本文整理汇总了C++中Kart类的典型用法代码示例。如果您正苦于以下问题:C++ Kart类的具体用法?C++ Kart怎么用?C++ Kart使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Kart类的13个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: printf
/** Sets the kart position and controls to the recorded history value.
* \param dt Time step size.
*/
void History::updateReplay(float dt)
{
m_current++;
if(m_current>=(int)m_all_deltas.size())
{
printf("Replay finished.\n");
exit(2);
}
World *world = World::getWorld();
unsigned int num_karts = world->getNumKarts();
for(unsigned k=0; k<num_karts; k++)
{
Kart *kart = world->getKart(k);
unsigned int index=m_current*num_karts+k;
if(m_replay_mode==HISTORY_POSITION)
{
kart->setXYZ(m_all_xyz[index]);
kart->setRotation(m_all_rotations[index]);
}
else
{
kart->setControls(m_all_controls[index]);
}
}
} // updateReplay
示例2: chooseTarget
/** Determine the nearest kart or item and update the current target
* accordingly.
*/
void Swatter::chooseTarget()
{
// TODO: for the moment, only handle karts...
const World *world = World::getWorld();
Kart *closest_kart = NULL;
float min_dist2 = FLT_MAX;
for(unsigned int i=0; i<world->getNumKarts(); i++)
{
Kart *kart = world->getKart(i);
// TODO: isSwatterReady(), isSquashable()?
if(kart->isEliminated() || kart==m_kart)
continue;
// don't squash an already hurt kart
if (kart->isInvulnerable() || kart->isSquashed())
continue;
float dist2 = (kart->getXYZ()-m_kart->getXYZ()).length2();
if(dist2<min_dist2)
{
min_dist2 = dist2;
closest_kart = kart;
}
}
m_target = closest_kart; // may be NULL
}
示例3: tan
/** Actually sets the camera based on the given parameter.
* \param above_kart How far above the camera should aim at.
* \param cam_angle Angle above the kart plane for the camera.
* \param sideway Sideway movement of the camera.
* \param distance Distance from kart.
*/
void Camera::positionCamera(float dt, float above_kart, float cam_angle,
float side_way, float distance, float smoothing)
{
Vec3 wanted_position;
Vec3 wanted_target = m_kart->getXYZ();
if(UserConfigParams::m_camera_debug==2)
wanted_target.setY(m_kart->getVehicle()->getWheelInfo(2).m_raycastInfo.m_contactPointWS.getY());
else
wanted_target.setY(wanted_target.getY()+above_kart);
float tan_up = tan(cam_angle);
Vec3 relative_position(side_way,
fabsf(distance)*tan_up+above_kart,
distance);
btTransform t=m_kart->getTrans();
if(stk_config->m_camera_follow_skid &&
m_kart->getSkidding()->getVisualSkidRotation()!=0)
{
// If the camera should follow the graphical skid, add the
// visual rotation to the relative vector:
btQuaternion q(m_kart->getSkidding()->getVisualSkidRotation(), 0, 0);
t.setBasis(t.getBasis() * btMatrix3x3(q));
}
wanted_position = t(relative_position);
if (smoothing)
{
smoothMoveCamera(dt, wanted_position, wanted_target);
}
else
{
if (m_mode!=CM_FALLING)
m_camera->setPosition(wanted_position.toIrrVector());
m_camera->setTarget(wanted_target.toIrrVector());
if (race_manager->getNumLocalPlayers() < 2)
{
sfx_manager->positionListener(m_camera->getPosition(),
wanted_target - m_camera->getPosition());
}
}
Kart *kart = dynamic_cast<Kart*>(m_kart);
if (kart && !kart->isFlying())
{
// Rotate the up vector (0,1,0) by the rotation ... which is just column 1
Vec3 up = m_kart->getTrans().getBasis().getColumn(1);
float f = 0.04f; // weight for new up vector to reduce shaking
f = 0;
m_camera->setUpVector(f * up.toIrrVector() +
(1.0f - f) * m_camera->getUpVector());
} // kart && !flying
else
m_camera->setUpVector(core::vector3df(0, 1, 0));
} // positionCamera
示例4: nextDebugMode
/** Activates the next debug mode, or switches the mode off again.
