texture changes, vehicle update

master
D00Med 2017-01-21 08:07:18 +10:00
parent 65bb1a11e7
commit c1938bb099
12 changed files with 219 additions and 545 deletions

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@ -326,9 +326,9 @@ minetest.register_biome({
--node_water = "",
--node_river_water = "",
y_min = 1,
y_max = 31000,
heat_point = 24,
humidity_point = 77,
y_max = 2000,
heat_point = 40,
humidity_point = 0,
})
minetest.register_biome({

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@ -1,17 +0,0 @@
# Auto detect text files and perform LF normalization
* text=auto
# Custom for Visual Studio
*.cs diff=csharp
# Standard to msysgit
*.doc diff=astextplain
*.DOC diff=astextplain
*.docx diff=astextplain
*.DOCX diff=astextplain
*.dot diff=astextplain
*.DOT diff=astextplain
*.pdf diff=astextplain
*.PDF diff=astextplain
*.rtf diff=astextplain
*.RTF diff=astextplain

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@ -1,47 +0,0 @@
# Windows image file caches
Thumbs.db
ehthumbs.db
# Folder config file
Desktop.ini
# Recycle Bin used on file shares
$RECYCLE.BIN/
# Windows Installer files
*.cab
*.msi
*.msm
*.msp
# Windows shortcuts
*.lnk
# =========================
# Operating System Files
# =========================
# OSX
# =========================
.DS_Store
.AppleDouble
.LSOverride
# Thumbnails
._*
# Files that might appear in the root of a volume
.DocumentRevisions-V100
.fseventsd
.Spotlight-V100
.TemporaryItems
.Trashes
.VolumeIcon.icns
# Directories potentially created on remote AFP share
.AppleDB
.AppleDesktop
Network Trash Folder
Temporary Items
.apdisk

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@ -24,13 +24,6 @@
--from lib_mount (required by new functions)
local mobs_redo = false
if minetest.get_modpath("mobs")then
if mobs.mod and mobs.mod == "redo" then
mobs_redo = true
end
end
--attach position seems broken, and eye offset will cause problems if the vehicle/mount/player is destroyed whilst driving/riding
local function force_detach(player)
@ -51,6 +44,7 @@ function object_attach(entity, player, attach_at, visible, eye_offset)
force_detach(player)
entity.driver = player
entity.loaded = true
entity.loaded2 = true
player:set_attach(entity.object, "", attach_at, {x=0, y=0, z=0})
-- this is to hide the player when the attaching doesn't work properly
if not visible then
@ -73,7 +67,7 @@ function object_detach(entity, player, offset)
default.player_attached[player:get_player_name()] = false
default.player_set_animation(player, "stand" , 30)
player:set_properties({visual_size = {x=1, y=1}})
player:set_eye_offset({x=0,y=0,z=0},{x=3,y=3,z=-1})
player:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0})
local pos = player:getpos()
pos = {x = pos.x + offset.x, y = pos.y + 0.2 + offset.y, z = pos.z + offset.z}
minetest.after(0.1, function()
@ -106,18 +100,76 @@ end)
timer = 0
--New vehicle function, combines all of the others
--basic driving, use for basic vehicles/mounts, with optional weapons
function object_drive(entity, dtime, speed, decell, shoots, arrow, reload, moving_anim, stand_anim, jump, jump_anim, shoot_anim, shoot_y, extra_yaw)
function object_drive(entity, dtime, def)
--definition
local speed = def.speed or 10
local fixed = def.fixed or false
local decell = def.decell or 0
local shoots = def.shoots or false
local arrow = def.arrow or nil
local reload_time = def.reload_time or 1
local shoot_y = def.shoot_y or 1.5
local shoot_angle = def.shoot_angle or 0
local infinite_arrow = def.infinite_arrow or false
local shoots2 = def.shoots2 or false
local arrow2 = def.arrow2 or nil
local reload_time2 = def.reload_time2 or 1
