diff --git a/mods/PLAYER/mcl_playerplus/init.lua b/mods/PLAYER/mcl_playerplus/init.lua index d1fa685916..8ea73f17ce 100644 --- a/mods/PLAYER/mcl_playerplus/init.lua +++ b/mods/PLAYER/mcl_playerplus/init.lua @@ -227,10 +227,12 @@ local function clamp(num, min, max) end local elytra_vars = { - slowdown_mult = 0, -- amount of vel to take per sec - fall_speed = 20, -- amount to fall down per sec in nodes - speedup_mult = 7, -- amount of speed to add based on look dir - max_speed = 100, -- max amount to multiply against look direction when flying + slowdown_mult = 0.05, -- amount of vel to take per sec + fall_speed = 1, -- amount of vel to fall down per sec + speedup_mult = 3, -- amount of speed to add based on look dir + max_speed = 30, -- max amount to multiply against look direction when flying + pitch_penalty = 0.8, -- if pitching up, slow down at this rate as a multiplier + rocket_speed = 5, } @@ -308,23 +310,22 @@ minetest.register_globalstep(function(dtime) local direction = player:get_look_dir() local player_vel = player:get_velocity() local turn_amount = anglediff(minetest.dir_to_yaw(direction), minetest.dir_to_yaw(player_vel)) - local direction_mult = clamp(-direction.y - 0.1, -0.8, 1) - if direction_mult < 0 then direction_mult = -((direction_mult*2)^2) / 6 end + local direction_mult = clamp(-(direction.y), -1, 1) + if direction_mult < 0 then direction_mult = direction_mult * elytra_vars.pitch_penalty end local speed_mult = elytra.speed + direction_mult * elytra_vars.speedup_mult * dtime speed_mult = speed_mult - elytra_vars.slowdown_mult * dtime -- slow down - speed_mult = math.max(speed_mult, -1) - speed_mult = math.min(speed_mult, elytra_vars.max_speed) - if turn_amount > 0.3 then + speed_mult = clamp(speed_mult, -elytra_vars.max_speed, elytra_vars.max_speed) + if turn_amount > 0.3 and math.abs(direction.y) < 0.98 then -- don't do this if looking straight up / down speed_mult = speed_mult - (speed_mult * (turn_amount / (math.pi*8))) end - playerphysics.add_physics_factor(player, "gravity", "mcl_playerplus:elytra", 0.01) + playerphysics.add_physics_factor(player, "gravity", "mcl_playerplus:elytra", elytra_vars.fall_speed) if elytra.rocketing > 0 then elytra.rocketing = elytra.rocketing - dtime if vector.length(player_velocity) < 40 then -- player:add_velocity(vector.multiply(player:get_look_dir(), 4)) - speed_mult = 10 + speed_mult = elytra_vars.rocket_speed add_particle({ pos = fly_pos, velocity = {x = 0, y = 0, z = 0}, @@ -341,20 +342,18 @@ minetest.register_globalstep(function(dtime) elytra.speed = speed_mult -- set the speed so you can keep track of it and add to it - local new_vel = direction -- use the facing direction as a base - new_vel = vector.multiply(new_vel, speed_mult) + local new_vel = vector.multiply(direction, speed_mult) -- use the look dir and speed as a mult + -- new_vel.y = new_vel.y - elytra_vars.fall_speed * dtime -- make the player fall a set amount - -- slow the player down so less spongy movement by applying half the inverse vel + -- slow the player down so less spongy movement by applying some of the inverse velocity -- NOTE: do not set this higher than about 0.2 or the game will get the wrong vel and it will be broken - -- this is far from ideal, but there's no good way to set_velocity on the player + -- this is far from ideal, but there's no good way to set_velocity or slow down the player player_vel = vector.multiply(player_vel, -0.1) -- if speed_mult < 1 then player_vel.y = player_vel.y * 0.1 end new_vel = vector.add(new_vel, player_vel) - -- new_vel.y = new_vel.y + clamp(speed_mult * dtime * 10, -10, 0) - new_vel.y = new_vel.y - elytra_vars.fall_speed * dtime player:add_velocity(new_vel) - else + else -- reset things when you stop flying with elytra elytra.rocketing = 0 playerphysics.remove_physics_factor(player, "gravity", "mcl_playerplus:elytra") end