*/
void IrrDebugDrawer::nextDebugMode()
{
// Go to next debug mode. Note that debug mode 3 (
m_debug_mode = (DebugModeType) ((m_debug_mode+1) % 3);
World *world = World::getWorld();
unsigned int num_karts = world->getNumKarts();
for(unsigned int i=0; i<num_karts; i++)
{
Kart *kart = world->getKart(i);
if(kart->isEliminated()) continue;
kart->getNode()->setVisible(!(m_debug_mode & DM_NO_KARTS_GRAPHICS));
}
} // nextDebugMode
示例5: tan
/** Actually sets the camera based on the given parameter.
* \param above_kart How far above the camera should aim at.
* \param cam_angle Angle above the kart plane for the camera.
* \param sideway Sideway movement of the camera.
* \param distance Distance from kart.
*/
void CameraDebug::positionCamera(float dt, float above_kart, float cam_angle,
float side_way, float distance )
{
Vec3 wanted_position;
Vec3 wanted_target = m_kart->getXYZ();
if(m_default_debug_Type==CM_DEBUG_GROUND)
{
const btWheelInfo &w = m_kart->getVehicle()->getWheelInfo(2);
wanted_target.setY(w.m_raycastInfo.m_contactPointWS.getY());
}
else
wanted_target.setY(wanted_target.getY()+above_kart);
float tan_up = tan(cam_angle);
Vec3 relative_position(side_way,
fabsf(distance)*tan_up+above_kart,
distance);
btTransform t=m_kart->getTrans();
if(stk_config->m_camera_follow_skid &&
m_kart->getSkidding()->getVisualSkidRotation()!=0)
{
// If the camera should follow the graphical skid, add the
// visual rotation to the relative vector:
btQuaternion q(m_kart->getSkidding()->getVisualSkidRotation(), 0, 0);
t.setBasis(t.getBasis() * btMatrix3x3(q));
}
if (m_default_debug_Type == CM_DEBUG_GROUND)
{
wanted_position = t(relative_position);
// Make sure that the Y position is a the same height as the wheel.
wanted_position.setY(wanted_target.getY());
}
else
wanted_position = t(relative_position);
if (getMode() != CM_FALLING)
m_camera->setPosition(wanted_position.toIrrVector());
m_camera->setTarget(wanted_target.toIrrVector());
Kart *kart = dynamic_cast<Kart*>(m_kart);
if (kart && !kart->isFlying())
{
// Rotate the up vector (0,1,0) by the rotation ... which is just column 1
Vec3 up = m_kart->getTrans().getBasis().getColumn(1);
float f = 0.04f; // weight for new up vector to reduce shaking
m_camera->setUpVector( f * up.toIrrVector() +
(1.0f - f) * m_camera->getUpVector());
} // kart && !flying
else
m_camera->setUpVector(core::vector3df(0, 1, 0));
} // positionCamera
示例6: Message
// ----------------------------------------------------------------------------
KartUpdateMessage::KartUpdateMessage(ENetPacket* pkt)
: Message(pkt, MT_KART_INFO)
{
World *world = World::getWorld();
unsigned int num_karts = getInt();
for(unsigned int i=0; i<num_karts; i++)
{
// Currently not used
KartControl kc(this);
Vec3 xyz = getVec3();
btQuaternion q = getQuaternion();
Kart *kart = world->getKart(i);
kart->setXYZ(xyz);
kart->setRotation(q);
} // for i
}; // KartUpdateMessage
示例7: setPosition
/** Checks if the kart was overtaken, and if so plays a sound
*/
void PlayerController::setPosition(int p)
{
if(m_kart->getPosition()<p)
{
World *world = World::getWorld();
//have the kart that did the passing beep.
//I'm not sure if this method of finding the passing kart is fail-safe.
for(unsigned int i = 0 ; i < world->getNumKarts(); i++ )
{
Kart *kart = world->getKart(i);
if(kart->getPosition() == p + 1)
{
kart->beep();
break;
}
}
}
} // setPosition
示例8: assert
/** Squash karts or items that are around the end position (determined using
* a joint) of the swatter.