local shoot_y2 = def.shoot_y2 or 1.5
local infinite_arrow2 = def.infinite_arrow2 or false
local jump = def.jump_type or nil
local fly = def.fly or nil
local fly_mode = def.fly_mode or "hold"
local rise_speed = def.rise_speed or 0.1
local gravity = def.gravity or 1
local boost = def.boost or false
local boost_duration = def.boost_duration or 5
local boost_charge = def.boost_charge or 4
local boost_effect = def.boost_effect
local hover_speed = def.hover_speed or 1.5
local jump_speed = def.jump_speed or 5
local simple_vehicle = def.simple_vehicle or false
local is_watercraft = def.is_watercraft or false
local swims = def.swims or false
local driving_sound = def.driving_sound or nil
local sound_duration = def.sound_duration or 5
local extra_yaw = def.extra_yaw or 0
local moving_anim = def.moving_anim
local stand_anim = def.stand_anim
local jump_anim = def.jump_anim
local shoot_anim = def.shoot_anim
local shoot_anim2 = def.shoot_anim2
--variables
local shoot_y = shoot_y or 1.5
local ctrl = entity.driver:get_player_control()
local velo = entity.object:getvelocity()
local dir = entity.driver:get_look_dir();
--local vec_forward = {x=dir.x*speed,y=velo.y+1*-2,z=dir.z*speed}
local vec_backward = {x=-dir.x*speed/4,y=velo.y+1*-2,z=-dir.z*speed/4}
local vec_stop = {x=velo.x*decell,y=velo.y+1*-2,z=velo.z*decell}
local yaw = entity.driver:get_look_yaw();
local pos = entity.object:getpos()
local node = minetest.get_node(pos).name
local accell = 1
--dummy variables
local vec_rise = {}
local vec_forward_simple = {}
local inv = nil
--definition dependant variables
if fly then
vec_rise = {x=velo.x, y=speed*rise_speed, z=velo.z}
end
if simple_vehicle then
vec_forward_simple = {x=dir.x*speed,y=velo.y+1*-2,z=dir.z*speed}
end
if shoots then
local pname = entity.driver:get_player_name();
inv = minetest.get_inventory({type="player", name=pname});
end
--timer
local absolute_speed = math.sqrt(math.pow(velo.x, 2)+math.pow(velo.z, 2))
if absolute_speed <= speed and ctrl.up then
@ -126,60 +178,134 @@ function object_drive(entity, dtime, speed, decell, shoots, arrow, reload, movin
if not ctrl.up then
timer = 0
end
--timer dependant variables
local vec_forward = {x=dir.x*speed/4*math.atan(0.5*timer-2)+8*dir.x,y=velo.y+1*-2,z=dir.z*speed/4*math.atan(0.5*timer-2)+8*dir.z}
local vec_forward_hover = {x=dir.x*speed/4*math.atan(0.5*timer-2)+8*dir.x,y=1.5,z=dir.z*speed/4*math.atan(0.5*timer-2)+8*dir.z}
local vec_forward_jump = {x=dir.x*speed/4*math.atan(0.5*timer-2)+8*dir.x,y=4,z=dir.z*speed/4*math.atan(0.5*timer-2)+8*dir.z}
local vec_forward_hover = {x=dir.x*(speed*0.2)*math.log(timer+0.5)+4*dir.x,y=hover_speed,z=dir.z*(speed*0.2)*math.log(timer+0.5)+4*dir.z}
local vec_forward_jump = {x=dir.x*speed/4*math.atan(0.5*timer-2)+8*dir.x,y=jump_speed,z=dir.z*speed/4*math.atan(0.5*timer-2)+8*dir.z}
local vec_forward = {x=dir.x*(speed*0.2)*math.log(timer+0.5)+4*dir.x,y=velo.y-0.5,z=dir.z*(speed*0.2)*math.log(timer+0.5)+4*dir.z}
local boat_forward = {x=dir.x*(speed*0.2)*math.log(timer+0.5)+4*dir.x,y=0,z=dir.z*(speed*0.2)*math.log(timer+0.5)+4*dir.z}
local vec_forward_fly = {x=dir.x*(speed*0.2)*math.log(timer+0.5)+4*dir.x,y=dir.y*(speed*0.2)*math.log(timer+0.5)+4*dir.y+1,z=dir.z*(speed*0.2)*math.log(timer+0.5)+4*dir.z}
local vec_boost = {x=dir.x*(speed*0.2)*math.log(timer+0.5)+8*dir.x,y=velo.y-0.5,z=dir.z*(speed*0.2)*math.log(timer+0.5)+8*dir.z}
local vec_backward = {x=-dir.x*(speed/4)*accell,y=velo.y-0.5,z=-dir.z*(speed/4)*accell}
local boat_backward = {x=-dir.x*(speed/4)*accell,y=0,z=-dir.z*(speed/4)*accell}
local vec_stop = {x=velo.x*decell,y=velo.y-gravity,z=velo.z*decell}
--boost reset
if boost and not entity.boost then
