133 lines
3.8 KiB
Lua
133 lines
3.8 KiB
Lua
local entity = {
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physical = true,
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collisionbox = {-0.5, 0, -0.5, 0.5, 1, 0.5},
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visual = "mesh",
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visual_size = {x=10, y=10, z=10},
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mesh = "amogus_entity.obj",
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textures = {"amogus_entity.png"},
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on_rightclick = function(self, clicker)
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minetest.chat_send_player(clicker:get_player_name(), "WHY ARE YOU SUCH SUSSY BAKA?")
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end,
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-- physics config -- <--- HERE IS PART FOR YOU "USER" (NERD)
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gravity = 9.81, -- m/s^2
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walk_acceletation_speed = 0.2, -- self explainatory
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jump_force = 20, -- self explainatory
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friction = 0.5, -- friction (0.0 - no friction like perfectly smooth ice | 1.0 - full friction and can't even move)
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rotation_friction = 0.5, -- the same but for rotation
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bounciness = 0.5, -- bounciness (0.0 - no bounce at all | 1.0 - full bounce and bouces infinitely back to the same height)
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--------------------
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is_going_forward = true,
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block_lastly_in_front = false,
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direction_velocity = 0,
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on_activate = function(self, staticdata)
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local direction = math.random() * 2 * math.pi
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-- procesing config values --
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--friction = 1 - self.friction
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--rotation_friction = 1 - self.rotation_friction
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bounciness = 1 - self.bounciness
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-----------------------------
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-- kill itself (debugging)
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--self.object:remove()
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end,
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on_step = function(self, dtime)
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-- play amogus sound randomly
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if math.random(500) == 1 then
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minetest.sound_play("amogus_sound", {
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pos = self.object:get_pos(),
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gain = 1.0,
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max_hear_distance = 5
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})
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end
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-- random changing between walking and standing still
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if math.random(200) == 1 then
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self.is_going_forward = not self.is_going_forward
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end
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-- perform calculations on direction
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local dir = self.object:get_yaw()
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local dir_cos = math.cos(dir)
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local dir_sin = math.sin(dir)
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-- Go forward if "is_going_forward" is true
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if self.is_going_forward then
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--local pos = self.object:get_pos()
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local vel = self.object:get_velocity()
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vel.x = vel.x + dir_cos * self.walk_acceletation_speed
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vel.z = vel.z + dir_sin * self.walk_acceletation_speed
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self.object:set_velocity(vel)
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end
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-- some chance of turning left or right
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if math.random(50) == 1 then
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self.object:set_yaw(self.object:get_yaw() + math.pi/2)
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elseif math.random(50) == 1 then
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self.object:set_yaw(self.object:get_yaw() - math.pi/2)
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end
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-- print curent amogus entity y position
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--minetest.chat_send_player("singleplayer", "Y: " .. pos.y)
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-- print delta time
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minetest.chat_send_player("singleplayer", "dtime: " .. dtime)
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-- Make it also jump when some block is in front of it
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local pos = self.object:get_pos()
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pos.x = pos.x + dir_cos
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pos.z = pos.z + dir_sin
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local bnode = minetest.get_node(pos)
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if bnode.name ~= "air" then
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if self.block_lastly_in_front == false then
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self.block_lastly_in_front = true
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local vel = self.object:get_velocity()
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vel.y = vel.y + self.jump_force
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self.object:set_velocity(vel)
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end
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else
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self.block_lastly_in_front = false
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end
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local vel = self.object:get_velocity()
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-- change velocity by gravity
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vel.y = vel.y - self.gravity * dtime * 2
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-- change velocity by friction
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vel.x = vel.x * (1 - self.friction * dtime)
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vel.z = vel.z * (1 - self.friction * dtime)
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self.object:set_velocity(vel)
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end
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}
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minetest.register_entity("amogus_entities:amogus", entity) |