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prevent player gaining infinite momentum by spamming jump while running, added dtime dependent velocity

This commit is contained in:
Sumyjkl 2022-08-02 22:06:19 +10:00
parent c80012a14f
commit 5c085bd28f
1 changed files with 12 additions and 5 deletions

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@ -284,6 +284,11 @@ minetest.register_globalstep(function(dtime)
if is_just_jumped and not elytra.active then if is_just_jumped and not elytra.active then
elytra.speed = clamp(get_overall_velocity(player:get_velocity()) - 1, 0, 20) elytra.speed = clamp(get_overall_velocity(player:get_velocity()) - 1, 0, 20)
end end
-- don't let player get too fast by spamming jump
local block_below = minetest.get_node(vector.offset(player:get_velocity(), 0, -0.7, 0)).name
if minetest.registered_nodes[block_below].walkable then
elytra.speed = clamp(elytra.speed, -1, 5)
end
elytra.active = player:get_inventory():get_stack("armor", 3):get_name() == "mcl_armor:elytra" elytra.active = player:get_inventory():get_stack("armor", 3):get_name() == "mcl_armor:elytra"
and not player:get_attach() and not player:get_attach()
@ -298,18 +303,20 @@ minetest.register_globalstep(function(dtime)
local slowdown_mult = 1 -- amount of vel to take per sec local slowdown_mult = 1 -- amount of vel to take per sec
local fall_speed = 10 -- amount to fall down per sec in nodes local fall_speed = 10 -- amount to fall down per sec in nodes
local speedup_mult = 10 -- amount of speed to add based on look dir local speedup_mult = 10 -- amount of speed to add based on look dir
local max_speed = 120 local max_speed = 300
local direction = player:get_look_dir() local direction = player:get_look_dir()
local player_vel = player:get_velocity() local player_vel = player:get_velocity()
local turn_amount = anglediff(minetest.dir_to_yaw(direction), minetest.dir_to_yaw(player_vel)) local turn_amount = anglediff(minetest.dir_to_yaw(direction), minetest.dir_to_yaw(player_vel))
local direction_mult = clamp(-direction.y + 0, -1, 1) local direction_mult = clamp(-direction.y + 0, -1, 1)
if direction_mult < 0 then direction_mult = -(direction_mult^2) + direction_mult/2 end if direction_mult < 0 then direction_mult = -(direction_mult^2) end
local speed_mult = elytra.speed + direction_mult * speedup_mult * dtime local speed_mult = elytra.speed + direction_mult * speedup_mult * dtime
speed_mult = speed_mult - slowdown_mult * dtime -- slow down speed_mult = speed_mult - slowdown_mult * dtime -- slow down
speed_mult = math.max(speed_mult, -1) speed_mult = math.max(speed_mult, -1)
speed_mult = math.min(speed_mult, max_speed) speed_mult = math.min(speed_mult, max_speed)
speed_mult = speed_mult - (speed_mult * turn_amount / (math.pi*3)) if turn_amount > 0.1 then
speed_mult = speed_mult - (speed_mult * turn_amount / (math.pi*3))
end
elytra.speed = speed_mult -- set the speed so you can keep track of it and add to it elytra.speed = speed_mult -- set the speed so you can keep track of it and add to it
new_vel = direction -- use the facing direction as a base new_vel = direction -- use the facing direction as a base
@ -335,7 +342,7 @@ minetest.register_globalstep(function(dtime)
end end
end end
new_vel = vector.multiply(new_vel, speed_mult) new_vel = vector.multiply(new_vel, speed_mult * dtime * 30)
new_vel = { new_vel = {
x = clamp(new_vel.x, -max_speed, max_speed), x = clamp(new_vel.x, -max_speed, max_speed),
y = clamp(new_vel.y, -max_speed, max_speed), y = clamp(new_vel.y, -max_speed, max_speed),
@ -344,7 +351,7 @@ minetest.register_globalstep(function(dtime)
-- slow the player down so less spongy movement by applying half the inverse vel -- slow the player down so less spongy movement by applying half the inverse vel
-- NOTE: do not set this higher than about 0.7 or the game will get the wrong vel and it will be broken -- NOTE: do not set this higher than about 0.7 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 on the player
player_vel = vector.multiply(player_vel, -0.4) player_vel = vector.multiply(player_vel, -0.4 * dtime * 30)
new_vel = vector.add(new_vel, player_vel) new_vel = vector.add(new_vel, player_vel)
new_vel.y = new_vel.y - (200 / math.max(speed_mult, 2)) * dtime new_vel.y = new_vel.y - (200 / math.max(speed_mult, 2)) * dtime