173 lines
5.4 KiB
Lua
173 lines
5.4 KiB
Lua
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--register minigame worm body parts
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for name,color in pairs(wormball.colors) do
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core.register_node("wormball:straight_"..name, {
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description = "wormball node straight "..name,
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drawtype = "mesh",
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mesh = 'wormball_straight.b3d',
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tiles = {"wormball_straight.png^[colorize:#"..color, "wormball_end.png^[colorize:#"..color},
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paramtype2 = "facedir",
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place_param2 = 4,
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paramtype = "light",
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pointable = false,
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backface_culling = true,
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sunlight_propagates = true, -- Sunlight can shine through block
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groups = {not_in_creative_inventory = 1,},
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sounds = default.node_sound_glass_defaults()
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})
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core.register_node("wormball:corner_"..name, {
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description = "wormball node corner "..name,
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drawtype = "mesh",
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mesh = 'wormball_corner.b3d',
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tiles = {"wormball_straight.png^[colorize:#"..color, "wormball_end.png^[colorize:#"..color,"wormball_corner_side.png^[colorize:#"..color,"wormball_corner_top.png^[colorize:#"..color},
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paramtype2 = "facedir",
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place_param2 = 16,
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pointable = false,
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paramtype = "light",
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backface_culling = true,
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sunlight_propagates = true, -- Sunlight can shine through block
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groups = {not_in_creative_inventory = 1,},
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sounds = default.node_sound_glass_defaults()
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})
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core.register_node("wormball:head_"..name, {
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description = "wormball head "..name,
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drawtype = "mesh",
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mesh = 'wormball_head.b3d',
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tiles = {"wormball_head.png^[colorize:#"..color,"wormball_eye.png"},
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paramtype2 = "facedir",
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place_param2 = 16,
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pointable = false,
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paramtype = "light",
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backface_culling = true,
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sunlight_propagates = true, -- Sunlight can shine through block
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groups = {not_in_creative_inventory = 1,},
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sounds = default.node_sound_glass_defaults()
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})
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core.register_node("wormball:power_"..name, {
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description = "wormball power "..name,
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drawtype = "mesh",
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mesh = 'wormball_power.b3d',
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tiles = {"wormball_power.png^[colorize:#"..color},
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paramtype2 = "facedir",
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paramtype = "light",
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pointable = false,
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backface_culling = true,
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sunlight_propagates = true, -- Sunlight can shine through block
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groups = {not_in_creative_inventory = 1,},
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sounds = default.node_sound_glass_defaults()
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})
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end
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--register creative decorative worm bodyparts (pointable, rotatable, and breakable by hand, and in creative inv)
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for name,color in pairs(wormball.colors) do
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core.register_node("wormball:creative_straight_"..name, {
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description = "wormball creative node straight "..name,
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drawtype = "mesh",
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mesh = 'wormball_straight.b3d',
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tiles = {"wormball_straight.png^[colorize:#"..color, "wormball_end.png^[colorize:#"..color},
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paramtype2 = "facedir",
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paramtype = "light",
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pointable = true,
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backface_culling = true,
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sunlight_propagates = true, -- Sunlight can shine through block
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groups = {oddly_breakable_by_hand = 1,},
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sounds = default.node_sound_glass_defaults()
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})
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core.register_node("wormball:creative_corner_"..name, {
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description = "wormball creative node corner "..name,
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drawtype = "mesh",
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mesh = 'wormball_corner.b3d',
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tiles = {"wormball_straight.png^[colorize:#"..color, "wormball_end.png^[colorize:#"..color,"wormball_corner_side.png^[colorize:#"..color,"wormball_corner_top.png^[colorize:#"..color},
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paramtype2 = "facedir",
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pointable = true,
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backface_culling = true,
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sunlight_propagates = true, -- Sunlight can shine through block
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groups = {oddly_breakable_by_hand = 1,},
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sounds = default.node_sound_glass_defaults()
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})
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core.register_node("wormball:creative_head_"..name, {
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description = "wormball creative head "..name,
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drawtype = "mesh",
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mesh = 'wormball_head.b3d',
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tiles = {"wormball_head.png^[colorize:#"..color,"wormball_eye.png"},
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paramtype2 = "facedir",
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pointable = true,
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backface_culling = true,
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sunlight_propagates = true, -- Sunlight can shine through block
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groups = {oddly_breakable_by_hand = 1,},
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sounds = default.node_sound_glass_defaults()
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})
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core.register_node("wormball:creative_power_"..name, {
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description = "wormball creative power "..name,
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drawtype = "mesh",
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mesh = 'wormball_power.b3d',
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tiles = {"wormball_power.png^[colorize:#"..color},
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paramtype2 = "facedir",
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pointable = true,
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backface_culling = true,
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sunlight_propagates = true, -- Sunlight can shine through block
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groups = {oddly_breakable_by_hand = 1,},
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sounds = default.node_sound_glass_defaults()
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})
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end
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--register attachment entity
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core.register_entity('wormball:player_att',{
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initial_properties = {
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physical = false,
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pointable = false,
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visual = "sprite",
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textures = {'wormball_alpha.png'},
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use_texture_alpha = true,
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is_visible = false,
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},
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_timer = 0,
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on_step = function(self, dtime, moveresult)
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self._timer = self._timer + dtime
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if self._timer >= 900 then
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self.object:remove()
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end
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return
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end,
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})
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