Version 0.6.0. Only spawn particles under open sky (light == 15) and use collision detection
This commit is contained in:
parent
67f04e72fa
commit
aa1ae896ef
10
README.txt
10
README.txt
@ -1,10 +1,10 @@
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snowdrift 0.5.2 by paramat
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snowdrift 0.6.0 by paramat
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For Minetest 0.4.15 and later
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For Minetest 0.4.15 and later
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Depends default
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Depends: default
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Licenses:
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Licenses
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Source code:
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--------
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MIT by paramat
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Source code: MIT by paramat
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Media:
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Media:
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Textures CC BY-SA (3.0) by paramat
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Textures CC BY-SA (3.0) by paramat
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Sounds CC BY (3.0) by inchadney
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Sounds CC BY (3.0) by inchadney
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83
init.lua
83
init.lua
@ -4,16 +4,15 @@ local YLIMIT = 1 -- Set to world's water level
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-- Particles are timed to disappear at this y
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-- Particles are timed to disappear at this y
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-- Particles do not spawn when player's head is below this y
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-- Particles do not spawn when player's head is below this y
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local PRECSPR = 6 -- Time scale for precipitation variation in minutes
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local PRECSPR = 6 -- Time scale for precipitation variation in minutes
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local PRECOFF = -0.4 -- Precipitation offset, higher = rains more often
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local PRECOFF = 10---0.4 -- Precipitation offset, higher = rains more often
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local GSCYCLE = 0.5 -- Globalstep cycle (seconds)
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local GSCYCLE = 0.5 -- Globalstep cycle (seconds)
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local FLAKES = 32 -- Snowflakes per cycle
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local FLAKPOS = 48 -- Snowflake light-tested positions per cycle
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local DROPS = 128 -- Raindrops per cycle
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local DROPPOS = 192 -- Raindrop light-tested positions per cycle
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local RAINGAIN = 0.2 -- Rain sound volume
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local RAINGAIN = 0.2 -- Rain sound volume
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local COLLIDE = false -- Whether particles collide with nodes
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local NISVAL = 39 -- Clouds RGB value at night
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local NISVAL = 39 -- Clouds RGB value at night
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local DASVAL = 175 -- Clouds RGB value in daytime
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local DASVAL = 175 -- Clouds RGB value in daytime
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local FRADIUS = 48 -- Radius in which flakes are created
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local FLAKRAD = 32 -- Radius in which flakes are created
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local DRADIUS = 24 -- Radius in which drops are created
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local DROPRAD = 16 -- Radius in which drops are created
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local np_prec = {
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local np_prec = {
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offset = 0,
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offset = 0,
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@ -23,7 +22,7 @@ local np_prec = {
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octaves = 1,
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octaves = 1,
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persist = 0,
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persist = 0,
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lacunarity = 2.0,
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lacunarity = 2.0,
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--flags = ""
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flags = "defaults"
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}
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}
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-- These 2 must match biome heat and humidity noise parameters for a world
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-- These 2 must match biome heat and humidity noise parameters for a world
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@ -36,7 +35,7 @@ local np_temp = {
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octaves = 3,
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octaves = 3,
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persist = 0.5,
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persist = 0.5,
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lacunarity = 2.0,
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lacunarity = 2.0,
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--flags = ""
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flags = "defaults"
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}
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}
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local np_humid = {
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local np_humid = {
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@ -47,7 +46,7 @@ local np_humid = {
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octaves = 3,
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octaves = 3,
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persist = 0.5,
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persist = 0.5,
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lacunarity = 2.0,
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lacunarity = 2.0,
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--flags = ""
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flags = "defaults"
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}
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}
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@ -81,10 +80,11 @@ minetest.register_globalstep(function(dtime)
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for _, player in ipairs(minetest.get_connected_players()) do
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for _, player in ipairs(minetest.get_connected_players()) do
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local player_name = player:get_player_name()
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local player_name = player:get_player_name()
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-- Predict player position as slightly behind the CYCLE interval.
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-- Predict player position as slightly behind the CYCLE interval.
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-- Assume scheduling gets behind slighly (the 1.5), this also tested well.
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-- Assume scheduling gets behind slighly (the 1.5).