minetest.after(boost_charge, function()
entity.boost = true
end)
end
--respond to controls
--water effects
local pos = entity.object:getpos()
local node = minetest.get_node(pos).name
if node == "default:water_source" or node == "default:river_water_source" or node == "default:river_water_flowing" or node == "default:water_flowing" then
--check for water
if node == "default:river_water_source" or node == "default:water_source" or node == "default:river_water_flowing" or node == "default:water_flowing" then
entity.on_water = true
else
entity.on_water = false
end
--apply water effects
if is_watercraft and entity.on_water == false then
entity.object:setvelocity({x=0, y=0, z=0})
elseif entity.on_water and not is_watercraft then
entity.object:setvelocity({x=velo.x*0.9, y=-1, z=velo.z*0.9})
elseif ctrl.up then
--boost
elseif ctrl.up and not shoots2 and ctrl.aux1 and entity.boost then
entity.object:setyaw(yaw+math.pi+math.pi/2+extra_yaw)
entity.object:setvelocity(vec_forward)
--lib_mount animation
entity.object:setvelocity(vec_boost)
if boost_effect ~= nil then
minetest.add_particlespawner(
5, --amount
1, --time
{x=pos.x-0.5, y=pos.y, z=pos.z-0.5}, --minpos
{x=pos.x+0.5, y=pos.y, z=pos.z+0.5}, --maxpos
{x=-velo.x, y=-velo.y, z=-velo.z}, --minvel
{x=-velo.x, y=-velo.y, z=-velo.z}, --maxvel
{x=-0,y=-0,z=-0}, --minacc
{x=0,y=1,z=0}, --maxacc
0.1, --minexptime
0.2, --maxexptime
5, --minsize
10, --maxsize
false, --collisiondetection
boost_effect --texture
)
end
minetest.after(boost_duration, function()
entity.nitro = false
end)
--animation
if moving_anim ~= nil and not entity.moving and not hovering then
entity.object:set_animation(moving_anim, 30, 0)
entity.object:set_animation(move_anim, 20, 0)
entity.moving = true
end
elseif ctrl.down then
--rise
elseif ctrl.jump and fly and fly_mode == "rise" then
entity.object:setyaw(yaw+math.pi+math.pi/2+extra_yaw)
entity.object:setvelocity(vec_backward)
--lib_mount animation
entity.object:setvelocity(vec_rise)
--lib_mount animation
if moving_anim ~= nil and not entity.moving then
entity.object:set_animation(moving_anim, 20, 0)
entity.moving = true
end
--hover in place
elseif ctrl.jump and ctrl.up and fly and fly_mode == "hold" then
entity.object:setvelocity({x=dir.x*speed, y=0, z=dir.z*speed})
--move forward
elseif ctrl.up and not fixed then
entity.object:setyaw(yaw+math.pi+math.pi/2+extra_yaw)
if not fly and not is_watercraft then
entity.object:setvelocity(vec_forward)
elseif not fly then
entity.object:setvelocity(boat_forward)
else
entity.object:setvelocity(vec_forward_fly)
end
--animation
if moving_anim ~= nil and not entity.moving and not hovering then
entity.object:set_animation(moving_anim, 20, 0)
entity.moving = true
end
--move backward
elseif ctrl.down and not fixed then
entity.object:setyaw(yaw+math.pi+math.pi/2+extra_yaw)
if not is_watercraft then
entity.object:setvelocity(vec_backward)
else
entity.object:setvelocity(boat_backward)
end
--animation
if moving_anim ~= nil and not entity.moving and not hovering then
entity.object:set_animation(moving_anim, 20, 0)
entity.moving = true
end
--stop
elseif not ctrl.down or ctrl.up then
entity.object:setyaw(yaw+math.pi+math.pi/2+extra_yaw)
entity.object:setvelocity(vec_stop)
--lib_mount animation
--animation
if moving_anim ~= nil and entity.moving and not hovering then
entity.object:set_animation(stand_anim, 20, 0)
entity.moving = false
end
end
--shoot weapons
if ctrl.sneak and shoots and entity.loaded then
local pname = entity.driver:get_player_name();
local inv = minetest.get_inventory({type="player", name=pname});
if inv:contains_item("main", arrow.."_item") or arrow == "vehicles:water" then
