TNT: add some depth to the explosion effect

We add a dirt-like particle (drawn from scratch, uses some
colors from default_dirt's palette) to spawn many particles
that have collision enabled around the center of the blast.

This has the effect of obscuring the center of the blast, as
that is a painfully visible empty area when the explosion happens,
as there's only a little spark.

The dirt particles bounce around the walls and floor a bit,
and disappear rapidly, well before the smoke particles disappear.

This is a nice visual distraction that obscures the sudden
appearance of the gaping hole, and makes it a whole lot more
believable.
master
Auke Kok 2016-01-24 23:48:38 -08:00 committed by paramat
parent 8cd049c224
commit 8556dd30e2
2 changed files with 31 additions and 0 deletions

View File

@ -162,6 +162,37 @@ local function add_effects(pos, radius)
maxsize = 16,
texture = "tnt_smoke.png",
})
-- we just dropped some items. Look at the items entities and pick
-- one of them to use as texture
local texture = "tnt_blast.png" --fallback texture
local objs = minetest.get_objects_inside_radius(pos, 2)
for _, obj in pairs(objs) do
if obj and obj:get_luaentity() then
local def = ItemStack(obj:get_luaentity().itemstring):get_definition()
if def.tiles then
texture = def.tiles[1]
break
end
end
end
minetest.add_particlespawner({
amount = 64,
time = 0.1,
minpos = vector.subtract(pos, radius / 2),
maxpos = vector.add(pos, radius / 2),
minvel = {x=-3, y=0, z=-3},
maxvel = {x=3, y=5, z=3},
minacc = {x=0, y=-10, z=0},
maxacc = {x=0, y=-10, z=0},
minexptime = 0.8,
maxexptime = 2.0,
minsize = 2,
maxsize = 6,
texture = texture,
collisiondetection = true,
})
end
local function burn(pos)

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