let rain and thunder use particlespawners
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parent
4eae95fa47
commit
1e4494e85d
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@ -1,5 +1,5 @@
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local PARTICLES_COUNT_RAIN = 30
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local PARTICLES_COUNT_RAIN = 100
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local PARTICLES_COUNT_THUNDER = 45
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local PARTICLES_COUNT_THUNDER = 300
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local get_connected_players = minetest.get_connected_players
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local get_connected_players = minetest.get_connected_players
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@ -19,6 +19,45 @@ mcl_weather.rain = {
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init_done = false,
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init_done = false,
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}
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}
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local update_sound={}
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local vel=math.random(0,3)
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local falling_speed=math.random(10,15)
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local size = math.random(1,3)
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local psdef= {
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amount = mcl_weather.rain.particles_count,
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time=0,
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minpos = vector.new(-6,3,-6),
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maxpos = vector.new(6,15,6),
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minvel = vector.new(-vel,-falling_speed,-vel),
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maxvel = math.random(vel,-falling_speed+vel,vel),
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minacc = vector.new(0,0,0),
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maxacc = vector.new(0,-0.4,0),
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minexptime = 0.5,
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maxexptime = 2,
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minsize = size,
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maxsize= size*2,
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collisiondetection = true,
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collision_removal = true,
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vertical = true,
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}
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local psdef_backsplash= {
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amount = 10,
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time=0,
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minpos = vector.new(-3,-1,-3),
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maxpos = vector.new(3,0,3),
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minvel = vector.new(-vel,falling_speed*2,-vel),
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maxvel = math.random(vel,falling_speed*2+vel,vel),
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minacc = vector.new(0,0,0),
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maxacc = vector.new(0,0,0),
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minexptime = 0.1,
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maxexptime = 0.2,
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minsize = size*0.1,
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maxsize= size*0.5,
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collisiondetection = true,
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collision_removal = true,
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vertical = true,
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}
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local textures = {"weather_pack_rain_raindrop_1.png", "weather_pack_rain_raindrop_2.png", "weather_pack_rain_raindrop_1.png"}
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function mcl_weather.rain.sound_handler(player)
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function mcl_weather.rain.sound_handler(player)
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return minetest.sound_play("weather_rain", {
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return minetest.sound_play("weather_rain", {
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@ -44,42 +83,18 @@ function mcl_weather.rain.set_sky_box()
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end
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end
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end
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end
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-- creating manually parctiles instead of particles spawner because of easier to control
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-- no no no NO NO f*.. no. no manual particle creatin' PLS!! this sends EVERY particle over the net.
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-- spawn position.
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function mcl_weather.rain.add_rain_particles(player)
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function mcl_weather.rain.add_rain_particles(player)
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mcl_weather.rain.last_rp_count = 0
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mcl_weather.rain.last_rp_count = mcl_weather.rain.particles_count
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for i=mcl_weather.rain.particles_count, 1,-1 do
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for k,v in pairs(textures) do
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local random_pos_x, random_pos_y, random_pos_z = mcl_weather.get_random_pos_by_player_look_dir(player)
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psdef.texture=v
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if mcl_weather.is_outdoor({x=random_pos_x, y=random_pos_y, z=random_pos_z}) then
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mcl_weather.add_spawner_player(player,"rain"..k,psdef)
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mcl_weather.rain.last_rp_count = mcl_weather.rain.last_rp_count + 1
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minetest.add_particle({
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pos = {x=random_pos_x, y=random_pos_y, z=random_pos_z},
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velocity = {x=0, y=-10, z=0},
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acceleration = {x=0, y=-30, z=0},
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expirationtime = 1.0,
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size = math.random(0.5, 3),
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collisiondetection = true,
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collision_removal = true,
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vertical = true,
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texture = mcl_weather.rain.get_texture(),
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playername = player:get_player_name()
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})
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end
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end
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end
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end
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psdef_backsplash.texture=textures[math.random(1,#textures)]
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local l=mcl_weather.add_spawner_player(player,"rainbacksplash",psdef_backsplash)
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-- Simple random texture getter
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if l then
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function mcl_weather.rain.get_texture()
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update_sound[player:get_player_name()]=true
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local texture_name
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local random_number = math.random()
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if random_number > 0.33 then
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texture_name = "weather_pack_rain_raindrop_1.png"
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elseif random_number > 0.66 then
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texture_name = "weather_pack_rain_raindrop_2.png"
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else
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texture_name = "weather_pack_rain_raindrop_3.png"
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end
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end
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return texture_name;
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end
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end
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-- register player for rain weather.