if inv:contains_item("main", arrow.."_item") or infinite_arrow then
local remov = inv:remove_item("main", arrow.."_item")
entity.loaded = false
local pos = entity.object:getpos()
local obj = minetest.env:add_entity({x=pos.x+0+dir.x*2,y=pos.y+shoot_y+dir.y,z=pos.z+0+dir.z*2}, arrow)
local vec = {x=dir.x*14,y=dir.y*14,z=dir.z*14}
local yaw = entity.driver:get_look_yaw();
local vec = {x=dir.x*14,y=dir.y*14+shoot_angle,z=dir.z*14}
obj:setyaw(yaw+math.pi/2+extra_yaw)
obj:setvelocity(vec)
local object = obj:get_luaentity()
object.launcher = entity.driver
--lib_mount animation
if shoot_anim ~= nil and entity.object:get_animation().range ~= shoot_anim then
entity.object:set_animation(shoot_anim, 20, 0)
end
minetest.after(reload, function()
minetest.after(reload_time, function()
entity.loaded = true
if stand_anim ~= nil and shoot_anim ~= nil then
entity.object:set_animation(stand_anim, 20, 0)
@ -188,9 +314,32 @@ function object_drive(entity, dtime, speed, decell, shoots, arrow, reload, movin
end
end
if ctrl.aux1 and shoots2 and entity.loaded2 then
if inv:contains_item("main", arrow2.."_item") or infinite_arrow2 then
local remov = inv:remove_item("main", arrow2.."_item")
entity.loaded2 = false
local obj = minetest.env:add_entity({x=pos.x+0+dir.x*2,y=pos.y+shoot_y2+dir.y,z=pos.z+0+dir.z*2}, arrow2)
local vec = {x=dir.x*14,y=dir.y*14+shoot_angle,z=dir.z*14}
obj:setyaw(yaw+math.pi/2+extra_yaw)
obj:setvelocity(vec)
local object = obj:get_luaentity()
object.launcher = entity.driver
--lib_mount animation
if shoot_anim2 ~= nil and entity.object:get_animation().range ~= shoot_anim2 then
entity.object:set_animation(shoot_anim2, 20, 0)
end
minetest.after(reload_time2, function()
entity.loaded2 = true
if stand_anim ~= nil and shoot_anim2 ~= nil then
entity.object:set_animation(stand_anim, 20, 0)
end
end)
end
end
--jump(hover) without moving forward
if jump == "hover" and ctrl.jump and not entity.jumpcharge then
if not ctrl.up then
local vec_hover = {x=velo.x+0,y=1,z=velo.z+0}
local vec_hover = {x=velo.x+0,y=hover_speed,z=velo.z+0}
entity.object:setvelocity(vec_hover)
else
entity.object:setvelocity(vec_forward_hover)
@ -207,10 +356,10 @@ function object_drive(entity, dtime, speed, decell, shoots, arrow, reload, movin
hovering = false
end)
end
--jump (jump) without moving forward
if jump == "jump" and ctrl.jump and not entity.jumpcharge then
if not ctrl.up then
local vec_jump = {x=velo.x+0,y=4,z=velo.z+0}
local vec_jump = {x=velo.x+0,y=jump_speed,z=velo.z+0}
entity.object:setvelocity(vec_jump)
else
entity.object:setvelocity(vec_forward_hover)
@ -227,11 +376,21 @@ function object_drive(entity, dtime, speed, decell, shoots, arrow, reload, movin
hovering = false
end)
end
--play sound
if entity.sound_ready then
minetest.sound_play(driving_sound,
{gain = 4, max_hear_distance = 3, loop = false})
entity.sound_ready = false
minetest.after(sound_duration, function()
entity.sound_ready = true
end)
end
end
--simplified in an attempt to reduce lag
function object_drive_simple(entity, dtime, speed, decell)
local ctrl = entity.driver:get_player_control()
local velo = entity.object:getvelocity()
@ -250,261 +409,6 @@ function object_drive_simple(entity, dtime, speed, decell)
end
end
--same as above but with improvements for cars and nitro/boost
function object_drive_car(entity, dtime, speed, decell, nitro_duration, move_anim, stand_anim)
local ctrl = entity.driver:get_player_control()
local velo = entity.object:getvelocity()
local dir = entity.driver:get_look_dir()
--speed indicator
--minetest.chat_send_player(entity.driver:get_player_name(), ""..velocity.."")
