Generates a location between any leg of the race in a random angle / distance of the radius of the centre point of the two gates to one of the gates
#story[1293]
Added a hack to bumper so that the collision distance is larger than the regular collision distance
Wind walker now makes you go at you max speed rather than VMG speed
#story[1293]
1273 changing cameras
# Multiple Camera Views
## 3 Camera Views Implemented
1. Normal 3D (Isometric)
2. Top Down Perspective
3. Chase Cam (Over the Shoulder)
- Isometric and Top Down Perspectives can Pan within limits.
- Chase Cam rotates the camera around the boat. (While still following it)
- All camera views can Zoom.
# Testing
No testing completed other than manually testing myself. A proper manual test should be completed by the merger.
See merge request !76
- Has panning bounds, zoom bounds, and general tidy up.
- Now correctly observes the boat object rather than getting information from both the boat object AND the client yacht model.
Top Down Camera:
- Can only pan within certain bounds now, and will continue to follow the boat regardless.
- Can only zoom within certain bounds now.
Isometric Camera:
- Nothing changed.
#tags [1273]
- when the mode is toggled, a boat action package will be sent to notify server
to change the boat's turning mode
- turning mode toggle is now fully functional
#story[1245]
- optimised UI
- check conflicts when change key bind if the key has already been in use
- abstract keybind as a separate singleton class so all class can access it
- [WIP] turning mode is need to be finished
#story[1245]
YachtEventType: Added some new events, a generic power down event and a bumper_crash event for an affected boat
GameState: Implemented boat bumper logic
MessageFactory: Made new messages for powerdown and status effect
ClientYacht: Had to create another powerDown functional interface to inform the race view controller when to turn off the icon
RaceViewController/GameClient: Now waits for a message about powering down before turning off rather than waiting time client side
#story[1293]
GameState: Moved all token logic into its own function startPoint so that it is dsijoint from other updating logic
GameState: Implemented wind walker algorithm.
GameState: Changed Generic 'speedMultiplier' to 'serverSpeedMultiplier' to make it obviously disjoint from a boats speed multiplier
MessageFactory: Moved some found message creation (Chatter Message) server side into MessageFactory that wasnt already there
ServerYacht: Added a speed multiplier and a handling multiplier to the serveryacht class that is set and reset upon powerup / down
#story[1293]