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local ppos = vector.add(player:getpos(),
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local ppos = vector.add(player:getpos(),
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vector.multiply(player:get_player_velocity(), GSCYCLE * 1.5))
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vector.multiply(player:get_player_velocity(), GSCYCLE * 1.5))
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local pposy = math.floor(ppos.y) + 2 -- Precipitation when swimming
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-- Point just above player head, for precipitation when swimming
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local pposy = math.floor(ppos.y) + 2
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if pposy >= YLIMIT - 2 then
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if pposy >= YLIMIT - 2 then
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local pposx = math.floor(ppos.x)
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local pposx = math.floor(ppos.x)
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local pposz = math.floor(ppos.z)
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local pposz = math.floor(ppos.z)
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@ -96,6 +96,7 @@ minetest.register_globalstep(function(dtime)
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local nval_temp = nobj_temp:get2d({x = pposx, y = pposz})
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local nval_temp = nobj_temp:get2d({x = pposx, y = pposz})
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local nval_humid = nobj_humid:get2d({x = pposx, y = pposz})
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local nval_humid = nobj_humid:get2d({x = pposx, y = pposz})
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-- TODO global so move to before player loop
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local nval_prec = nobj_prec:get2d({x = os.clock() / 60, y = 0})
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local nval_prec = nobj_prec:get2d({x = os.clock() / 60, y = 0})
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-- Biome system: Frozen biomes below heat 35,
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-- Biome system: Frozen biomes below heat 35,
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@ -110,9 +111,6 @@ minetest.register_globalstep(function(dtime)
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local precip = nval_prec < (nval_humid - 50) / 50 + PRECOFF and
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local precip = nval_prec < (nval_humid - 50) / 50 + PRECOFF and
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nval_humid - grad * nval_temp > yint
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nval_humid - grad * nval_temp > yint
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-- Check if player is outside
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local outside = minetest.get_node_light(ppos, 0.5) == 15
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-- Occasionally reset player sky
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-- Occasionally reset player sky
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if math.random() < 0.1 then
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if math.random() < 0.1 then
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if precip then
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if precip then
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@ -145,7 +143,7 @@ minetest.register_globalstep(function(dtime)
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end
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end
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end
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end
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if not precip or not outside or freeze then
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if not precip or freeze then
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if handles[player_name] then
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if handles[player_name] then
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-- Stop sound if playing
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-- Stop sound if playing
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minetest.sound_stop(handles[player_name])
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minetest.sound_stop(handles[player_name])
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@ -153,27 +151,27 @@ minetest.register_globalstep(function(dtime)
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end
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end
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end
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end
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if precip and outside then
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if precip then
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-- Precipitation
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-- Precipitation
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if freeze then
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if freeze then
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-- Snowfall
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-- Snowfall
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local extime = math.min((pposy + 12 - YLIMIT) / 2, 9)
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for flake = 1, FLAKPOS do
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for flake = 1, FLAKES do
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local spawnx = pposx - FLAKRAD +
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math.random(0, FLAKRAD * 2)
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local spawnz = pposz - FLAKRAD +
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math.random(0, FLAKRAD * 2)
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if minetest.get_node_light(
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{x = spawnx, y = pposy + 10, z = spawnz},
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0.5) == 15 then
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local spawny = pposy + 10 + math.random(0, 40) / 10
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local extime = math.min((spawny - YLIMIT) / 2, 10)
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minetest.add_particle({
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minetest.add_particle({
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pos = {
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pos = {x = spawnx, y = spawny, z = spawnz},
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x = pposx - FRADIUS + math.random(0, FRADIUS * 2),
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velocity = {x = 0, y = -2.0, z = 0},
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y = pposy + 12,
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z = pposz - FRADIUS + math.random(0, FRADIUS * 2)
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},
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velocity = {
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x = (-20 + math.random(0, 40)) / 100,
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y = -2.0,
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z = (-20 + math.random(0, 40)) / 100
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},
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acceleration = {x = 0, y = 0, z = 0},
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acceleration = {x = 0, y = 0, z = 0},
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expirationtime = extime,
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expirationtime = extime,
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size = 2.8,
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size = 2.8,
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collisiondetection = COLLIDE,
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collisiondetection = true,
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collision_removal = true,
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collision_removal = true,
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vertical = false,
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vertical = false,
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texture = "snowdrift_snowflake" ..
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texture = "snowdrift_snowflake" ..
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@ -181,32 +179,33 @@ minetest.register_globalstep(function(dtime)
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playername = player:get_player_name()
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playername = player:get_player_name()
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})
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})
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end
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end
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end
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else
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else
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-- Rainfall
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-- Rainfall
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for drop = 1, DROPS do
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for drop = 1, DROPPOS do
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local spawnx = pposx - DROPRAD +
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math.random(0, DROPRAD * 2)
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local spawnz = pposz - DROPRAD +
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math.random(0, DROPRAD * 2)
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if minetest.get_node_light(
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{x = spawnx, y = pposy + 10, z = spawnz},
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0.5) == 15 then
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local spawny = pposy + 10 + math.random(0, 40) / 10
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local spawny = pposy + 10 + math.random(0, 40) / 10
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local extime = math.min((spawny - YLIMIT) / 10, 1.8)
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local extime = math.min((spawny - YLIMIT) / 10, 2)
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minetest.add_particle({
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minetest.add_particle({
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pos = {
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pos = {x = spawnx, y = spawny, z = spawnz},
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x = pposx - DRADIUS + math.random(0, DRADIUS * 2),
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velocity = {x = 0.0, y = -10.0, z = 0.0},
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y = spawny,
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z = pposz - DRADIUS + math.random(0, DRADIUS * 2)
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},
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velocity = {
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x = 0.0,
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y = -10.0,
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z = 0.0
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},
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acceleration = {x = 0, y = 0, z = 0},
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acceleration = {x = 0, y = 0, z = 0},
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expirationtime = extime,
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expirationtime = extime,
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size = 2.8,
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size = 2.8,
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collisiondetection = COLLIDE,
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collisiondetection = true,
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collision_removal = true,
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collision_removal = true,
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vertical = true,
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vertical = true,
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texture = "snowdrift_raindrop.png",
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texture = "snowdrift_raindrop.png",
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playername = player:get_player_name()
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playername = player:get_player_name()
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})
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})
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end
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end
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end
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if not handles[player_name] then
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if not handles[player_name] then
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-- Start sound if not playing
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-- Start sound if not playing
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