--timer
local absolute_speed = math.sqrt(math.pow(velo.x, 2)+math.pow(velo.z, 2))
if absolute_speed <= speed and ctrl.up then
timer = timer + 1*dtime
end
if not ctrl.up then
timer = 0
end
--stuff left behind for future
--local xaccell = math.abs(math.atan(velo.x))
--local zaccell = math.abs(math.atan(velo.z))
local accell = 1
--vectors
local vec_forward = {x=dir.x*(speed*0.2)*math.log(timer+0.5)+4*dir.x,y=velo.y-0.5,z=dir.z*(speed*0.2)*math.log(timer+0.5)+4*dir.z}
--local vec_forward = {x=dir.x*speed/4*math.atan(0.5*timer-2)+8*dir.x,y=velo.y-0.5,z=dir.z*speed/4*math.atan(0.5*timer-2)+8*dir.z}
--local vec_forward = {x=dir.x*speed*accell,y=velo.y-0.5,z=dir.z*speed*accell}
--local vec_nitro = {x=dir.x*(speed*1.5)*accell,y=velo.y-0.5,z=dir.z*(speed*1.5)*accell}
local vec_nitro = {x=dir.x*(speed*0.2)*math.log(timer+0.5)+8*dir.x,y=velo.y-0.5,z=dir.z*(speed*0.2)*math.log(timer+0.5)+8*dir.z}
local vec_backward = {x=-dir.x*(speed/4)*accell,y=velo.y-0.5,z=-dir.z*(speed/4)*accell}
local vec_stop = {x=velo.x*decell,y=velo.y-1,z=velo.z*decell}
--face the right way
local yaw = entity.driver:get_look_yaw();
--if ctrl.up or ctrl.down then
entity.object:setyaw(yaw+math.pi+math.pi/2)
--end
if not entity.nitro then
minetest.after(4, function()
entity.nitro = true
end)
end
--respond to controls
--water effects
local pos = entity.object:getpos()
local node = minetest.get_node(pos).name
if node == "default:water_source" or node == "default:river_water_source" or node == "default:river_water_flowing" or node == "default:water_flowing" then
entity.object:setvelocity({x=velo.x*0.9, y=-1, z=velo.z*0.9})
elseif ctrl.up and ctrl.sneak and entity.nitro then
entity.object:setvelocity(vec_nitro)
local pos = entity.object:getpos()
minetest.add_particlespawner(
5, --amount
1, --time
{x=pos.x-0.5, y=pos.y, z=pos.z-0.5}, --minpos
{x=pos.x+0.5, y=pos.y, z=pos.z+0.5}, --maxpos
{x=-velo.x, y=-velo.y, z=-velo.z}, --minvel
{x=-velo.x, y=-velo.y, z=-velo.z}, --maxvel
{x=-0,y=-0,z=-0}, --minacc
{x=0,y=1,z=0}, --maxacc
0.1, --minexptime
0.2, --maxexptime
5, --minsize
10, --maxsize
false, --collisiondetection
"vehicles_nitro.png" --texture
)
minetest.after(nitro_duration, function()
entity.nitro = false
end)
--lib_mount animation
if moving_anim ~= nil and not entity.moving then
entity.object:set_animation(move_anim, 20, 0)
entity.moving = true
end
elseif ctrl.up then
entity.object:setvelocity(vec_forward)
--lib_mount animation
if moving_anim ~= nil and not entity.moving then
entity.object:set_animation(move_anim, 20, 0)
entity.moving = true
end
elseif ctrl.down then
entity.object:setvelocity(vec_backward)
--lib_mount animation
if moving_anim ~= nil and not entity.moving then
entity.object:set_animation(move_anim, 20, 0)
entity.moving = true
end
elseif not ctrl.down or ctrl.up then
entity.object:setvelocity(vec_stop)
--lib_mount animation
if stand_anim ~= nil and entity.moving then
entity.object:set_animation(stand_anim, 20, 0)
entity.moving = false
end
end
--play engine sound
if entity.sound_ready then
minetest.sound_play("engine",
{gain = 4, max_hear_distance = 3, loop = false})
entity.sound_ready = false
minetest.after(11, function()
entity.sound_ready = true
end)
end
end
--for boats and watercraft
function object_float(entity, dtime, speed, decell)
local ctrl = entity.driver:get_player_control()
local velo = entity.object:getvelocity()
local dir = entity.driver:get_look_dir()
local pos = entity.object:getpos()
local vec_forward = {x=dir.x*speed,y=velo.y,z=dir.z*speed}
local vec_backward = {x=-dir.x*speed,y=velo.y,z=-dir.z*speed}
local vec_stop = {x=velo.x*decell,y=velo.y,z=velo.z*decell}
local yaw = entity.driver:get_look_yaw();
entity.object:setyaw(yaw+math.pi+math.pi/2)
if minetest.get_node(pos).name == "default:river_water_source" or minetest.get_node(pos).name == "default:water_source" then
entity.floating = true
else entity.floating = false
end
if ctrl.up and entity.floating then
entity.object:setvelocity(vec_forward)
elseif ctrl.down and entity.floating then
entity.object:setvelocity(vec_backward)
elseif not ctrl.down or ctrl.up then
entity.object:setvelocity(vec_stop)
end
end
--attempts to improve object_drive_car
--stationary object, useful for gun turrets etc.
