added craft, recipe and code to hide

master
Alexsandro Percy 2022-08-26 20:56:47 -03:00
parent 5845bea68d
commit 99ae917955
3 changed files with 263 additions and 149 deletions

View File

@ -1,102 +1,19 @@
compass_hud={}
compass_hud.hud_list = {}
compass_hud.pos = 116
function compass_hud.animate_gauge(player, ids, prefix, x, y, angle)
local deg_angle = angle + 180
if deg_angle > 360 then deg_angle = deg_angle - 360 end
if deg_angle < 0 then deg_angle = deg_angle + 360 end
--mostra a direção, mas como na vida real
local exibition_angle = deg_angle - (2*deg_angle)
if exibition_angle > 360 then exibition_angle = exibition_angle - 360 end
if exibition_angle < 0 then exibition_angle = exibition_angle + 360 end
local formatted = string.format(
"%.2fº",
exibition_angle
)
player:hud_change(ids["hdg"], "text", formatted)
--mostre-me também o nome
local dir_name = "---"
if exibition_angle > 337.5 or exibition_angle <= 22.5 then dir_name = "North" end
if exibition_angle > 22.5 and exibition_angle <= 67.5 then dir_name = "Northeast" end
if exibition_angle > 67.5 and exibition_angle <= 112.5 then dir_name = "East" end
if exibition_angle > 112.5 and exibition_angle <= 157.5 then dir_name = "Southeast" end
if exibition_angle > 157.5 and exibition_angle <= 202.5 then dir_name = "South" end
if exibition_angle > 202.5 and exibition_angle <= 247.5 then dir_name = "Southwest" end
if exibition_angle > 247.5 and exibition_angle <= 292.5 then dir_name = "West" end
if exibition_angle > 292.5 and exibition_angle <= 337.5 then dir_name = "Northwest" end
player:hud_change(ids["cardinal"], "text", dir_name)
--aqui exibe no analogico
local angle_in_rad = math.rad(deg_angle)
local dim = 5
local pos_x = math.sin(angle_in_rad) * dim
local pos_y = math.cos(angle_in_rad) * dim
player:hud_change(ids[prefix .. "2"], "offset", {x = pos_x + x, y = pos_y + y})
dim = 10
pos_x = math.sin(angle_in_rad) * dim
pos_y = math.cos(angle_in_rad) * dim
player:hud_change(ids[prefix .. "3"], "offset", {x = pos_x + x, y = pos_y + y})
dim = 15
pos_x = math.sin(angle_in_rad) * dim
pos_y = math.cos(angle_in_rad) * dim
player:hud_change(ids[prefix .. "4"], "offset", {x = pos_x + x, y = pos_y + y})
dim = 20
pos_x = math.sin(angle_in_rad) * dim
pos_y = math.cos(angle_in_rad) * dim
player:hud_change(ids[prefix .. "5"], "offset", {x = pos_x + x, y = pos_y + y})
dim = 25
--if prefix == "N_pt_" then
pos_x = math.sin(angle_in_rad) * dim
pos_y = math.cos(angle_in_rad) * dim
player:hud_change(ids[prefix .. "6"], "offset", {x = pos_x + x, y = pos_y + y})
dim = 30
pos_x = math.sin(angle_in_rad) * dim
pos_y = math.cos(angle_in_rad) * dim
player:hud_change(ids[prefix .. "7"], "offset", {x = pos_x + x, y = pos_y + y})
--end
end
function compass_hud.update_hud(player)
local player_name = player:get_player_name()
local main_x_pos = 1
local main_y_pos = 0.33
local screen_pos_y = 0
local screen_pos_x = 0
local N_gauge_x = screen_pos_x - 116
local N_gauge_y = screen_pos_y + 116
local S_gauge_x = screen_pos_x - 116
local S_gauge_y = screen_pos_y + 116
local ids = compass_hud.hud_list[player_name]
if ids then
local player_yaw = 0
if player then
player_yaw = player:get_look_horizontal()
local player_pos = player:get_pos()
if player_pos then
player:hud_change(ids["x"], "text", string.format("%.1f", player_pos.x ))
player:hud_change(ids["y"], "text", string.format("%.1f", player_pos.y ))
player:hud_change(ids["z"], "text", string.format("%.1f", player_pos.z ))
end
end
if player_yaw then
local N_angle = math.deg(player_yaw)
local S_angle = N_angle + 180
compass_hud.animate_gauge(player, ids, "N_pt_", N_gauge_x, N_gauge_y, N_angle)
compass_hud.animate_gauge(player, ids, "S_pt_", S_gauge_x, S_gauge_y, S_angle)
end
else
ids = {}
local function add_analog_compass(ids, player, main_x_pos, main_y_pos, screen_pos_x, screen_pos_y, show_analogic)
show_analogic = show_analogic or false
if show_analogic and not ids["bg"] then
local player_name = player:get_player_name()
local S_pointer_texture = "direction_compass_ind_box.png"
local N_pointer_texture = "direction_compass_ind_box_red.png"
local N_gauge_x = screen_pos_x - compass_hud.pos
local N_gauge_y = screen_pos_y + compass_hud.pos
local S_gauge_x = screen_pos_x - compass_hud.pos
local S_gauge_y = screen_pos_y + compass_hud.pos
local elementN = {
hud_elem_type = "image",
position = {x = main_x_pos, y = main_y_pos},