*/
void Swatter::squashThingsAround()
{
const KartProperties* kp = m_kart->getKartProperties();
// Square of the minimum distance
float min_dist2 = kp->getSwatterDistance2();
const World* world = World::getWorld();
// Get the node corresponding to the joint at the center of the swatter
// (by swatter, I mean the thing hold in the hand, not the whole thing)
scene::ISceneNode* swatter_node = m_scene_node->getJointNode("Swatter");
assert(swatter_node);
Vec3 swatter_pos = swatter_node->getAbsolutePosition();
m_swat_sound->position(swatter_pos);
m_swat_sound->play();
// Squash karts around
for(unsigned int i=0; i<world->getNumKarts(); i++)
{
Kart *kart = world->getKart(i);
// TODO: isSwatterReady()
if(kart->isEliminated() || kart==m_kart)
continue;
// don't swat an already hurt kart
if (kart->isInvulnerable() || kart->isSquashed())
continue;
float dist2 = (kart->getXYZ()-swatter_pos).length2();
if(dist2 >= min_dist2) continue; // too far away, ignore this kart
kart->setSquash(kp->getSquashDuration(), kp->getSquashSlowdown());
if (kart->getAttachment()->getType()==Attachment::ATTACH_BOMB)
{ // make bomb explode
kart->getAttachment()->update(10000);
HitEffect *he = new Explosion(m_kart->getXYZ(), "explosion");
if(m_kart->getController()->isPlayerController())
he->setPlayerKartHit();
projectile_manager->addHitEffect(he);
m_kart->handleExplosion(m_kart->getXYZ(), /*direct_hit*/ true);
} // if kart has bomb attached
World::getWorld()->kartHit(kart->getWorldKartId());
} // for i < num_kartrs
// TODO: squash items
}
示例9: assert
/** Called at the end of a race. Checks if the current times are worth a new
* score, if so it notifies the HighscoreManager so the new score is added
* and saved.
*/
void World::updateHighscores(int* best_highscore_rank, int* best_finish_time,
std::string* highscore_who,
StateManager::ActivePlayer** best_player)
{
*best_highscore_rank = -1;
*best_player = NULL;
if(!m_use_highscores) return;
// Add times to highscore list. First compute the order of karts,
// so that the timing of the fastest kart is added first (otherwise
// someone might get into the highscore list, only to be kicked out
// again by a faster kart in the same race), which might be confusing
// if we ever decide to display a message (e.g. during a race)
unsigned int *index = new unsigned int[m_karts.size()];
const unsigned int kart_amount = (unsigned int) m_karts.size();
for (unsigned int i=0; i<kart_amount; i++ )
{
index[i] = 999; // first reset the contents of the array
}
for (unsigned int i=0; i<kart_amount; i++ )
{
const int pos = m_karts[i]->getPosition()-1;
if(pos < 0 || pos >= (int)kart_amount) continue; // wrong position
index[pos] = i;
}
for (unsigned int pos=0; pos<kart_amount; pos++)
{
if(index[pos] == 999)
{
// no kart claimed to be in this position, most likely means
// the kart location data is wrong
#ifdef DEBUG
Log::error("[World]", "Incorrect kart positions:");
for (unsigned int i=0; i<m_karts.size(); i++ )
{
Log::error("[World]", "i=%d position %d.",i,
m_karts[i]->getPosition());
}
#endif
continue;
}
// Only record times for player karts and only if
// they finished the race
if(!m_karts[index[pos]]->getController()->isPlayerController())
continue;
if (!m_karts[index[pos]]->hasFinishedRace()) continue;
assert(index[pos] < m_karts.size());
Kart *k = (Kart*)m_karts[index[pos]];
Highscores* highscores = getHighscores();
PlayerController *controller = (PlayerController*)(k->getController());
int highscore_rank = 0;
if (controller->getPlayer()->getProfile() != NULL) // if we have the player profile here
highscore_rank = highscores->addData(k->getIdent(),
controller->getPlayer()->getProfile()->getName(),
k->getFinishTime());
if (highscore_rank > 0)
{
if (*best_highscore_rank == -1 ||
highscore_rank < *best_highscore_rank)
{
*best_highscore_rank = highscore_rank;
*best_finish_time = (int)(k->getFinishTime());
*best_player = controller->getPlayer();
*highscore_who = k->getIdent();
}
highscore_manager->saveHighscores();
}
} // next position
delete []index;
} // updateHighscores
示例10: Vec3
/** Moves the camera smoothly from the current camera position (and target)
* to the new position and target.
* \param wanted_position The position the camera wanted to reach.
* \param wanted_target The point the camera wants to point to.
