As suggested by deveee, allow bubblegums in battle mode now that they have defensive abilities.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14316 178a84e3-b1eb-0310-8ba1-8eac791a3b58
a minimum amount of time (atm 15 seconds) before the next basket ball
can be found. Thanks to nixt for the patch.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@12722 178a84e3-b1eb-0310-8ba1-8eac791a3b58
(if a ball tunnels four times in a row it is removed).
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10041 178a84e3-b1eb-0310-8ba1-8eac791a3b58
to the center of the track according to the relative distance of its target
(more precisely: it will move the interpolation control points). This
results in the ball being better align when it switches to aim-directly-at-
target mode, meaning that the target-distance can be reduced, hopefully
reducing the frequency with which tunneling happens.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10016 178a84e3-b1eb-0310-8ba1-8eac791a3b58
can start boucing lower/faster earlier, increasing the chances
to hit the target when target-distance is set to a small value.
Target-distance was set to 25 to decrease the chances of the
ball going through e.g. tunnel walls.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10004 178a84e3-b1eb-0310-8ba1-8eac791a3b58
close enough for a rubber ball. This avoids a problem is
the target is actually close on a different part of the
track.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@9996 178a84e3-b1eb-0310-8ba1-8eac791a3b58
player currently at front) it will disappear after a given
time (atm 5 seconds).
2) If the ball overtakes the target it will now be deleted.
3) Fixed ball sometimes turning in the wrong direcftion when
trying to hit a kart.
4) Some refactoring to make functions smaller.
5) Removed left-over debug code.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@9945 178a84e3-b1eb-0310-8ba1-8eac791a3b58
it is close to its target. This gives karts a chance
to escape a rubber ball by driving irretically.
Also added some debug output to indicate when the
ball lost sight of its target (i.e. the ball was
going directly to a target, but then the target
was suddenly too far away), so perhaps the ball
should be removed then?
ATM the ball will continue, trying again to hit
the leader in the next round.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@9921 178a84e3-b1eb-0310-8ba1-8eac791a3b58
more abrupt change of direction, it (hopefully) avoids most
problems of the ball going off track (e.g. sand track when
firing up the ramp --> ball goes to the left of the tunnel,
bouncing on the pyramid; skyline and star track have
problems as well when a ball goes off track).
Added documentation of the rubber ball specific xml attributes.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@9836 178a84e3-b1eb-0310-8ba1-8eac791a3b58
(start height was impacted by average height, which in
turn depends on minimum and maximum height).
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@9753 178a84e3-b1eb-0310-8ba1-8eac791a3b58
points and the distance to target at which the rubber
ball starts aiming directly at the target configurable.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@9550 178a84e3-b1eb-0310-8ba1-8eac791a3b58
going to catch if with the leader will now be flattened
(parameters for that are defined in powerup.xml). No
explosion effect is shown anymore for the first kart,
it will only be tossed around.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@9369 178a84e3-b1eb-0310-8ba1-8eac791a3b58
tweak the size of the ball - *grin* try "2 5 2" for some fun).
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@9324 178a84e3-b1eb-0310-8ba1-8eac791a3b58
the anchor). Known bugs: atm it does not yet bounce (it follows
just the drivelines and might be partly in the track); the first
kart can't avoid it (long term breaking might allow you to avoid it);
it might hit another kart first and explode.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@9302 178a84e3-b1eb-0310-8ba1-8eac791a3b58
Details are in the wiki (http://supertuxkart.sourceforge.net/Items).
Note that the model is _obviously_ a placeholder, and I used
the icon for the bomb (which isn't used in game atm) for the
swatter. I hope someone can provide a better model and icon.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@9011 178a84e3-b1eb-0310-8ba1-8eac791a3b58
global powerups).
2) Weights for global powerups (parachute and switch) are divided by num_karts-4
if more than 4 karts are being used (see bug 3107638).
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@6736 178a84e3-b1eb-0310-8ba1-8eac791a3b58
drop three bubble gums, collect a switch and in the next
lap collect three nitros.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@6718 178a84e3-b1eb-0310-8ba1-8eac791a3b58
box. Weights for these are set in powerup.xml. ATM a 'multi item'
gives three items (hardcoded, I'll change that to be configurable
later).
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@6079 178a84e3-b1eb-0310-8ba1-8eac791a3b58