@ -114,6 +31,188 @@ function compass_hud.update_hud(player)
alignment = { x = -1.12, y = 1.12 },
}
ids["bg"] = player:hud_add({
hud_elem_type = "image",
position = {x = main_x_pos, y = main_y_pos},
offset = {x = screen_pos_x, y = screen_pos_y},
text = "direction_compass_face.png",
scale = { x = 0.5, y = 0.5 },
alignment = { x = -2.25, y = 2.25 },
})
ids["N_pt_1"] = player:hud_add(elementN)
ids["N_pt_2"] = player:hud_add(elementN)
ids["N_pt_3"] = player:hud_add(elementN)
ids["N_pt_4"] = player:hud_add(elementN)
ids["N_pt_5"] = player:hud_add(elementN)
ids["N_pt_6"] = player:hud_add(elementN)
ids["N_pt_7"] = player:hud_add(elementN)
ids["S_pt_1"] = player:hud_add(elementS)
ids["S_pt_2"] = player:hud_add(elementS)
ids["S_pt_3"] = player:hud_add(elementS)
ids["S_pt_4"] = player:hud_add(elementS)
ids["S_pt_5"] = player:hud_add(elementS)
ids["S_pt_6"] = player:hud_add(elementS)
ids["S_pt_7"] = player:hud_add(elementS)
ids["compass_center"] = player:hud_add({
hud_elem_type = "image",
position = {x = main_x_pos, y = main_y_pos},
offset = {x = screen_pos_x - 108, y = screen_pos_y + 108},
text = "direction_compass_center.png",
scale = { x = 4, y = 4 },
alignment = { x = -1.52, y = 1.50 },
})
compass_hud.hud_list[player_name] = ids
end
end
local function remove_analog_compass(ids, player, show_analogic)
show_analogic = show_analogic or false
if not show_analogic and ids["bg"] then
local player_name = player:get_player_name()
player:hud_remove(ids["bg"])
ids["bg"] = nil
player:hud_remove(ids["N_pt_7"])
player:hud_remove(ids["N_pt_6"])
player:hud_remove(ids["N_pt_5"])
player:hud_remove(ids["N_pt_4"])
player:hud_remove(ids["N_pt_3"])
player:hud_remove(ids["N_pt_2"])
player:hud_remove(ids["N_pt_1"])
ids["N_pt_7"] = nil
ids["N_pt_6"] = nil
ids["N_pt_5"] = nil
ids["N_pt_4"] = nil
ids["N_pt_3"] = nil
ids["N_pt_2"] = nil
ids["N_pt_1"] = nil
player:hud_remove(ids["S_pt_7"])
player:hud_remove(ids["S_pt_6"])
player:hud_remove(ids["S_pt_5"])
player:hud_remove(ids["S_pt_4"])
player:hud_remove(ids["S_pt_3"])
player:hud_remove(ids["S_pt_2"])
player:hud_remove(ids["S_pt_1"])
ids["S_pt_7"] = nil
ids["S_pt_6"] = nil
ids["S_pt_5"] = nil
ids["S_pt_4"] = nil
ids["S_pt_3"] = nil
ids["S_pt_2"] = nil
ids["S_pt_1"] = nil
player:hud_remove(ids["compass_center"])
ids["compass_center"] = nil
compass_hud.hud_list[player_name] = ids
end
end
function compass_hud.animate_gauge(player, ids, prefix, x, y, angle)
local deg_angle = angle + 180
if deg_angle > 360 then deg_angle = deg_angle - 360 end
if deg_angle < 0 then deg_angle = deg_angle + 360 end
--aqui exibe no analogico
local angle_in_rad = math.rad(deg_angle)
local dim = 5
local pos_x = math.sin(angle_in_rad) * dim
local pos_y = math.cos(angle_in_rad) * dim
--minetest.chat_send_all(prefix .. "2")
player:hud_change(ids[prefix .. "2"], "offset", {x = pos_x + x, y = pos_y + y})
dim = 10
pos_x = math.sin(angle_in_rad) * dim
pos_y = math.cos(angle_in_rad) * dim
player:hud_change(ids[prefix .. "3"], "offset", {x = pos_x + x, y = pos_y + y})
dim = 15
pos_x = math.sin(angle_in_rad) * dim
pos_y = math.cos(angle_in_rad) * dim
player:hud_change(ids[prefix .. "4"], "offset", {x = pos_x + x, y = pos_y + y})
dim = 20
pos_x = math.sin(angle_in_rad) * dim
pos_y = math.cos(angle_in_rad) * dim
player:hud_change(ids[prefix .. "5"], "offset", {x = pos_x + x, y = pos_y + y})
dim = 25
pos_x = math.sin(angle_in_rad) * dim
pos_y = math.cos(angle_in_rad) * dim
player:hud_change(ids[prefix .. "6"], "offset", {x = pos_x + x, y = pos_y + y})
dim = 30
pos_x = math.sin(angle_in_rad) * dim
pos_y = math.cos(angle_in_rad) * dim
player:hud_change(ids[prefix .. "7"], "offset", {x = pos_x + x, y = pos_y + y})
end
function compass_hud.update_hud(player, show_analogic)
show_analogic = show_analogic or false
local player_name = player:get_player_name()
local main_x_pos = 1
local main_y_pos = 0.33
local screen_pos_y = 0
local screen_pos_x = 0
local ids = compass_hud.hud_list[player_name]
if ids then
local N_gauge_x = screen_pos_x - compass_hud.pos
local N_gauge_y = screen_pos_y + compass_hud.pos
local S_gauge_x = screen_pos_x - compass_hud.pos
local S_gauge_y = screen_pos_y + compass_hud.pos
--analogic part
add_analog_compass(ids, player, main_x_pos, main_y_pos, screen_pos_x, screen_pos_y, show_analogic)
remove_analog_compass(ids, player, show_analogic)
local player_yaw = 0
if player then
player_yaw = player:get_look_horizontal()
local player_pos = player:get_pos()
