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_acceletation_speed = 0.2, -- self explainatory jump_force = 20, -- self explainatory friction = 0.5, -- friction (0.0 - no friction like perfectly smooth ice | 1.0 - full friction and can't even move) rotation_friction = 0.5, -- the same but for rotation bounciness = 0.5, -- 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, direction_velocity = 0, on_activate = function(self, staticdata) local direction = math.random() * 2 * math.pi -- procesing config values -- --friction = 1 - self.friction --rotation_friction = 1 - self.rotation_friction bounciness = 1 - self.bounciness ----------------------------- -- kill itself (debugging) --self.object:remove() end, on_step = function(self, dtime) -- play amogus sound randomly if math.random(500) == 1 then minetest.sound_play("amogus_sound", { pos = self.object:get_pos(), gain = 1.0, max_hear_distance = 5 }) 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_acceletation_speed vel.z = vel.z + dir_sin * self.walk_acceletation_speed self.object:set_velocity(vel) end -- some chance of turning left or right if math.random(50) == 1 then self.object:set_yaw(self.object:get_yaw() + math.pi/2) elseif math.random(50) == 1 then self.object:set_yaw(self.object:get_yaw() - math.pi/2) end -- print curent amogus entity y position --minetest.chat_send_player("singleplayer", "Y: " .. pos.y) -- print delta time minetest.chat_send_player("singleplayer", "dtime: " .. 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" then if self.block_lastly_in_front == false then self.block_lastly_in_front = true local vel = self.object:get_velocity() vel.y = vel.y + self.jump_force self.object:set_velocity(vel) end else self.block_lastly_in_front = false end local vel = self.object:get_velocity() -- 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) end } minetest.register_entity("amogus_entities:amogus", entity)