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Make mobs magnetic collision more jello-y

This commit is contained in:
jordan4ibanez 2021-04-13 20:24:46 -04:00
parent aa4d34c10e
commit 3f6312a631
1 changed files with 18 additions and 14 deletions

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@ -208,27 +208,31 @@ local collision = function(self)
--local velocity = vector.normalize(dir) --local velocity = vector.normalize(dir)
local force = 1 - (1 * distance / (collision_boundary + object_collision_boundary))
local vel1 = vector.multiply(velocity, -1) local vel1 = vector.multiply(velocity, -1)
local vel2 = velocity local vel2 = velocity
vel1 = vector.multiply(vel1, force)
local current_mob_velocity = self.object:get_velocity() vel2 = vector.multiply(vel2, force)
local new_mob_velocity = vector.subtract(vel1, current_mob_velocity)
new_mob_velocity.y = 0 --local current_mob_velocity = self.object:get_velocity()
--print(distance)
--print(collision_boundary + object_collision_boundary)
--if math.abs(current_mob_velocity.x) < 2 and math.abs(current_mob_velocity.z) < 2 then --if math.abs(current_mob_velocity.x) < 2 and math.abs(current_mob_velocity.z) < 2 then
self.object:add_velocity(new_mob_velocity) self.object:add_velocity(vel1)
--end --end
--reenable fire spreading eventually --reenable fire spreading eventually
if object:is_player() then if object:is_player() then
local current_vel = object:get_velocity() --local current_vel = object:get_velocity()
--local new_vel = vector.subtract(vel2, current_vel) --local new_vel = vector.subtract(vel2, current_vel)
@ -236,9 +240,9 @@ local collision = function(self)
--new_vel.y = 0 --new_vel.y = 0
if math.abs(current_vel.x) < 2 and math.abs(current_vel.z) < 2 then --if math.abs(current_vel.x) < 2 and math.abs(current_vel.z) < 2 then
object:add_player_velocity(vel2) object:add_player_velocity(vel2)
end --end
--if self.on_fire then --if self.on_fire then
@ -250,14 +254,14 @@ local collision = function(self)
--end --end
else else
local current_vel = object:get_velocity() -- local current_vel = object:get_velocity()
local new_vel = vector.subtract(vel2, current_vel) -- local new_vel = vector.subtract(vel2, current_vel)
new_vel.y = 0 -- new_vel.y = 0
-- if math.abs(current_vel.x) < 2 and math.abs(current_vel.z) < 2 then -- if math.abs(current_vel.x) < 2 and math.abs(current_vel.z) < 2 then
object:add_velocity(new_vel) object:add_velocity(vel2)
-- end -- end
--if self.on_fire then --if self.on_fire then
-- start_fire(object) -- start_fire(object)