-- create a random number from 0 to 3 local entity = { physical = true, collisionbox = {-0.5, 0, -0.5, 0.5, 1, 0.5}, visual = "mesh", visual_size = {x=10, y=10, z=10}, mesh = "amogus_entity.obj", textures = {"amogus_entity.png",}, on_rightclick = function(self, clicker) minetest.chat_send_player(clicker:get_player_name(), "WHY ARE YOU SUCH SUSSY BAKA?") end, -- physics config -- <--- HERE IS PART FOR YOU "USER" (NERD) gravity = 9.81, -- m/s^2 walk_acceleration_speed = 0.2, -- self explainatory rotation_acceleration_speed = 3, -- self explainatory min_jump_force = 15, -- self explainatory max_jump_force = 25, -- self explainatory friction = 0.6, -- friction (0.0 - no friction like perfectly smooth ice | 1.0 - full friction and can't even move) rotation_friction = 0.75, -- the same but for rotation bounciness = 0.8, -- bounciness (0.0 - no bounce at all | 1.0 - full bounce and bouces infinitely back to the same height) -------------------- is_going_forward = true, block_lastly_in_front = false, rotation_velocity = 0, rotation_direction = nil, last_y_velocity = 0, on_activate = function(self, staticdata) self.object:set_yaw(math.random() * 2 * math.pi) self.rotation_direction = math.random(-1, 1) self.min_max_jump_force_diff = self.max_jump_force - self.min_jump_force -- kill itself (debugging) --self.object:remove() end, on_step = function(self, dtime) -- play amogus sound randomly if math.random(400) == 1 then minetest.sound_play("amogus_sound", { pos = self.object:get_pos(), gain = 1.0, max_hear_distance = 50 }) end -- random changing between walking and standing still if math.random(200) == 1 then self.is_going_forward = not self.is_going_forward end -- perform calculations on direction local dir = self.object:get_yaw() local dir_cos = math.cos(dir) local dir_sin = math.sin(dir) -- Go forward if "is_going_forward" is true if self.is_going_forward then --local pos = self.object:get_pos() local vel = self.object:get_velocity() vel.x = vel.x + dir_cos * self.walk_acceleration_speed vel.z = vel.z + dir_sin * self.walk_acceleration_speed self.object:set_velocity(vel) end -- some chance of chaning rotation_direction to random value if math.random(10) == 1 then --self.rotation_direction = math.random(-1, 1) local rand = math.random() if rand < 0.2 then self.rotation_direction = 1 elseif rand < 0.4 then self.rotation_direction = -1 else self.rotation_direction = 0 end end -- update rotation_velocity self.rotation_velocity = self.rotation_velocity + self.rotation_direction * self.rotation_acceleration_speed * dtime -- update rotation self.object:set_yaw(self.object:get_yaw() + self.rotation_velocity * dtime) -- apply rotation_friction self.rotation_velocity = self.rotation_velocity * (1 - self.rotation_friction * dtime) -- Make it also jump when some block is in front of it local pos = self.object:get_pos() pos.x = pos.x + dir_cos pos.z = pos.z + dir_sin local bnode = minetest.get_node(pos) if bnode.name == "air" or bnode.name == "amogus_blocks:water" then self.block_lastly_in_front = false else if self.block_lastly_in_front == false then self.block_lastly_in_front = true local vel = self.object:get_velocity() vel.y = vel.y + (math.random() * self.min_max_jump_force_diff + self.min_jump_force) self.object:set_velocity(vel) end end local vel = self.object:get_velocity() -- apply bounciness if last_y_velocity was negative and now is 0 if self.last_y_velocity < 0 and vel.y == 0 then vel.y = vel.y - self.last_y_velocity * self.bounciness end -- change velocity by gravity vel.y = vel.y - self.gravity * dtime * 2 -- change velocity by friction vel.x = vel.x * (1 - self.friction * dtime) vel.z = vel.z * (1 - self.friction * dtime) self.object:set_velocity(vel) self.last_y_velocity = vel.y end } minetest.register_entity("amogus_entities:amogus", entity)