*/
void Camera::smoothMoveCamera(float dt)
{
Kart *kart = dynamic_cast<Kart*>(m_kart);
if (kart->isFlying())
{
Vec3 vec3 = m_kart->getXYZ() + Vec3(sin(m_kart->getHeading()) * -4.0f, 0.5f, cos(m_kart->getHeading()) * -4.0f);
m_camera->setTarget(m_kart->getXYZ().toIrrVector());
m_camera->setPosition(vec3.toIrrVector());
return;
}
core::vector3df current_position = m_camera->getPosition();
// Smoothly interpolate towards the position and target
const KartProperties *kp = m_kart->getKartProperties();
float max_increase_with_zipper = kp->getZipperMaxSpeedIncrease();
float max_speed_without_zipper = kp->getMaxSpeed();
float current_speed = m_kart->getSpeed();
const Skidding *ks = m_kart->getSkidding();
float skid_factor = ks->getVisualSkidRotation();
float skid_angle = asin(skid_factor);
float ratio = (current_speed - max_speed_without_zipper) / max_increase_with_zipper;
ratio = ratio > -0.12f ? ratio : -0.12f;
float camera_distance = -3 * (0.5f + ratio);// distance of camera from kart in x and z plane
if (camera_distance > -2.0f) camera_distance = -2.0f;
Vec3 camera_offset(camera_distance * sin(skid_angle / 2),
1.1f * (1 + ratio / 2),
camera_distance * cos(skid_angle / 2));// defines how far camera should be from player kart.
Vec3 m_kart_camera_position_with_offset = m_kart->getTrans()(camera_offset);
core::vector3df current_target = m_kart->getXYZ().toIrrVector();// next target
current_target.Y += 0.5f;
core::vector3df wanted_position = m_kart_camera_position_with_offset.toIrrVector();// new required position of camera
if ((m_kart->getSpeed() > 5 ) || (m_kart->getSpeed() < 0 ))
{
current_position += ((wanted_position - current_position) * dt
* (m_kart->getSpeed()>0 ? m_kart->getSpeed()/3 + 1.0f
: -1.5f * m_kart->getSpeed() + 2.0f));
}
else
{
current_position += (wanted_position - current_position) * dt * 5;
}
if(m_mode!=CM_FALLING)
m_camera->setPosition(current_position);
m_camera->setTarget(current_target);//set new target
assert(!isnan(m_camera->getPosition().X));
assert(!isnan(m_camera->getPosition().Y));
assert(!isnan(m_camera->getPosition().Z));
if (race_manager->getNumLocalPlayers() < 2)
{
sfx_manager->positionListener(current_position, current_target - current_position);
}
} // smoothMoveCamera
示例11: beginSetKartPositions
/** Find the position (rank) of every kart
*/
void LinearWorld::updateRacePosition()
{
// Mostly for debugging:
beginSetKartPositions();
const unsigned int kart_amount = m_karts.size();
#ifdef DEBUG
bool rank_changed = false;
#endif
// NOTE: if you do any changes to this loop, the next loop (see
// DEBUG_KART_RANK below) needs to have the same changes applied
// so that debug output is still correct!!!!!!!!!!!
for (unsigned int i=0; i<kart_amount; i++)
{
Kart* kart = m_karts[i];
// Karts that are either eliminated or have finished the
// race already have their (final) position assigned. If
// these karts would get their rank updated, it could happen
// that a kart that finished first will be overtaken after
// crossing the finishing line and become second!
if(kart->isEliminated() || kart->hasFinishedRace())
{
// This is only necessary to support debugging inconsistencies
// in kart position parameters.
setKartPosition(i, kart->getPosition());
continue;
}
KartInfo& kart_info = m_kart_info[i];
int p = 1 ;
const int my_id = kart->getWorldKartId();
const int my_laps = getLapForKart(my_id);
const float my_progression = getDistanceDownTrackForKart(my_id);
// Count karts ahead of the current kart, i.e. kart that are already finished,
// have done more laps, or the same number of laps, but a greater distance.
for (unsigned int j = 0 ; j < kart_amount ; j++)
{
if(j == kart->getWorldKartId()) continue; // don't compare a kart with itself
if(m_karts[j]->isEliminated()) continue; // dismiss eliminated karts
if(!kart->hasFinishedRace() && m_karts[j]->hasFinishedRace())
{
p++;
continue;
}
/* has done more or less lapses */
assert(j==m_karts[j]->getWorldKartId());
int other_laps = getLapForKart(j);
if (other_laps != my_laps)
{
if(other_laps > my_laps)
{
p++; // Other kart has more lapses
}
continue;
}
// Now both karts have the same number of lapses. Test progression.
