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Faster rgb to hex

This commit is contained in:
NO11 2021-07-12 18:05:52 +00:00
parent 509568b4b0
commit 5ceb48fcb1
1 changed files with 20 additions and 41 deletions

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@ -5,64 +5,43 @@ minetest.register_on_leaveplayer(function(player)
end)
-- Totem particle registration
function rgb_to_hex(rgb)
local hexadecimal = "#"
for key, value in pairs(rgb) do
local hex = ""
while value > 0 do
local index = math.fmod(value, 16) + 1
value = math.floor(value / 16)
hex = string.sub("0123456789ABCDEF", index, index) .. hex
end
local len = string.len(hex)
if len == 0 then
hex = "00"
elseif len == 1 then
hex = "0" .. hex
end
hexadecimal = hexadecimal .. hex
end
return hexadecimal
function rgb_to_hex(r, g, b)
return string.format("%02x%02x%02x", r, g, b)
end
minetest.register_entity("mcl_totems:totem_particle", {
physical = true,
collide_with_objects = false,
collisionbox = {-0.02,-0.02,-0.02, 0.02,0.02,0.02},
collisionbox = { -0.02, -0.02, -0.02, 0.02, 0.02, 0.02 },
pointable = false,
visual = "sprite",
visual_size = {x=0.2, y=0.2},
spritediv = {x=1, y=1},
initial_sprite_basepos = {x=0, y=0},
visual_size = { x = 0.2, y = 0.2 },
spritediv = { x = 1, y = 1 },
initial_sprite_basepos = { x = 0, y = 0 },
static_save = false,
glow = 14,
on_activate = function(self, staticdata)
local color
if math.random(0, 3) == 0 then
color = rgb_to_hex({ (0.6 + math.random() * 0.2) * 255, (0.6 + math.random() * 0.3) * 255, (math.random() * 0.2) * 255 })
color = rgb_to_hex( 153 + math.random() * 51, 153 + math.random() * 76.5, math.random() * 51)
else
color = rgb_to_hex({ (0.1 + math.random() * 0.4) * 255, (0.6 + math.random() * 0.3) * 255, (math.random() * 0.2) * 255 })
color = rgb_to_hex(25.5 + math.random() * 102, 153 + math.random() * 76.5, math.random() * 51)
end
self.object:set_properties({
textures = { "mcl_particles_totem"..math.random(1, 4)..".png^[colorize:"..color }
textures = { "mcl_particles_totem"..math.random(1, 4)..".png^[colorize:#"..color }
})
local t = math.random(1, 2)*math.random()
minetest.after(t, function()
self.object:set_velocity({x = math.random(-4, 4)*math.random(), y = math.random(-1, 4)*math.random(), z = math.random(-4, 4)*math.random()})
self.object:set_velocity({ x = math.random(-4, 4) * math.random(), y = math.random(-1, 4) * math.random(), z = math.random(-4, 4) * math.random() })
end)
minetest.after(0.3 + t, function()
self.object:set_acceleration({x=0, y=-4, z=0})
self.object:set_velocity({x=0, y=0, z=0})
self.object:set_acceleration({ x = 0, y = -4, z = 0 })
self.object:set_velocity({ x = 0, y = 0, z = 0 })
end)
end,
on_step = function(self, dtime)
local r = math.random(1,50)
local r = math.random(1, 50)
if r == 1 then
self.object:remove()
end
@ -79,7 +58,7 @@ mcl_damage.register_modifier(function(obj, damage, reason)
local ppos = obj:get_pos()
local pnname = minetest.get_node(ppos).name
-- Some exceptions when _not_ to save the player
for n=1, #mobs_mc.misc.totem_fail_nodes do
for n = 1, #mobs_mc.misc.totem_fail_nodes do
if pnname == mobs_mc.misc.totem_fail_nodes[n] then
return
end
@ -95,14 +74,14 @@ mcl_damage.register_modifier(function(obj, damage, reason)
end
-- Effects
minetest.sound_play({name = "mcl_totems_totem", gain=1}, {pos=ppos, max_hear_distance=16}, true)
minetest.sound_play({ name = "mcl_totems_totem", gain = 1 }, { pos = ppos, max_hear_distance = 16 }, true)
--Particles
minetest.after(0.1, function()
local new_pos = obj:get_pos()
if not new_pos then return end
local particlepos = {x = new_pos.x, y = new_pos.y + 1, z = new_pos.z}
local particlepos = { x = new_pos.x, y = new_pos.y + 1, z = new_pos.z }
for i = 1, 150 do
minetest.add_entity(particlepos, "mcl_totems:totem_particle")
end
@ -113,9 +92,9 @@ mcl_damage.register_modifier(function(obj, damage, reason)
hud_totem[obj] = obj:hud_add({
hud_elem_type = "image",
text = "mcl_totems_totem.png",
position = { x=0.5, y=1 },
scale = { x=17, y=17 },
offset = { x=0, y=-178 },
position = { x = 0.5, y = 1 },
scale = { x = 17, y = 17 },
offset = { x = 0, y = -178 },
z_index = 100,
})
minetest.after(3, function()
@ -131,4 +110,4 @@ mcl_damage.register_modifier(function(obj, damage, reason)
end
end
end
end, 1000)
end, 1000)