significanltly more accurate values, much slower, more reliable physics, more comments
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@ -227,10 +227,12 @@ local function clamp(num, min, max)
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end
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end
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local elytra_vars = {
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local elytra_vars = {
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slowdown_mult = 0, -- amount of vel to take per sec
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slowdown_mult = 0.05, -- amount of vel to take per sec
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fall_speed = 20, -- amount to fall down per sec in nodes
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fall_speed = 1, -- amount of vel to fall down per sec
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speedup_mult = 7, -- amount of speed to add based on look dir
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speedup_mult = 3, -- amount of speed to add based on look dir
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max_speed = 100, -- max amount to multiply against look direction when flying
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max_speed = 30, -- max amount to multiply against look direction when flying
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pitch_penalty = 0.8, -- if pitching up, slow down at this rate as a multiplier
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rocket_speed = 5,
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}
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}
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@ -308,23 +310,22 @@ minetest.register_globalstep(function(dtime)
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local direction = player:get_look_dir()
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local direction = player:get_look_dir()
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local player_vel = player:get_velocity()
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local player_vel = player:get_velocity()
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local turn_amount = anglediff(minetest.dir_to_yaw(direction), minetest.dir_to_yaw(player_vel))
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local turn_amount = anglediff(minetest.dir_to_yaw(direction), minetest.dir_to_yaw(player_vel))
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local direction_mult = clamp(-direction.y - 0.1, -0.8, 1)
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local direction_mult = clamp(-(direction.y), -1, 1)
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if direction_mult < 0 then direction_mult = -((direction_mult*2)^2) / 6 end
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if direction_mult < 0 then direction_mult = direction_mult * elytra_vars.pitch_penalty end
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local speed_mult = elytra.speed + direction_mult * elytra_vars.speedup_mult * dtime
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local speed_mult = elytra.speed + direction_mult * elytra_vars.speedup_mult * dtime
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speed_mult = speed_mult - elytra_vars.slowdown_mult * dtime -- slow down
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speed_mult = speed_mult - elytra_vars.slowdown_mult * dtime -- slow down
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speed_mult = math.max(speed_mult, -1)
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speed_mult = clamp(speed_mult, -elytra_vars.max_speed, elytra_vars.max_speed)
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speed_mult = math.min(speed_mult, elytra_vars.max_speed)
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if turn_amount > 0.3 and math.abs(direction.y) < 0.98 then -- don't do this if looking straight up / down
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if turn_amount > 0.3 then
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speed_mult = speed_mult - (speed_mult * (turn_amount / (math.pi*8)))
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speed_mult = speed_mult - (speed_mult * (turn_amount / (math.pi*8)))
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end
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end
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playerphysics.add_physics_factor(player, "gravity", "mcl_playerplus:elytra", 0.01)
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playerphysics.add_physics_factor(player, "gravity", "mcl_playerplus:elytra", elytra_vars.fall_speed)
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if elytra.rocketing > 0 then
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if elytra.rocketing > 0 then
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elytra.rocketing = elytra.rocketing - dtime
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elytra.rocketing = elytra.rocketing - dtime
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if vector.length(player_velocity) < 40 then
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if vector.length(player_velocity) < 40 then
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-- player:add_velocity(vector.multiply(player:get_look_dir(), 4))
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-- player:add_velocity(vector.multiply(player:get_look_dir(), 4))
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speed_mult = 10
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speed_mult = elytra_vars.rocket_speed
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add_particle({
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add_particle({
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pos = fly_pos,
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pos = fly_pos,
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velocity = {x = 0, y = 0, z = 0},
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velocity = {x = 0, y = 0, z = 0},
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@ -341,20 +342,18 @@ minetest.register_globalstep(function(dtime)
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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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elytra.speed = speed_mult -- set the speed so you can keep track of it and add to it
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local new_vel = direction -- use the facing direction as a base
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local new_vel = vector.multiply(direction, speed_mult) -- use the look dir and speed as a mult
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new_vel = vector.multiply(new_vel, speed_mult)
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-- new_vel.y = new_vel.y - elytra_vars.fall_speed * dtime -- make the player fall a set amount
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-- slow the player down so less spongy movement by applying half the inverse vel
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-- slow the player down so less spongy movement by applying some of the inverse velocity
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-- NOTE: do not set this higher than about 0.2 or the game will get the wrong vel and it will be broken
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-- NOTE: do not set this higher than about 0.2 or the game will get the wrong vel and it will be broken
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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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-- this is far from ideal, but there's no good way to set_velocity or slow down the player
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player_vel = vector.multiply(player_vel, -0.1)
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player_vel = vector.multiply(player_vel, -0.1)
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-- if speed_mult < 1 then player_vel.y = player_vel.y * 0.1 end
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-- if speed_mult < 1 then player_vel.y = player_vel.y * 0.1 end
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new_vel = vector.add(new_vel, player_vel)
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new_vel = vector.add(new_vel, player_vel)
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-- new_vel.y = new_vel.y + clamp(speed_mult * dtime * 10, -10, 0)
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new_vel.y = new_vel.y - elytra_vars.fall_speed * dtime
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player:add_velocity(new_vel)
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player:add_velocity(new_vel)
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else
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else -- reset things when you stop flying with elytra
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elytra.rocketing = 0
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elytra.rocketing = 0
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playerphysics.remove_physics_factor(player, "gravity", "mcl_playerplus:elytra")
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playerphysics.remove_physics_factor(player, "gravity", "mcl_playerplus:elytra")
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end
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end
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