abriglass/nodes.lua

218 lines
6.3 KiB
Lua

-- undecorated coloured glass, all using plain glass texture
local glass_list = {
{"black", "Darkened", "292421",}, {"blue", "Blue", "0000FF",},
{"cyan", "Cyan", "00FFFF",}, {"green", "Green", "00FF00",},
{"magenta", "Magenta", "FF00FF",}, {"orange", "Orange", "FF6103",},
{"purple", "Purple", "800080",}, {"red", "Red", "FF0000",},
{"yellow", "Yellow", "FFFF00",}, {"frosted", "Frosted", "FFFFFF",}
}
for i in ipairs(glass_list) do
local name = glass_list[i][1]
local description = glass_list[i][2]
local colour = glass_list[i][3]
minetest.register_node("abriglass:stained_glass_"..name, {
description = description.." Glass",
tiles = {"abriglass_plainglass.png^[colorize:#"..colour..":122"},
groups = {cracky = 3},
use_texture_alpha = true,
sunlight_propagates = true,
light_source = 4,
drawtype = "glasslike",
paramtype = "light",
sounds = default.node_sound_glass_defaults(),
})
end
-- boring glass because why not?
minetest.register_node("abriglass:clear_glass", {
description = "Clear Glass",
tiles = {"abriglass_clearglass.png"},
groups = {cracky = 3},
use_texture_alpha = true,
sunlight_propagates = true,
paramtype = "light",
drawtype = "glasslike",
sounds = default.node_sound_glass_defaults(),
})
-- glass lights
local light_list = {
{"glass_light_green", "Green", "lightgreen",},
{"glass_light_blue", "Blue", "lightblue",},
{"glass_light_red", "Red", "lightred",},
{"glass_light_yellow", "Yellow", "lightyellow",},
}
for i in ipairs(light_list) do
local name = light_list[i][1]
local description = light_list[i][2]
local image = light_list[i][3]
minetest.register_node("abriglass:" ..name, {
description = description.. "Glass Light",
tiles = {"abriglass_" ..image.. ".png"},
groups = {cracky = 3},
use_texture_alpha = true,
sunlight_propagates = true,
light_source = 14,
drawtype = "glasslike",
paramtype = "light",
sounds = default.node_sound_glass_defaults(),
})
end
-- patterned glass
local pattern_list = { --{name, description, image}
{"stainedglass_tiles_dark", "Stained Glass", "stainedglass_tiles1",},
{"stainedglass_tiles_pale", "Stained Glass", "stainedglass_tiles2",},
{"stainedglass_pattern01", "Stained Glass", "stainedglass_pattern01",},
{"stainedglass_pattern02", "Cage Glass", "stainedglass_pattern02",},
{"stainedglass_pattern03", "Stained Glass", "stainedglass_pattern03",},
{"stainedglass_pattern04", "Stained Glass Cross", "stainedglass_pattern04",},
{"stainedglass_pattern05", "Stained Glass", "stainedglass_pattern05",},
}
for i in ipairs(pattern_list) do
local name = pattern_list[i][1]
local description = pattern_list[i][2]
local image = pattern_list[i][3]
minetest.register_node("abriglass:"..name, {
description = description,
tiles = {"abriglass_"..image..".png"},
groups = {cracky = 3},
use_texture_alpha = true,
sunlight_propagates = true,
light_source = 5,
drawtype = "glasslike",
paramtype = "light",
paramtype2 = "facedir",
sounds = default.node_sound_glass_defaults(),
})
end
-- portholes
local port_list = {
{"wood",}, {"junglewood",},
}
for i in ipairs(port_list) do
local name = port_list[i][1]
minetest.register_node("abriglass:porthole_"..name, {
description = "Porthole",
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
groups = {choppy = 2, flammable = 2, wood = 1},
tiles = {"default_"..name.. ".png", -- up
"default_"..name.. ".png", -- down
"default_"..name.. ".png", -- right
"default_"..name.. ".png", -- left
"abriglass_porthole_"..name..".png", -- back
"abriglass_porthole_"..name..".png", -- front
},
is_ground_content = false,
sunlight_propagates = true,
})
end
-- one-way glass
local oneway_list = {
{"dark", "Dark", "oneway_face.png", "abriglass_oneway_wall.png",},
{"pale", "White", "oneway_face.png^[colorize:#F8F8FF:200", "abriglass_oneway_wall.png^[colorize:#E6E6FA:200",},
{"desert_brick", "Desert Brick", "oneway_face.png^[colorize:#814F3C:200", "default_desert_stone_brick.png",},
{"stone_brick", "Stone Brick", "oneway_face.png^[colorize:#615E5D:200", "default_stone_brick.png",},
{"sandstone_brick", "Sandstone Brick", "oneway_face.png^[colorize:#FFF9C5:200", "default_sandstone_brick.png",},
}
for i in ipairs(oneway_list) do
local name = oneway_list[i][1]
local description = oneway_list[i][2]
local image1 = oneway_list[i][3]
local image2 = oneway_list[i][4]
minetest.register_node("abriglass:oneway_glass_"..name, {
description = description.." One-Way Glass",
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
groups = {cracky = 3},
tiles = {"abriglass_oneway_plain_glass.png", -- up
"abriglass_oneway_plain_glass.png", -- down
"abriglass_oneway_plain_glass.png", -- right
"abriglass_oneway_plain_glass.png", -- left
"abriglass_"..image1, -- back
image2, -- front
},
is_ground_content = false,
sunlight_propagates = true,
inventory_image = minetest.inventorycube("abriglass_"..image1)
})
end
-- normal nodes to match one-way glass
minetest.register_node("abriglass:oneway_wall_dark", {
description = "Dark Block",
tiles = {"abriglass_oneway_wall.png"},
groups = {cracky = 3},
paramtype2 = "facedir",
})
minetest.register_node("abriglass:oneway_wall_pale", {
description = "Pale Block",
tiles = {"abriglass_oneway_wall.png^[colorize:#E6E6FA:200"},
groups = {cracky = 3},
paramtype2 = "facedir",
})
-- crystal, for later use in crafting recipes
minetest.register_node("abriglass:ghost_crystal", {
description = "Ghost Crystal",
tiles = {"abriglass_ghost_crystal.png"},
wield_image = "abriglass_ghost_crystal_wield.png",
groups = {cracky = 3},
use_texture_alpha = true,
sunlight_propagates = true,
light_source = 14,
drawtype = "glasslike",
paramtype = "light",
sounds = default.node_sound_glass_defaults(),
})
-- hidden light node
minetest.register_node("abriglass:hidden_light", {
description = "Hidden Light",
tiles = {"abriglass_oneway_plain_glass.png"},
groups = {cracky = 3, not_in_creative_inventory=1},
use_texture_alpha = true,
sunlight_propagates = true,
walkable = false,
light_source = 7,
drawtype = "glasslike",
paramtype = "light",
})