crafter_client/environment_effects.lua

89 lines
2.3 KiB
Lua

local minetest,math = minetest,math
local old_node
local in_water = false
local old_in_water = false
--this is to check if the player is exploring a cave
--if exploring cave not near an open shaft then play a scary noise
--every 5-7 minutes
local scary_sound_player_timer = math.random(-120,0)
--this is used for the water trickling effect
local water_trickling_timer = 0
local water_sound_handle = nil
local function splash_effect()
if minetest.localplayer then
local vel = minetest.localplayer:get_velocity().y
local pos = minetest.localplayer:get_pos()
local node = minetest.get_node_or_nil(pos)
if node then
local name = node.name
if name == "main:water" or name == "main:waterflow" then
in_water = true
if in_water == true and old_in_water == false and vel < 0 then
minetest.sound_play("splash", {gain = 0.4, pitch = math.random(80,100)/100, gain = 0.05})
end
else
in_water = false
end
end
old_node = node
old_in_water = in_water
end
minetest.after(0.01, function()
splash_effect()
end)
end
splash_effect()
---------------------------------------------
local function scary_sound_timer()
--print(scary_sound_player_timer)
--try to play every 5-7 minutes
if minetest.localplayer then
local pos = minetest.localplayer:get_pos()
pos.y = pos.y + 1.625
local light = minetest.get_node_light(pos)
if pos.y < 0 and light <= 13 then
minetest.sound_play("scary_noise",{gain=0.4,pitch=math.random(70,100)/100})
end
end
minetest.after(300+math.random(0,120), function()
scary_sound_timer()
end)
end
minetest.after(300+math.random(0,120), function()
scary_sound_timer()
end)
------------------------------------------------------
local function water_trickle()
if minetest.localplayer then
local pos = minetest.localplayer:get_pos()
local is_water_near = minetest.find_node_near(pos, 3, {"main:waterflow"})
if is_water_near and not water_sound_handle then
water_sound_handle = minetest.sound_play("stream", {loop=true,gain=0})
minetest.sound_fade(water_sound_handle, 0.25, 0.1)
elseif not is_water_near and water_sound_handle then
minetest.sound_fade(water_sound_handle, -0.25, 0)
water_sound_handle = nil
end
end
minetest.after(0.1, function()
water_trickle()
end)
end
water_trickle()