Move tracer to vl_projectile
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734aa081c8
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@ -132,8 +132,13 @@ local arrow_entity = {
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damage_groups = function(self)
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return { fleshy = self._damage }
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end,
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hide_tracer = function(self)
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return self._stuck or self._damage < 9 or self._in_player
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end,
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tracer_texture = "mobs_mc_arrow_particle.png",
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behaviors = {
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vl_projectile.burns,
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vl_projectile.has_tracer,
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-- Custom arrow behaviors
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function(self, dtime)
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@ -146,27 +151,6 @@ local arrow_entity = {
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local pos = self.object:get_pos()
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self._allow_punch = self._allow_punch or not self._owner or not self._startpos or pos and vector.distance(self._startpos, pos) > 1.5
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-- Add tracer
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if self._damage >= 9 and self._in_player == false then
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minetest.add_particlespawner({
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amount = 20,
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time = .2,
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minpos = vector.zero(),
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maxpos = vector.zero(),
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minvel = vector.new(-0.1,-0.1,-0.1),
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maxvel = vector.new(0.1,0.1,0.1),
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minexptime = 0.5,
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maxexptime = 0.5,
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minsize = 2,
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maxsize = 2,
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attached = self.object,
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collisiondetection = false,
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vertical = false,
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texture = "mobs_mc_arrow_particle.png",
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glow = 1,
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})
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end
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-- Give the arrows a maximum flight time
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self._time_in_air = (self._time_in_air or 0) + dtime
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if self._time_in_air > ARROW_TIMEOUT then
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@ -62,9 +62,11 @@ Arguments:
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The projectile API supports specifying the behaviors that a projectile will exhibit. There are several
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standard behaviors provided with the API:
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* `vl_projectile.burns`: Projectiles can be set on fire
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* `vl_projectile.burns`: projectile can be set on fire
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* `vl_projectile.collides_with_solids`: handles collisions between projectiles and solid nodes
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* `vl_projectile.collides_with_entities`: handles collisions between projectiles and entities by checking nearby entities
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* `vl_projectile.has_tracer`: projectile will have a tracer trail when thrown/shot. Projectile can define
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`_vl_projectile.hide_tracer = function(self)` to conditionally hide the tracer.
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* `vl_projectile.raycast_collides_with_entities`: handles collisions between projectils and entities by performing a raycast
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check along the path of movement.
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@ -10,6 +10,8 @@ local enable_pvp = minetest.settings:get_bool("enable_pvp")
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function mod.projectile_physics(obj, entity_def, v, a)
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local le = obj:get_luaentity()
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if not le then return end
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local entity_def = minetest.registered_entities[le.name]
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local pos = obj:get_pos()
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if not pos then return end
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@ -203,6 +205,30 @@ function mod.burns(self, dtime, entity_def, projectile_def)
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end
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end
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function mod.has_tracer(self, dtime, entity_def, projectile_def)
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local hide_tracer = projectile_def.hide_tracer
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if hide_tracer and hide_tracer(self) then return end
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-- Add tracer
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minetest.add_particlespawner({
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amount = 20,
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time = .2,
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minpos = vector.zero(),
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maxpos = vector.zero(),
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minvel = vector.new(-0.1,-0.1,-0.1),
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maxvel = vector.new(0.1,0.1,0.1),
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minexptime = 0.5,
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maxexptime = 0.5,
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minsize = 2,
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maxsize = 2,
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attached = self.object,
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collisiondetection = false,
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vertical = false,
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texture = projectile_def.tracer_texture or "mobs_mc_arrow_particle.png",
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glow = 1,
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})
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end
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function mod.collides_with_solids(self, dtime, entity_def, projectile_def)
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local pos = self.object:get_pos()
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if not pos then return end
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@ -380,6 +406,8 @@ function mod.raycast_collides_with_entities(self, dtime, entity_def, projectile_
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local closest_object, closest_distance
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local pos = self.object:get_pos()
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if not pos then return end
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local arrow_dir = self.object:get_velocity()
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--create a raycast from the arrow based on the velocity of the arrow to deal with lag
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