function object_turret(entity, dtime, height, arrow, shoot_interval)
local ctrl = entity.driver:get_player_control()
local yaw = entity.driver:get_look_yaw();
entity.object:setyaw(yaw+math.pi+math.pi/2)
if ctrl.sneak and entity.loaded then
local pname = entity.driver:get_player_name();
local inv = minetest.get_inventory({type="player", name=pname});
if inv:contains_item("main", arrow.."_item") then
local remov = inv:remove_item("main", arrow.."_item")
entity.loaded = false
local pos = entity.object:getpos()
local dir = entity.driver:get_look_dir();
local obj = minetest.env:add_entity({x=pos.x+dir.x*1.2,y=pos.y+height,z=pos.z+dir.z*1.2}, arrow)
local yaw = entity.driver:get_look_yaw();
local vec = {x=dir.x*12, y=dir.y*12, z=dir.z*12}
obj:setyaw(yaw+math.pi/2)
obj:setvelocity(vec)
local object = obj:get_luaentity()
object.launcher = entity.driver
minetest.after(shoot_interval, function()
entity.loaded = true
end)
end
end
end
--basic flying, with optional weapons
function object_fly(entity, dtime, speed, accel, decell, shoots, arrow, reload, moving_anim, stand_anim, mode2)
local mode2 = mode2 or "hold"
local ctrl = entity.driver:get_player_control()
local dir = entity.driver:get_look_dir();
local velo = entity.object:getvelocity()
local vec_forward = {x=dir.x*speed,y=(dir.y*speed)/4+math.abs(velo.z+velo.x)/10,z=dir.z*speed}
local vec_rise = {x=entity.object:getvelocity().x, y=speed*accel, z=entity.object:getvelocity().z}
local acc_forward = {x=dir.x*accel/2,y=dir.y*accel/2+3,z=dir.z*accel/2}
--local vec_backward = {x=-dir.x*speed,y=dir.y*speed+3,z=-dir.z*speed}
--local acc_backward = {x=dir.x*accel/2,y=dir.y*accel/2+3,z=dir.z*accel/2}
local vec_stop = {x=velo.x*decell, y=velo.y, z=velo.z*decell}
local yaw = entity.driver:get_look_yaw();
--pitch doesn't work/exist
--local pitch = entity.driver:get_look_pitch();
-- --timer
-- local absolute_speed = math.sqrt(math.pow(velo.x, 2)+math.pow(velo.z, 2))
-- if absolute_speed <= speed and ctrl.up then
-- timer = timer + 1*dtime
-- end
-- if not ctrl.up then
-- timer = 0
-- end
-- --timer dependant variables
-- local vec_forward = {x=dir.x*speed/4*math.atan(0.5*timer-2)+8*dir.x,y=dir.y*speed/4*math.atan(0.5*timer-2)+8*dir.y,z=dir.z*speed/4*math.atan(0.5*timer-2)+8*dir.z}
--water effects
local pos = entity.object:getpos()
local node = minetest.get_node(pos).name
if node == "default:water_source" or node == "default:river_water_source" or node == "default:river_water_flowing" or node == "default:water_flowing" then
entity.object:setvelocity({x=velo.x*0.9, y=-1, z=velo.z*0.9})
elseif ctrl.up then
entity.object:setyaw(yaw+math.pi+math.pi/2)
--entity.object:setpitch(pitch+math.pi+math.pi/2)
entity.object:setvelocity(vec_forward)
entity.object:setacceleration(acc_forward)
--elseif ctrl.down then
--entity.object:setyaw(yaw+math.pi+math.pi/2)
--entity.object:setpitch(pitch+math.pi+math.pi/2)
--entity.object:setvelocity(vec_backward)
--entity.object:setacceleration(acc_backward)
--lib_mount animation
if moving_anim ~= nil and not entity.moving then
entity.object:set_animation(moving_anim, 20, 0)
entity.moving = true
end
elseif ctrl.jump and mode2 == "rise" then
entity.object:setyaw(yaw+math.pi+math.pi/2)
entity.object:setvelocity(vec_rise)
--lib_mount animation
if moving_anim ~= nil and not entity.moving then
entity.object:set_animation(moving_anim, 20, 0)
entity.moving = true
end
elseif not ctrl.up and not ctrl.jump then
entity.object:setyaw(yaw+math.pi+math.pi/2)
entity.object:setvelocity(vec_stop)
entity.object:setacceleration({x=0, y=-4.5, z=0})
--lib_mount animation
if stand_anim ~= nil and entity.moving then
entity.object:set_animation(stand_anim, 20, 0)
entity.moving = false
end
end