if player_pos then
player:hud_change(ids["x"], "text", string.format("%.1f", player_pos.x ))
player:hud_change(ids["y"], "text", string.format("%.1f", player_pos.y ))
player:hud_change(ids["z"], "text", string.format("%.1f", player_pos.z ))
end
end
if player_yaw then
local N_angle = math.deg(player_yaw)
local S_angle = N_angle + 180
if show_analogic then
compass_hud.animate_gauge(player, ids, "N_pt_", N_gauge_x, N_gauge_y, N_angle)
compass_hud.animate_gauge(player, ids, "S_pt_", S_gauge_x, S_gauge_y, S_angle)
end
--mostra a direção, mas como na vida real
local deg_angle = N_angle
local exibition_angle = deg_angle - (2*deg_angle)
if exibition_angle > 360 then exibition_angle = exibition_angle - 360 end
if exibition_angle < 0 then exibition_angle = exibition_angle + 360 end
local formatted = string.format(
"%.2fº",
exibition_angle
)
player:hud_change(ids["hdg"], "text", formatted)
--mostre-me também o nome
local dir_name = "---"
if exibition_angle > 337.5 or exibition_angle <= 22.5 then dir_name = "North" end
if exibition_angle > 22.5 and exibition_angle <= 67.5 then dir_name = "Northeast" end
if exibition_angle > 67.5 and exibition_angle <= 112.5 then dir_name = "East" end
if exibition_angle > 112.5 and exibition_angle <= 157.5 then dir_name = "Southeast" end
if exibition_angle > 157.5 and exibition_angle <= 202.5 then dir_name = "South" end
if exibition_angle > 202.5 and exibition_angle <= 247.5 then dir_name = "Southwest" end
if exibition_angle > 247.5 and exibition_angle <= 292.5 then dir_name = "West" end
if exibition_angle > 292.5 and exibition_angle <= 337.5 then dir_name = "Northwest" end
player:hud_change(ids["cardinal"], "text", dir_name)
end
else
ids = {}
--labels posição
ids["lblx"] = player:hud_add({
@ -192,46 +291,11 @@ function compass_hud.update_hud(player)
number = 0xFFFF00,
})
ids["bg"] = player:hud_add({
hud_elem_type = "image",
position = {x = main_x_pos, y = main_y_pos},
offset = {x = screen_pos_x, y = screen_pos_y},
text = "direction_compass_face.png",
scale = { x = 0.5, y = 0.5 },
alignment = { x = -2.25, y = 2.25 },
})
ids["N_pt_1"] = player:hud_add(elementN)
ids["N_pt_2"] = player:hud_add(elementN)
ids["N_pt_3"] = player:hud_add(elementN)
ids["N_pt_4"] = player:hud_add(elementN)
ids["N_pt_5"] = player:hud_add(elementN)
ids["N_pt_6"] = player:hud_add(elementN)
ids["N_pt_7"] = player:hud_add(elementN)
ids["S_pt_1"] = player:hud_add(elementS)
ids["S_pt_2"] = player:hud_add(elementS)
ids["S_pt_3"] = player:hud_add(elementS)
ids["S_pt_4"] = player:hud_add(elementS)
ids["S_pt_5"] = player:hud_add(elementS)
ids["S_pt_6"] = player:hud_add(elementS)
ids["S_pt_7"] = player:hud_add(elementS)
ids["compass_center"] = player:hud_add({
hud_elem_type = "image",
position = {x = main_x_pos, y = main_y_pos},
offset = {x = screen_pos_x - 108, y = screen_pos_y + 108},
text = "direction_compass_center.png",
scale = { x = 4, y = 4 },
alignment = { x = -1.52, y = 1.50 },
})
compass_hud.hud_list[player_name] = ids
end
core.after(0.1, function()
--[[core.after(0.1, function()
compass_hud.update_hud(player)
end)
end)]]--
end
@ -241,7 +305,7 @@ function compass_hud.remove_hud(player)
--minetest.chat_send_all(player_name)
local ids = compass_hud.hud_list[player_name]
if ids then
if(ids["hdg"]) then
if(ids["lblx"]) then
player:hud_remove(ids["lblx"])
player:hud_remove(ids["lbly"])
player:hud_remove(ids["lblz"])
@ -251,23 +315,9 @@ function compass_hud.remove_hud(player)
player:hud_remove(ids["hdg"])
player:hud_remove(ids["cardinal"])
player:hud_remove(ids["bg"])
player:hud_remove(ids["N_pt_7"])
player:hud_remove(ids["N_pt_6"])
player:hud_remove(ids["N_pt_5"])
player:hud_remove(ids["N_pt_4"])
player:hud_remove(ids["N_pt_3"])
player:hud_remove(ids["N_pt_2"])
player:hud_remove(ids["N_pt_1"])
player:hud_remove(ids["S_pt_7"])
player:hud_remove(ids["S_pt_6"])
player:hud_remove(ids["S_pt_5"])
player:hud_remove(ids["S_pt_4"])
player:hud_remove(ids["S_pt_3"])
player:hud_remove(ids["S_pt_2"])
player:hud_remove(ids["S_pt_1"])
player:hud_remove(ids["compass_center"])
remove_analog_compass(ids, player, true)
end
end
compass_hud.hud_list[player_name] = nil
@ -275,7 +325,7 @@ function compass_hud.remove_hud(player)
end
minetest.register_on_joinplayer(compass_hud.update_hud)
--minetest.register_on_joinplayer(compass_hud.update_hud)
minetest.register_on_leaveplayer(function(player)
compass_hud.remove_hud(player)

