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AFCMS 2021-03-15 09:37:54 +01:00
commit c1da231f9d
4 changed files with 89 additions and 14 deletions

View File

@ -34,7 +34,6 @@ keepInventory = false
# Performance settings
dedicated_server_step = 0.001
liquid_update = 0.25
abm_interval = 0.25
max_objects_per_block = 4096
max_packets_per_iteration = 10096

View File

@ -47,7 +47,72 @@ local alldirs=
{ x = 0, y = 0, z = 1}
}
-- 3 exptime variants because the animation is not tied to particle expiration time.
-- 3 colorized variants to imitate minecraft's
local smoke_pdef_base = {
amount = 0.001,
time = 0,
-- minpos = vector.add(pos, { x = -0.45, y = -0.45, z = -0.45 }),
-- maxpos = vector.add(pos, { x = 0.45, y = 0.45, z = 0.45 }),
minvel = { x = -0.1, y = 0.3, z = -0.1 },
maxvel = { x = 0.1, y = 1.6, z = 0.1 },
-- minexptime = 3 exptime variants,
-- maxexptime = 3 exptime variants
minsize = 4.0,
maxsize = 4.5,
-- texture = "mcl_particles_smoke_anim.png^[colorize:#000000:(3 colourize variants)",
animation = {
type = "vertical_frames",
aspect_w = 8,
aspect_h = 8,
-- length = 3 exptime variants
},
collisiondetection = true,
}
local smoke_pdef_cached = {}
local spawn_smoke = function(pos)
local min = math.min
local new_minpos = vector.add(pos, { x = -0.45, y = -0.45, z = -0.45 })
local new_maxpos = vector.add(pos, { x = 0.45, y = 0.45, z = 0.45 })
-- populate the cache
if not next(smoke_pdef_cached) then
-- the last frame plays for 1/8 * N seconds, so we can take advantage of it
-- to have varying exptime for each variant.
local exptimes = { 0.75, 1.5, 4.0 }
local colorizes = { "199", "209", "243" } -- round(78%, 82%, 90% of 256) - 1
local id = 1
for _,exptime in ipairs(exptimes) do
for _,colorize in ipairs(colorizes) do
smoke_pdef_base.minpos = new_minpos
smoke_pdef_base.maxpos = new_maxpos
smoke_pdef_base.maxexptime = exptime
smoke_pdef_base.animation.length = exptime + 0.1
-- minexptime must be set such that the last frame is actully rendered,
-- even if its very short. Larger exptime -> larger range
smoke_pdef_base.minexptime = min(exptime, (7.0/8.0 * (exptime + 0.1) + 0.1))
smoke_pdef_base.texture = "mcl_particles_smoke_anim.png^[colorize:#000000:" ..colorize
smoke_pdef_cached[id] = table.copy(smoke_pdef_base)
mcl_particles.add_node_particlespawner(pos, smoke_pdef_cached[id], "high")
id = id + 1
end
end
-- cache already populated
else
for i, smoke_pdef in ipairs(smoke_pdef_cached) do
smoke_pdef.minpos = new_minpos
smoke_pdef.maxpos = new_maxpos
mcl_particles.add_node_particlespawner(pos, smoke_pdef, "high")
end
end
--[[ Old smoke pdef
local spawn_smoke = function(pos)
mcl_particles.add_node_particlespawner(pos, {
amount = 0.1,
time = 0,
@ -67,6 +132,8 @@ local spawn_smoke = function(pos)
length = 2.1,
},
}, "high")
-- ]]
end
--

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@ -138,8 +138,6 @@ minetest.register_node("mcl_portals:portal", {
sunlight_propagates = true,
use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "blend" or true,
walkable = false,
diggable = false,
pointable = false,
buildable_to = false,
is_ground_content = false,
drop = "",
@ -152,7 +150,8 @@ minetest.register_node("mcl_portals:portal", {
{-0.5, -0.5, -0.1, 0.5, 0.5, 0.1},
},
},
groups = {portal=1, not_in_creative_inventory = 1},
groups = { creative_breakable = 1, portal = 1, not_in_creative_inventory = 1 },
sounds = mcl_sounds.node_sound_glass_defaults(),
on_destruct = destroy_nether_portal,
_mcl_hardness = -1,
@ -863,4 +862,3 @@ minetest.override_item("mcl_core:obsidian", {
end
end,
})

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@ -50,16 +50,27 @@ end
local function setSprinting(playerName, sprinting) --Sets the state of a player (0=stopped/moving, 1=sprinting)
local player = minetest.get_player_by_name(playerName)
local controls = player:get_player_control()
if players[playerName] then
players[playerName].sprinting = sprinting
if sprinting == true then
players[playerName].fov = math.min(players[playerName].fov + 0.05, 1.2)
player:set_fov(players[playerName].fov, true, 0.15)
playerphysics.add_physics_factor(player, "speed", "mcl_sprint:sprint", mcl_sprint.SPEED)
elseif sprinting == false then
if sprinting == true or controls.RMB and string.find(player:get_wielded_item():get_name(), "mcl_bows:bow") and player:get_wielded_item():get_name() ~= "mcl_bows:bow" then
if sprinting == true then
players[playerName].fov = math.min(players[playerName].fov + 0.05, 1.2)
players[playerName].fade_time = .15
else
players[playerName].fov = .7
players[playerName].fade_time = .3
end
player:set_fov(players[playerName].fov, true, players[playerName].fade_time)
if sprinting == true then
playerphysics.add_physics_factor(player, "speed", "mcl_sprint:sprint", mcl_sprint.SPEED)
end
elseif sprinting == false and player:get_wielded_item():get_name() ~= "mcl_bows:bow_0" and player:get_wielded_item():get_name() ~= "mcl_bows:bow_1" and player:get_wielded_item():get_name() ~= "mcl_bows:bow_2" then
players[playerName].fov = math.max(players[playerName].fov - 0.05, 1.0)
player:set_fov(players[playerName].fov, true, 0.15)
playerphysics.remove_physics_factor(player, "speed", "mcl_sprint:sprint")
if sprinting == false then
playerphysics.remove_physics_factor(player, "speed", "mcl_sprint:sprint")
end
end
return true
end