stk-code_catmod/data/powerup.xml
hikerstk 3c8d1e896a 1) Added a delete timer: if the ball has no target (e.g. fired by
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
2011-10-05 21:27:21 +00:00

93 lines
4.9 KiB
XML

<?xml version="1.0"?>
<powerup>
<item name="zipper" icon="zipper_collect.png" />
<item name="bowling" icon="bowling-icon.png"
model="bowling.b3d" speed="4.0"
min-height="0.2" max-height="1.0"
force-updown="1" force-to-target="40"
max-distance="25" />
<item name="bubblegum" icon="bubblegum-icon.png" />
<item name="cake" icon="cake-icon.png"
model="cake.b3d" speed="50"
min-height="0.2" max-height="1.0"
force-updown="25" max-distance="90" />
<item name="anchor" icon="anchor-icon.png"
model="anchor.b3d" />
<item name="switch" icon="swap-icon.png" />
<item name="swatter" icon="swatter-icon.png" />
<!-- interval: How long a single bounce takes.
max-height: The maximum height of a bounce.
min-height: Unused mostly, but defines implicitly
the starting height (as average of
max and min height).
target-distance: When the ball is closer than
this to the target, it will aim
directly at the target.
target-max-angle: Once the ball is aiming for its
target, it can at most change the angle
this much per second(!).
min-interpolation-distance: how far the control
points (which are center of squads)
must be from each other. A large value
allows smoother turning (no abrupt
change of direction), but a large
value can result in the ball being
off track (e.g. a value of 30 results
on the ramp in sand track that the
ball goes to the left of the tunnel,
bouncing on the pyramid). Quite
catastrophal on the startrack and
skyline).
squash-slowdown: How much karts that are
squashed are slowed down.
squash-duration: How long karts stay squashed.
delete-timer: How long before the ball is removed
if no suitable target is found.
-->
<item name="rubber-ball" icon="rubber_ball-icon.png"
model="rubber_ball.b3d" speed="35.0"
scale="1 1 1" interval="1"
max-height="4.0" min-height="0"
target-distance="50" target-max-angle = "90"
min-interpolation-distance="10"
squash-slowdown="0.5" squash-duration="3"
delete-time="5.0" />
<item name="parachute" icon="parachute-icon.png"
model="parachute.b3d" />
<item name="plunger" icon="plunger-icon.png"
model="plunger.b3d" speed="35"
min-height="0.2" max-height="1.0"
force-updown="35" force-to-target="15"
max-distance="25" />
<!-- Distribution of the items depending on position of the
kart (first kart, top 33%, middle 33%, bottom 33% (but
not last), last kart. i
The order of items must correspond to powerup_manager.hpp.
The first line (w=...) corresponds to the weights of
getting a single item, the second line (w-multi) to
getting three identical items instead of just a single one.
E.g. as the first kart, you have 3/8 of a chance to get
a single bubble gum, 1/8 to get a bowling ball or switch,
and 3/8 to get a triple bubble gum.
'Global' items which affect all karts (switch) should
be quite rare, since otherwise the item might be used
too often (compared with many items which will only
affect a karts or two). -->
<!-- bubble cake bowl zipper plunger switch swattr rubber para anvil -->
<first w="25 5 15 5 10 10 10 0 0 0"
w-multi=" 0 0 5 0 0 0 0 0 0 0" />
<top33 w="30 30 30 30 30 10 10 10 10 0"
w-multi=" 0 10 10 0 10 0 0 0 0 0" />
<mid33 w="30 30 30 30 30 10 20 20 20 5"
w-multi=" 0 20 20 20 20 0 0 0 5 0" />
<end33 w=" 0 30 30 30 30 10 20 30 30 30"
w-multi=" 0 30 30 30 30 0 0 0 20 0" />
<last w=" 0 30 30 60 60 0 40 60 60 60"
w-multi=" 0 30 30 60 60 0 0 0 0 0" />
<battle w=" 0 30 60 0 0 10 30 0 0 0"
w-multi=" 0 0 5 0 0 0 0 0 0 0" />
</powerup>