the normal node.
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MovingTexture * | m_moving_fast |
| The moving texture for the fast node.
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MovingTexture * | m_moving_bonus |
| The moving texture for the fast node.
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scene::ISceneNode * | m_node |
| The scene node.
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scene::ISceneNode * | m_node_fast |
| The fast scene node.
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scene::ISceneNode * | m_bonus_node |
| The node used when the bonus is active.
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std::shared_ptr< SP::SPDynamicDrawCall > | m_debug_dc |
| For debugging: a simple quad to display where slipstream works.
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std::shared_ptr< SP::SPDynamicDrawCall > | m_debug_dc2 |
| For debugging: a simple quad to display where inner slipstream works.
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float | m_length |
| The length of the slipstream cylinder.
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float | m_slipstream_time |
| The time a kart was in slipstream.
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float | m_bonus_time |
| The remaining active time bonus.
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bool | m_bonus_active |
| This bool is used to know the first time we're going out of the slipstreaming area.
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int | m_current_target_id |
| Used to trigger automatically the slipstreaming bonus.
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int | m_previous_target_id |
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int | m_speed_increase_ticks |
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int | m_speed_increase_duration |
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enum SlipStream:: { ... } | m_slipstream_mode |
| Slipstream mode: either nothing happening, or the kart is collecting 'slipstream credits'.
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Quad * | m_slipstream_quad |
| This is slipstream area if the kart is at 0,0,0 without rotation.
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Quad * | m_slipstream_inner_quad |
| This is the inner slipstream area if the kart is at 0,0,0 without rotation.
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Quad * | m_slipstream_outer_quad |
| This is the outer slipstream area if the kart is at 0,0,0 without rotation.
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AbstractKart * | m_target_kart |
| The kart from which this kart gets slipstream.
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◆ anonymous enum
Slipstream mode: either nothing happening, or the kart is collecting 'slipstream credits'.
Credits can be accumulated while the bonus is used
◆ SlipStream()
Creates the slip stream object.
- Parameters
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kart | Pointer to the kart to which the slip stream belongs to. |
◆ createMesh()
scene::IAnimatedMesh * SlipStream::createMesh |
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unsigned |
material_id, |
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bool |
bonus_mesh |
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) |
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private |
Creates the mesh for the slipstream effect.
This function creates a first a series of circles (with a certain number of vertices each and distance from each other. Then it will create the triangles and add texture coordniates.
- Parameters
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material_id | The material to use. |
◆ createMeshSP()
SP::SPMesh * SlipStream::createMeshSP |
( |
unsigned |
material_id, |
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bool |
bonus_mesh |
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) |
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private |
Creates the mesh for the slipstream effect.
This function creates a first a series of circles (with a certain number of vertices each and distance from each other. Then it will create the triangles and add texture coordniates.
- Parameters
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material_id | The material to use. |
◆ setDebugColor()
void SlipStream::setDebugColor |
( |
const video::SColor & |
color, |
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bool |
inner |
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) |
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private |
Sets the color of the debug mesh (which shows the area in which slipstream can be accumulated).
Color codes: black: kart too slow red: not inside of slipstream area green: slipstream is being accumulated.
- Parameters
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inner | : bool to know if we apply the color to the inner quad or to the main one |
◆ update()
void SlipStream::update |
( |
int |
ticks | ) |
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Update, called once per timestep.
- Parameters
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◆ m_length
float SlipStream::m_length |
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private |
The length of the slipstream cylinder.
This is used to scale the actual scene node correctly. Shared between node and node_fast
enum { ... } SlipStream::m_slipstream_mode |
Slipstream mode: either nothing happening, or the kart is collecting 'slipstream credits'.
Credits can be accumulated while the bonus is used
◆ m_slipstream_outer_quad
Quad* SlipStream::m_slipstream_outer_quad |
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private |
This is the outer slipstream area if the kart is at 0,0,0 without rotation.
No slipstream time is accumulated there, but it's lost slower
◆ m_target_kart
The kart from which this kart gets slipstream.
Used by the AI to overtake the right kart.
The documentation for this class was generated from the following files: