semi-working on 0.3 server step
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@ -300,15 +300,15 @@ minetest.register_globalstep(function(dtime)
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player:set_pos(vector.offset(player:get_pos(), 0, 0.8, 0))
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end
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mcl_player.player_set_animation(player, "fly")
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local slowdown_mult = 1 -- amount of vel to take per sec
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local fall_speed = 10 -- amount to fall down per sec in nodes
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local slowdown_mult = 0.2 -- amount of vel to take per sec
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local fall_speed = 20 -- amount to fall down per sec in nodes
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local speedup_mult = 10 -- amount of speed to add based on look dir
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local max_speed = 300
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local max_speed = 100
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local direction = player:get_look_dir()
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local player_vel = player:get_velocity()
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local turn_amount = anglediff(minetest.dir_to_yaw(direction), minetest.dir_to_yaw(player_vel))
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local direction_mult = clamp(-direction.y + 0, -1, 1)
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if direction_mult < 0 then direction_mult = -(direction_mult^2) end
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local direction_mult = clamp(-direction.y + 0, -0.8, 1)
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if direction_mult < 0 then direction_mult = -(direction_mult^2) / 2 end
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local speed_mult = elytra.speed + direction_mult * speedup_mult * dtime
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speed_mult = speed_mult - slowdown_mult * dtime -- slow down
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@ -326,7 +326,7 @@ minetest.register_globalstep(function(dtime)
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elytra.rocketing = elytra.rocketing - dtime
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if vector.length(player_velocity) < 40 then
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-- player:add_velocity(vector.multiply(player:get_look_dir(), 4))
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speed_mult = 30
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speed_mult = 10
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elytra.speed = speed_mult
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add_particle({
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pos = fly_pos,
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@ -347,15 +347,15 @@ minetest.register_globalstep(function(dtime)
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x = clamp(new_vel.x, -max_speed, max_speed),
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y = clamp(new_vel.y, -max_speed, max_speed),
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z = clamp(new_vel.z, -max_speed, max_speed)}
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new_vel = vector.multiply(new_vel, dtime * 30)
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-- new_vel = vector.multiply(new_vel, dtime * 30)
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-- slow the player down so less spongy movement by applying half the inverse vel
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-- NOTE: do not set this higher than about 0.7 or the game will get the wrong vel and it will be broken
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-- this is far from ideal, but there's no good way to set_velocity on the player
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player_vel = vector.multiply(player_vel, -0.4 * dtime * 30)
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player_vel = vector.multiply(player_vel, -0.1)
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new_vel = vector.add(new_vel, player_vel)
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new_vel.y = new_vel.y - (200 / math.max(speed_mult, 2)) * dtime
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new_vel.y = new_vel.y - (100 / math.max(speed_mult, 1)) * dtime
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new_vel.y = new_vel.y - fall_speed * dtime
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player:add_velocity(new_vel)
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else
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