Change name of update_animation function
I will use this for sounds, and so it needs to be changed to a more general namemaster
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7681de96c9
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83df46d786
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@ -99,8 +99,9 @@ advtrains.register_wagon(name, prototype, description, inventory_image)
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^- optional: Execute custom code on every step
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^- optional: Execute custom code on every step
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custom_on_activate = function(self, dtime_s) end
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custom_on_activate = function(self, dtime_s) end
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^- optional: Execute custom code on activate. Staticdata does not need to be saved and restored since all properties written in 'self' are preserved over unloads.
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^- optional: Execute custom code on activate. Staticdata does not need to be saved and restored since all properties written in 'self' are preserved over unloads.
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update_animation = function(self, velocity) end
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custom_on_velocity_change = function(self, velocity, old_velocity) end
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^- optional: Function that is called whenever the train's velocity changes or every 2 seconds. Used to call 'self.object:update_animation()' if needed.
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^- optional: Function that is called whenever the train's velocity changes or every 2 seconds. Used to call 'self.object:update_animation()' if needed.
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^- for compatibility reasons the name 'update_animation' for this function is still supported.
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}
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}
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@ -164,4 +165,4 @@ minetest.register_node(nodename, {
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on_train_leave=function(pos, train_id) end
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on_train_leave=function(pos, train_id) end
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^- called when a train leaves the rail
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^- called when a train leaves the rail
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}
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}
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})
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})
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@ -502,12 +502,16 @@ function wagon:on_step(dtime)
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self.object:setyaw(yaw)
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self.object:setyaw(yaw)
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self.updatepct_timer=2
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self.updatepct_timer=2
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if self.update_animation then
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if self.update_animation then
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self:update_animation(gp.velocity)
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self:update_animation(gp.velocity, self.old_velocity)
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end
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if self.custom_on_velocity_change then
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self:custom_on_velocity_change(gp.velocity, self.old_velocity)
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end
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end
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end
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end
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self.old_velocity_vector=velocityvec
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self.old_velocity_vector=velocityvec
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self.old_velocity = gp.velocity
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self.old_acceleration_vector=accelerationvec
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self.old_acceleration_vector=accelerationvec
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self.old_yaw=yaw
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self.old_yaw=yaw
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atprintbm("wagon step", t)
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atprintbm("wagon step", t)
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@ -37,7 +37,7 @@ advtrains.register_wagon("newlocomotive", {
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visual_size = {x=1, y=1},
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visual_size = {x=1, y=1},
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wagon_span=2.3,
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wagon_span=2.3,
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collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0},
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collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0},
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update_animation=function(self, velocity)
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custom_on_velocity_change=function(self, velocity)
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if self.old_anim_velocity~=advtrains.abs_ceil(velocity) then
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if self.old_anim_velocity~=advtrains.abs_ceil(velocity) then
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self.object:set_animation({x=1,y=80}, advtrains.abs_ceil(velocity)*15, 0, true)
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self.object:set_animation({x=1,y=80}, advtrains.abs_ceil(velocity)*15, 0, true)
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self.old_anim_velocity=advtrains.abs_ceil(velocity)
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self.old_anim_velocity=advtrains.abs_ceil(velocity)
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@ -105,7 +105,7 @@ advtrains.register_wagon("detailed_steam_engine", {
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visual_size = {x=1, y=1},
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visual_size = {x=1, y=1},
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wagon_span=2.05,
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wagon_span=2.05,
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collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0},
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collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0},
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update_animation=function(self, velocity)
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custom_on_velocity_change=function(self, velocity)
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if self.old_anim_velocity~=advtrains.abs_ceil(velocity) then
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if self.old_anim_velocity~=advtrains.abs_ceil(velocity) then
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self.object:set_animation({x=1,y=80}, advtrains.abs_ceil(velocity)*15, 0, true)
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self.object:set_animation({x=1,y=80}, advtrains.abs_ceil(velocity)*15, 0, true)
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self.old_anim_velocity=advtrains.abs_ceil(velocity)
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self.old_anim_velocity=advtrains.abs_ceil(velocity)
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