SussyCraft/mods/amogus_entities/entities/amogus_entity.lua

146 lines
4.6 KiB
Lua

-- 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)