Make dropped items larger and rotate faster
Signed-off-by: Craig Robbins <kde.psych@gmail.com>experimental
parent
f0cd59034c
commit
d7b3046cf6
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@ -21,9 +21,9 @@ core.register_entity(":__builtin:item", {
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hp_max = 1,
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physical = true,
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collide_with_objects = false,
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collisionbox = {-0.24, -0.24, -0.24, 0.24, 0.24, 0.24},
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collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3},
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visual = "wielditem",
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visual_size = {x = 0.3, y = 0.3},
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visual_size = {x = 0.4, y = 0.4},
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textures = {""},
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spritediv = {x = 1, y = 1},
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initial_sprite_basepos = {x = 0, y = 0},
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@ -43,8 +43,8 @@ core.register_entity(":__builtin:item", {
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count = max_count
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self.itemstring = stack:get_name().." "..max_count
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end
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local s = 0.15 + 0.15 * (count / max_count)
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local c = 0.8 * s
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local s = 0.2 + 0.1 * (count / max_count)
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local c = s
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local itemtable = stack:to_table()
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local itemname = nil
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if itemtable then
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@ -62,7 +62,7 @@ core.register_entity(":__builtin:item", {
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textures = {itemname},
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visual_size = {x = s, y = s},
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collisionbox = {-c, -c, -c, c, c, c},
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automatic_rotate = math.pi * 0.2,
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automatic_rotate = math.pi * 0.5,
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}
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self.object:set_properties(prop)
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end,
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@ -104,7 +104,7 @@ core.register_entity(":__builtin:item", {
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return
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end
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local p = self.object:getpos()
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p.y = p.y - 0.3
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p.y = p.y - 0.5
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local nn = core.get_node(p).name
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-- If node is not registered or node is walkably solid and resting on nodebox
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local v = self.object:getvelocity()
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@ -133,8 +133,8 @@ core.register_entity(":__builtin:item", {
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local name = stack:get_name()
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if not overflow then
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obj.itemstring = name.." "..count
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s = 0.15 + 0.15 * (count / max_count)
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c = 0.8 * s
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s = 0.2 + 0.1 * (count / max_count)
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c = s
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object:set_properties({
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visual_size = {x = s, y = s},
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collisionbox = {-c, -c, -c, c, c, c}
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@ -142,15 +142,15 @@ core.register_entity(":__builtin:item", {
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self.object:remove()
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return
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else
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s = 0.3
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c = 0.24
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s = 0.4
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c = 0.3
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object:set_properties({
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visual_size = {x = s, y = s},
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collisionbox = {-c, -c, -c, c, c, c}
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})
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obj.itemstring = name.." "..max_count
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s = 0.15 + 0.15 * (count / max_count)
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c = 0.8 * s
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s = 0.2 + 0.1 * (count / max_count)
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c = s
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self.object:set_properties({
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visual_size = {x = s, y = s},
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collisionbox = {-c, -c, -c, c, c, c}
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