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-- register player for rain weather.
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@ -89,6 +104,7 @@ function mcl_weather.rain.add_player(player)
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local player_meta = {}
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local player_meta = {}
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player_meta.origin_sky = {player:get_sky()}
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player_meta.origin_sky = {player:get_sky()}
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mcl_weather.players[player:get_player_name()] = player_meta
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mcl_weather.players[player:get_player_name()] = player_meta
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update_sound[player:get_player_name()]=true
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end
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end
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end
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end
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@ -99,6 +115,7 @@ function mcl_weather.rain.remove_player(player)
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if player_meta and player_meta.origin_sky then
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if player_meta and player_meta.origin_sky then
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player:set_clouds({color="#FFF0F0E5"})
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player:set_clouds({color="#FFF0F0E5"})
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mcl_weather.players[player:get_player_name()] = nil
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mcl_weather.players[player:get_player_name()] = nil
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update_sound[player:get_player_name()]=true
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end
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end
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end
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end
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@ -119,6 +136,7 @@ end)
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-- have few seconds delay before each check to avoid on/off sound too often
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-- have few seconds delay before each check to avoid on/off sound too often
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-- when player stay on 'edge' where sound should play and stop depending from random raindrop appearance.
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-- when player stay on 'edge' where sound should play and stop depending from random raindrop appearance.
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function mcl_weather.rain.update_sound(player)
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function mcl_weather.rain.update_sound(player)
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if not update_sound[player:get_player_name()] then return end
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local player_meta = mcl_weather.players[player:get_player_name()]
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local player_meta = mcl_weather.players[player:get_player_name()]
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if player_meta then
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if player_meta then
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if player_meta.sound_updated and player_meta.sound_updated + 5 > minetest.get_gametime() then
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if player_meta.sound_updated and player_meta.sound_updated + 5 > minetest.get_gametime() then
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@ -136,6 +154,7 @@ function mcl_weather.rain.update_sound(player)
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player_meta.sound_updated = minetest.get_gametime()
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player_meta.sound_updated = minetest.get_gametime()
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end
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end
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update_sound[player:get_player_name()]=false
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end
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end
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-- rain sound removed from player.
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-- rain sound removed from player.
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@ -158,7 +177,8 @@ function mcl_weather.rain.clear()
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for _, player in pairs(get_connected_players()) do
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for _, player in pairs(get_connected_players()) do
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mcl_weather.rain.remove_sound(player)
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mcl_weather.rain.remove_sound(player)
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mcl_weather.rain.remove_player(player)
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mcl_weather.rain.remove_player(player)
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end
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mcl_weather.remove_spawners_player(player)
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end
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end
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end
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minetest.register_globalstep(function(dtime)
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minetest.register_globalstep(function(dtime)
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@ -177,8 +197,10 @@ function mcl_weather.rain.make_weather()
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end
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end
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for _, player in pairs(get_connected_players()) do
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for _, player in pairs(get_connected_players()) do
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if (mcl_weather.is_underwater(player) or not mcl_worlds.has_weather(player:get_pos())) then
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local pos=player:get_pos()
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if mcl_weather.is_underwater(player) or not mcl_worlds.has_weather(pos) or not mcl_weather.is_outdoor(pos) then
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mcl_weather.rain.remove_sound(player)
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mcl_weather.rain.remove_sound(player)
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mcl_weather.remove_spawners_player(player)
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return false
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return false
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end
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end
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mcl_weather.rain.add_player(player)
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mcl_weather.rain.add_player(player)
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@ -190,8 +212,12 @@ end
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-- Switch the number of raindrops: "thunder" for many raindrops, otherwise for normal raindrops
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-- Switch the number of raindrops: "thunder" for many raindrops, otherwise for normal raindrops
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function mcl_weather.rain.set_particles_mode(mode)
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function mcl_weather.rain.set_particles_mode(mode)
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if mode == "thunder" then
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if mode == "thunder" then
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psdef.amount=PARTICLES_COUNT_THUNDER
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psdef_backsplash.amount=PARTICLES_COUNT_THUNDER
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mcl_weather.rain.particles_count = PARTICLES_COUNT_THUNDER
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mcl_weather.rain.particles_count = PARTICLES_COUNT_THUNDER
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else
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else
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psdef.amount=PARTICLES_COUNT_RAIN
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psdef_backsplash.amount=PARTICLES_COUNT_RAIN
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mcl_weather.rain.particles_count = PARTICLES_COUNT_RAIN
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mcl_weather.rain.particles_count = PARTICLES_COUNT_RAIN
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end
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end
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end
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end
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