// A kart is ahead if it's driven further, or driven the same
// distance, but started further to the back.
float other_progression = getDistanceDownTrackForKart(j);
if(other_progression > my_progression ||
(other_progression == my_progression &&
m_karts[j]->getInitialPosition() > kart->getInitialPosition()) )
{
p++;
#if _DEBUG_PRINTS_LIKE_MAD_
std::cout << " " << p << " : " << m_karts[j]->getIdent() <<
" because he has is further within the track (my progression is " <<
my_progression << ", his progression is " << other_progression << ")\n";
#endif
}
} //next kart
#ifndef DEBUG
setKartPosition(i, p);
#else
rank_changed |= kart->getPosition()!=p;
if (!setKartPosition(i,p))
{
std::cerr << "ERROR, same rank used twice!!\n";
std::cerr << "Info used to decide ranking :\n";
for (unsigned int d=0; d<kart_amount; d++)
{
std::cerr << " kart " << m_karts[d]->getIdent() << " has finished(" << m_karts[d]->hasFinishedRace()
<< "), is at lap (" << getLapForKart(d) << "), is at distance("
<< getDistanceDownTrackForKart(d) << "), is eliminated(" << m_karts[d]->isEliminated() << ")" << std::endl;
}
std::cerr << "Who has each ranking so far :\n";
for (unsigned int d=0; d<i; d++)
{
std::cerr << " " << m_karts[d]->getIdent() << " has rank " << m_karts[d]->getPosition() << std::endl;
}
//.........这里部分代码省略.........
示例12: getNumKarts
//-----------------------------------------------------------------------------
RaceGUIBase::KartIconDisplayInfo* LinearWorld::getKartsDisplayInfo()
{
int laps_of_leader = -1;
float time_of_leader = -1;
// Find the best time for the lap. We can't simply use
// the time of the kart at position 1, since the kart
// might have been overtaken by now
const unsigned int kart_amount = getNumKarts();
for(unsigned int i = 0; i < kart_amount ; i++)
{
RaceGUIBase::KartIconDisplayInfo& rank_info = m_kart_display_info[i];
Kart* kart = m_karts[i];
// reset color
rank_info.r = 1.0;
rank_info.g = 1.0;
rank_info.b = 1.0;
rank_info.lap = -1;
if(kart->isEliminated()) continue;
const float lap_time = getTimeAtLapForKart(kart->getWorldKartId());
const int current_lap = getLapForKart( kart->getWorldKartId() );
rank_info.lap = current_lap;
if(current_lap > laps_of_leader)
{
// more laps than current leader --> new leader and new time computation
laps_of_leader = current_lap;
time_of_leader = lap_time;
} else if(current_lap == laps_of_leader)
{
// Same number of laps as leader: use fastest time
time_of_leader=std::min(time_of_leader,lap_time);
}
}
// we now know the best time of the lap. fill the remaining bits of info
for(unsigned int i = 0; i < kart_amount ; i++)
{
RaceGUIBase::KartIconDisplayInfo& rank_info = m_kart_display_info[i];
KartInfo& kart_info = m_kart_info[i];
Kart* kart = m_karts[i];
const int position = kart->getPosition();
if(laps_of_leader>0 && // Don't compare times when crossing the start line first
(getTime() - getTimeAtLapForKart(kart->getWorldKartId())<5.0f || rank_info.lap != laps_of_leader) &&
raceHasLaps())
{ // Display for 5 seconds
std::string str;
if(position == 1)
{
str = " " + StringUtils::timeToString( getTimeAtLapForKart(kart->getWorldKartId()) );
}
else
{
float timeBehind;
timeBehind = (kart_info.m_race_lap==laps_of_leader
? getTimeAtLapForKart(kart->getWorldKartId())
: getTime())
- time_of_leader;
str = "+" + StringUtils::timeToString(timeBehind);
}
rank_info.m_text = irr::core::stringw(str.c_str());
}
else
{
rank_info.m_text = "";
}
int numLaps = race_manager->getNumLaps();
if(kart_info.m_race_lap>=numLaps)
{ // kart is finished, display in green
rank_info.g = rank_info.b = 0;
}
else if(kart_info.m_race_lap>=0 && numLaps>1)
{
rank_info.g = rank_info.b = 1.0f-(float)kart_info.m_race_lap/((float)numLaps-1.0f);
}
} // next kart
return m_kart_display_info;
} // getKartsDisplayInfo
示例13: assert
/** Is called by check structures if a kart starts a new lap.