if ctrl.jump and ctrl.up and mode2 == "hold" then
entity.object:setvelocity({x=dir.x*speed, y=0, z=dir.z*speed})
elseif not ctrl.jump and not ctrl.up then
entity.object:setvelocity({x=velo.x*decell, y=-1, z=velo.z*decell})
end
if ctrl.sneak and shoots and entity.loaded then
local pname = entity.driver:get_player_name();
local inv = minetest.get_inventory({type="player", name=pname});
if inv:contains_item("main", arrow.."_item") then
local remov = inv:remove_item("main", arrow.."_item")
entity.loaded = false
local pos = entity.object:getpos()
local obj = minetest.env:add_entity({x=pos.x+0+dir.x*2,y=pos.y+1.5+dir.y,z=pos.z+0+dir.z*2}, arrow)
local vec = {x=dir.x*9,y=dir.y*9,z=dir.z*9}
local yaw = entity.driver:get_look_yaw();
obj:setyaw(yaw+math.pi/2)
obj:setvelocity(vec)
local object = obj:get_luaentity()
object.launcher = entity.driver
minetest.after(reload, function()
entity.loaded = true
end)
end
end
end
--gliding
function object_glide(entity, dtime, speed, decell, gravity, moving_anim, stand_anim)
local ctrl = entity.driver:get_player_control()
local dir = entity.driver:get_look_dir();
@ -539,174 +443,9 @@ function object_glide(entity, dtime, speed, decell, gravity, moving_anim, stand_
end
end
end
--lib_mount animation
-- if velo.x == 0 and velo.y == 0 and velo.z == 0 then
-- if stand_anim and stand_anim ~= nilthen then
-- set_animation(entity, stand_anim)
-- end
-- return
-- end
-- if moving_anim and moving_anim ~= nil then
-- set_animation(entity, moving_anim)
-- end
end
--lib_mount (not required by new functions)
-- local function is_group(pos, group)
-- local nn = minetest.get_node(pos).name
-- return minetest.get_item_group(nn, group) ~= 0
-- end
-- local function get_sign(i)
-- i = i or 0
-- if i == 0 then
-- return 0
-- else
-- return i / math.abs(i)
-- end
-- end
-- local function get_velocity(v, yaw, y)
-- local x = -math.sin(yaw) * v
-- local z = math.cos(yaw) * v
-- return {x = x, y = y, z = z}
-- end
-- local function get_v(v)
-- return math.sqrt(v.x ^ 2 + v.z ^ 2)
-- end
-- lib_mount = {}
-- function lib_mount.attach(entity, player, attach_at, eye_offset)
-- eye_offset = eye_offset or {x=0, y=0, z=0}
-- force_detach(player)
-- entity.driver = player
-- player:set_attach(entity.object, "", attach_at, {x=0, y=0, z=0})
-- player:set_properties({visual_size = {x=1, y=1}})
-- player:set_eye_offset(eye_offset, {x=0, y=0, z=0})
-- default.player_attached[player:get_player_name()] = true
-- minetest.after(0.2, function()
-- default.player_set_animation(player, "sit" , 30)
-- end)
-- entity.object:setyaw(player:get_look_yaw() - math.pi / 2)
-- end
-- function lib_mount.detach(entity, player, offset)
-- entity.driver = nil
-- player:set_detach()
-- default.player_attached[player:get_player_name()] = false
-- default.player_set_animation(player, "stand" , 30)
-- player:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0})
-- local pos = player:getpos()
-- pos = {x = pos.x + offset.x, y = pos.y + 0.2 + offset.y, z = pos.z + offset.z}
-- minetest.after(0.1, function()
-- player:setpos(pos)
-- end)
-- end
-- function lib_mount.drive(entity, dtime, moving_anim, stand_anim, can_fly)
-- entity.v = get_v(entity.object:getvelocity()) * get_sign(entity.v)
-- local ctrl = entity.driver:get_player_control()
-- local yaw = entity.object:getyaw()
-- if ctrl.up then
-- entity.v = entity.v + 0.1
-- elseif ctrl.down then
-- entity.v = entity.v - 0.1
-- end
-- if ctrl.left then
-- if entity.v < 0 then
-- entity.object:setyaw(yaw - (1 + dtime) * 0.03)
-- else
-- entity.object:setyaw(yaw + (1 + dtime) * 0.03)
-- end
-- elseif ctrl.right then
-- if entity.v < 0 then
-- entity.object:setyaw(yaw + (1 + dtime) * 0.03)
-- else
-- entity.object:setyaw(yaw - (1 + dtime) * 0.03)
