Difference between revisions of "Template:Cannon characteristics"
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(Created page with "{{textbox|red|In Progress|The properties of the cannons are currently under investigation. A test series to find the impact of each settings is planned.}} {| class="textbox g...") |
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− | + | {| class="textbox grid center" | |
− | |||
− | {| class="textbox grid" | ||
|+ Properties of the cannons | |+ Properties of the cannons | ||
|- | |- | ||
− | ! index !! | + | ! index !! Speed!! Height !! Deceleration<br>Factor !! End<br>Deceleration |
|- | |- | ||
! 0 | ! 0 | ||
Line 13: | Line 11: | ||
|- | |- | ||
! 2 | ! 2 | ||
− | | align=right | 120.0 || align=right | 2000.0 || align=right | 1000.0 || align=right | | + | | align=right | 120.0 || align=right | 2000.0 || align=right | 1000.0 || align=right | 45.0 |
|} | |} | ||
;Notes: | ;Notes: | ||
− | * Each cannon has 4 floating point properties | + | * Each cannon has 4 floating point properties P1..P4. Nintendo uses only integral number without fraction for all settings. As usual, all 4 regions share the same values. |
− | * Cannon -1 | + | * '''Cannon -1 and any negative index''' is the same as cannon 0 (minimum clamp). |
− | * | + | * '''Cannons ≥3''' do not exist. If using it, the property pointer points to the next data section, which is a class vtable. The result will be undefined. |
− | * | + | * '''Speed''' is the number of units each frame. For example, 500.0 means 500 units each frame or 60*500=30000 units each second. |
− | * | + | * '''Height''' defines a point above the middle of the direct connection, where the player goes through. This is the value of ''curved''. |
+ | * '''Deceleration Factor''' determines how much the player decelerates each frame on the cannon. A bigger value means a bigger deceleration, and hence the cannon progresses slower. | ||
+ | * '''End Deceleration''' is the final deceleration value, once the cannon reaches its end. If ≤0, there is no deceleration. A bigger value means a longer stop time when reaching the end of the cannon. | ||
+ | * [[LE-CODE]] supports alternative properties for any number of cannon types on track base. See [[LE-CODE/Track FAQ#cannon|LE-CODE Track FAQ]] for details. | ||
+ | <noinclude> | ||
+ | [[category:Template/Include]] | ||
+ | </noinclude> |
Latest revision as of 07:58, 16 March 2020
index | Speed | Height | Deceleration Factor |
End Deceleration |
---|---|---|---|---|
0 | 500.0 | 0.0 | 6000.0 | -1.0 |
1 | 500.0 | 5000.0 | 6000.0 | -1.0 |
2 | 120.0 | 2000.0 | 1000.0 | 45.0 |
- Notes
- Each cannon has 4 floating point properties P1..P4. Nintendo uses only integral number without fraction for all settings. As usual, all 4 regions share the same values.
- Cannon -1 and any negative index is the same as cannon 0 (minimum clamp).
- Cannons ≥3 do not exist. If using it, the property pointer points to the next data section, which is a class vtable. The result will be undefined.
- Speed is the number of units each frame. For example, 500.0 means 500 units each frame or 60*500=30000 units each second.
- Height defines a point above the middle of the direct connection, where the player goes through. This is the value of curved.
- Deceleration Factor determines how much the player decelerates each frame on the cannon. A bigger value means a bigger deceleration, and hence the cannon progresses slower.
- End Deceleration is the final deceleration value, once the cannon reaches its end. If ≤0, there is no deceleration. A bigger value means a longer stop time when reaching the end of the cannon.
- LE-CODE supports alternative properties for any number of cannon types on track base. See LE-CODE Track FAQ for details.