View File

@ -1,3 +1,67 @@
modname = "direction_compass"
minetest.register_craft({
output = 'direction_compass:compass',
recipe = {
{'', 'default:copper_ingot', ''},
{'default:copper_ingot', 'default:steel_ingot', 'default:copper_ingot'},
{'', 'default:copper_ingot', ''}
}
})
minetest.register_craftitem("direction_compass:compass", {
description = "Direction Compass",
inventory_image = "direction_compass_face_ico.png",
--groups = {book = 1},
stack_max = 1,
on_use = function(itemstack, user, pointed_thing)
--enable analogic here TODO
return
end
})
minetest.register_globalstep(function(dtime)
local players = minetest.get_connected_players()
for i,player in ipairs(players) do
local playername = player:get_player_name();
local gotacompass=false
local wielded=false
local activeinv=nil
local stackidx=0
--first check to see if the user has a compass, because if they don't
--there is no reason to waste time calculating bookmarks or spawnpoints.
local wielded_item = player:get_wielded_item():get_name()
local find_string = "direction_compass:compass"
if string.sub(wielded_item, 0, 25) == find_string then
--if the player is wielding a compass, change the wielded image
wielded=true
stackidx=player:get_wield_index()
gotacompass=true
else
--check to see if compass is in active inventory
if player:get_inventory() then
--problem being that arrays are not sorted in lua
for i,stack in ipairs(player:get_inventory():get_list("main")) do
if string.sub(stack:get_name(),0,25) == find_string then
activeinv=stack --store the stack so we can update it later with new image
stackidx=i --store the index so we can add image at correct location
gotacompass=true
break
end
end --for loop
end -- get_inventory
end --if wielded else
--dont mess with the rest of this if they don't have a compass
if gotacompass then
compass_hud.update_hud(player, wielded)
else --remove the hud if player no longer has compass
compass_hud.remove_hud(player)
end --if gotacompass
end --for i,player in ipairs(players)
end) -- register_globalstep
dofile(minetest.get_modpath(modname) .. DIR_DELIM .. "compass_hud.lua")

Binary file not shown.

After

Width:  |  Height:  |  Size: 9.5 KiB