-- end
-- end
-- local velo = entity.object:getvelocity()
-- if entity.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
-- if stand_anim and stand_anim ~= nil and mobs_redo == true then
-- set_animation(entity, stand_anim)
-- end
-- entity.object:setpos(entity.object:getpos())
-- return
-- end
-- if moving_anim and moving_anim ~= nil and mobs_redo == true then
-- set_animation(entity, moving_anim)
-- end
-- local s = get_sign(entity.v)
-- entity.v = entity.v - 0.02 * s
-- if s ~= get_sign(entity.v) then
-- entity.object:setvelocity({x = 0, y = 0, z = 0})
-- entity.v = 0
-- return
-- end
-- if math.abs(entity.v) > 5 then
-- entity.v = 5 * get_sign(entity.v)
-- end
-- local p = entity.object:getpos()
-- p.y = p.y - 0.5
-- local new_velo = {x = 0, y = 0, z = 0}
-- local new_acce = {x = 0, y = 0, z = 0}
-- if not is_group(p, "crumbly") then
-- local nodedef = minetest.registered_nodes[minetest.get_node(p).name]
-- if (not nodedef) or nodedef.walkable then
-- entity.v = 0
-- new_acce = {x = 0, y = 1, z = 0}
-- else
-- new_acce = {x = 0, y = -9.8, z = 0}
-- end
-- new_velo = get_velocity(entity.v, entity.object:getyaw(),
-- entity.object:getvelocity().y)
-- entity.object:setpos(entity.object:getpos())
-- else
-- p.y = p.y + 1
-- if is_group(p, "crumbly") then
-- local y = entity.object:getvelocity().y
-- if y >= 5 then
-- y = 5
-- elseif y < 0 then
-- new_acce = {x = 0, y = 20, z = 0}
-- else
-- new_acce = {x = 0, y = 5, z = 0}
-- end
-- new_velo = get_velocity(entity.v, entity.object:getyaw(), y)
-- entity.object:setpos(entity.object:getpos())
-- else
-- new_acce = {x = 0, y = 0, z = 0}
-- if math.abs(entity.object:getvelocity().y) < 1 then
-- local pos = entity.object:getpos()
-- pos.y = math.floor(pos.y) + 0.5
-- entity.object:setpos(pos)
-- new_velo = get_velocity(entity.v, entity.object:getyaw(), 0)
-- else
-- new_velo = get_velocity(entity.v, entity.object:getyaw(),
-- entity.object:getvelocity().y)
-- entity.object:setpos(entity.object:getpos())
-- end
-- end
-- end
-- if can_fly and can_fly == true and ctrl.jump then
-- new_velo.y = new_velo.y + 0.75
-- end
-- entity.object:setvelocity(new_velo)
-- entity.object:setacceleration(new_acce)
-- end
--other stuff
--spawner
function register_vehicle_spawner(vehicle, desc, texture, is_boat)
minetest.register_craftitem(vehicle.."_spawner", {
@ -773,20 +512,4 @@ function explode(ent, radius)
texture = "vehicles_explosion.png"
})
end)
end
--out of date, left behind in case it is needed again
function vehicle_drop(ent, player, name)
if ent.owner == player then
local pos = ent.object:getpos()
minetest.env:add_item(pos, name.."_spawner")
ent.object:remove()
end
end
function destroy(ent, player, name)
if ent.object:get_hp() == 0 and ent.owner == player then
local pos = ent.object:getpos()
minetest.env:add_item(pos, "vehicles:tank_spawner")
end
end

View File

@ -37,7 +37,15 @@ minetest.register_entity("vehicles:horse", {
end,
on_step = function(self, dtime)
if self.driver then
object_drive(self, dtime, 13, 0.5, false, nil, nil, {x=75, y=100}, {x=25, y=25}, "jump", {x=25, y=75}, {}, 0, 1.57)
object_drive(self, dtime, {
speed = 13,
decell = 0.5,
moving_anim = {x=75, y=100},
stand_anim = {x=25, y=25},
jump_type = "jump",
jump_anim = {x=25, y=50},
extra_yaw = 1.57
})
return false
end
return true
@ -79,7 +87,14 @@ minetest.register_entity("vehicles:spinner", {
end,
on_step = function(self, dtime)
if self.driver then
object_drive(self, dtime, 12, 0.6, false, nil, nil, {x=3, y=18}, {x=1, y=1}, "jump", {x=3, y=18}, {}, 0, 0)
object_drive(self, dtime, {
speed = 12,
decell = 0.6,
moving_anim = {x=3, y=18},
stand_anim = {x=1, y=1},
jump_type = "jump",
jump_anim = {x=3, y=18}
})
return false
end
return true