improved code quality
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9e1b0184c5
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cd62278336
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@ -3,6 +3,7 @@ mcl_playerplus = {
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}
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local player_velocity_old = {x=0, y=0, z=0}
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local player_position_old = {x=0, y=0, z=0}
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local get_connected_players = minetest.get_connected_players
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local dir_to_yaw = minetest.dir_to_yaw
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local get_item_group = minetest.get_item_group
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@ -286,18 +287,20 @@ minetest.register_globalstep(function(dtime)
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if elytra.active then
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mcl_player.player_set_animation(player, "fly")
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local slowdown_mult = 0.2 -- amount of vel to take per sec
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local speedup_mult = 10 -- amount of speed to add based on look dir
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local slowdown_mult = 1 -- amount of vel to take per sec
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local fall_speed = 40 -- amount to fall down per sec in nodes
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local speedup_mult = 15 -- amount of speed to add based on look dir
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local max_speed = 120
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local direction = player:get_look_dir()
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local v = player:get_velocity()
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local player_vel = player:get_velocity()
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local direction_mult = clamp(-direction.y*2, -0.5, 0.5)
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local speed_mult = clamp(elytra.speed + direction_mult * speedup_mult * dtime, -max_speed, max_speed)
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speed_mult = speed_mult - slowdown_mult * speed_mult * dtime -- slow down
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local speed_mult = elytra.speed + direction_mult * speedup_mult * dtime
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speed_mult = speed_mult - slowdown_mult * dtime -- slow down
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speed_mult = math.max(speed_mult, -1)
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speed_mult = math.min(speed_mult, max_speed)
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elytra.speed = speed_mult
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vel = direction
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elytra.speed = speed_mult -- set the speed so you can keep track of it and add to it
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new_vel = direction -- use the facing direction as a base
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playerphysics.add_physics_factor(player, "gravity", "mcl_playerplus:elytra", 0.1)
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if elytra.rocketing > 0 then
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@ -323,18 +326,20 @@ minetest.register_globalstep(function(dtime)
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playerphysics.remove_physics_factor(player, "gravity", "mcl_playerplus:elytra")
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end
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vel = vector.multiply(vel, speed_mult)
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vel = {
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x = clamp(vel.x, -max_speed, max_speed),
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y = clamp(vel.y, -max_speed, max_speed),
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z = clamp(vel.z, -max_speed, max_speed)}
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new_vel = vector.multiply(new_vel, speed_mult)
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new_vel = {
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x = clamp(new_vel.x, -max_speed, max_speed),
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y = clamp(new_vel.y, -max_speed, max_speed),
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z = clamp(new_vel.z, -max_speed, max_speed)}
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-- slow the player down so less spongy movement by applying half the inverse vel
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-- NOTE: do not set this higher than about 0.7 or the game will get the wrong vel and it will be broken
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v = vector.multiply(v, -0.4)
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player:add_velocity(v)
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vel.y = vel.y - (200 / math.max(speed_mult+1, 1)) * dtime
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player:add_velocity(vel)
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-- this is far from ideal, but there's no good way to set_velocity on the player
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player_vel = vector.multiply(player_vel, -0.4)
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player:add_velocity(player_vel)
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new_vel.y = new_vel.y - (400 / math.max(speed_mult, 2)) * dtime
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new_vel.y = new_vel.y - fall_speed * dtime
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player:add_velocity(new_vel)
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end
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if wielded_def and wielded_def._mcl_toollike_wield then
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@ -350,6 +355,7 @@ minetest.register_globalstep(function(dtime)
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end
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player_velocity_old = player:get_velocity() or player:get_player_velocity()
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player_position_old = player:get_pos()
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-- controls right and left arms pitch when shooting a bow or blocking
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