* \param kart_index Index of the kart.
*/
void LinearWorld::newLap(unsigned int kart_index)
{
KartInfo &kart_info = m_kart_info[kart_index];
Kart *kart = m_karts[kart_index];
// Don't do anything if a kart that has already finished the race
// crosses the start line again. This avoids 'fastest lap' messages
// if the end controller does a fastest lap.
if(kart->hasFinishedRace()) return;
const int lap_count = race_manager->getNumLaps();
// Only increase the lap counter and set the new time if the
// kart hasn't already finished the race (otherwise the race_gui
// will begin another countdown).
if(kart_info.m_race_lap+1 <= lap_count)
{
assert(kart->getWorldKartId()==kart_index);
setTimeAtLapForKart(getTime(), kart_index );
kart_info.m_race_lap++ ;
}
// Last lap message (kart_index's assert in previous block already)
if(kart_info.m_race_lap+1 == lap_count)
{
m_race_gui->addMessage(_("Final lap!"), m_karts[kart_index],
3.0f, 40, video::SColor(255, 210, 100, 50), true);
if(!m_last_lap_sfx_played && lap_count > 1)
{
m_last_lap_sfx->play();
m_last_lap_sfx_played = true;
m_last_lap_sfx_playing = true;
// In case that no music is defined
if(music_manager->getCurrentMusic() && music_manager->getMasterMusicVolume() > 0.2f)
{
music_manager->getCurrentMusic()->setTemporaryVolume(0.2f);
}
}
}
// The race positions must be updated here: consider the situation where
// the first kart does not cross the finish line in its last lap, instead
// it passes it, the kart reverses and crosses the finishing line
// backwards. Just before crossing the finishing line the kart will be on
// the last lap, but with a distance along the track close to zero.
// Therefore its position will be wrong. If the race position gets updated
// after increasing the number of laps (but before tagging the kart to have
// finished the race) the position will be correct (since the kart now
// has one additional lap it will be ahead of the other karts).
// Without this call the incorrect position for this kart would remain
// (since a kart that has finished the race does not get its position
// changed anymore), potentially resulting in a duplicated race position
// (since the first kart does not have position 1, no other kart can get
// position 1, so one rank will be duplicated).
// Similarly the situation can happen if the distance along track should
// go back to zero before actually crossing the finishing line. While this
// should not happen, it could potentially be caused by floating point
// errors. In this case the call to updateRacePosition will avoid
// duplicated race positions as well.
updateRacePosition();
// Race finished
if(kart_info.m_race_lap >= race_manager->getNumLaps() && raceHasLaps())
{
// A client wait does not detect race finished by itself, it will
// receive a message from the server. So a client does not do
// anything here.
if(network_manager->getMode()!=NetworkManager::NW_CLIENT)
{
kart->finishedRace(getTime());
}
}
{
float time_per_lap;
if (kart_info.m_race_lap == 1) // just completed first lap
{
time_per_lap=getTime();
}
else //completing subsequent laps
{
time_per_lap=getTime() - kart_info.m_lap_start_time;
}
// if new fastest lap
if(time_per_lap < getFastestLapTime() && raceHasLaps() &&
kart_info.m_race_lap>0)
{
setFastestLap(kart, time_per_lap);
m_race_gui->addMessage(_("New fastest lap"), NULL,
2.0f, 40, video::SColor(255, 100, 210, 100), true);
std::string s = StringUtils::timeToString(time_per_lap);
irr::core::stringw m_fastest_lap_message;
//I18N: as in "fastest lap: 60 seconds by Wilber"
m_fastest_lap_message += StringUtils::insertValues(_("%s by %s"), s.c_str(), kart->getName().c_str()).c_str();
m_race_gui->addMessage(m_fastest_lap_message, NULL,
//.........这里部分代码省略.........