can only fly when pressed jump and cannot hold jump to enter fly mode, set speed to player velocity when entered fly mode

This commit is contained in:
Sumyjkl 2022-08-01 23:45:41 +10:00
parent cd62278336
commit 368ffda75b

View File

@ -4,6 +4,7 @@ mcl_playerplus = {
local player_velocity_old = {x=0, y=0, z=0}
local player_position_old = {x=0, y=0, z=0}
local is_pressing_jump = false
local get_connected_players = minetest.get_connected_players
local dir_to_yaw = minetest.dir_to_yaw
local get_item_group = minetest.get_item_group
@ -280,15 +281,21 @@ minetest.register_globalstep(function(dtime)
elytra.speed = 2
end
local is_just_jumped = control.jump and not is_pressing_jump
is_pressing_jump = control.jump
if is_just_jumped and not elytra.active then
elytra.speed = clamp(get_overall_velocity(player:get_velocity()) - 1, 0, 20)
end
elytra.active = player:get_inventory():get_stack("armor", 3):get_name() == "mcl_armor:elytra"
and not player:get_attach()
and (elytra.active or (control.jump and player_velocity.y < -1))
and (elytra.active or (is_just_jumped and player_velocity.y < -0))
and (fly_node == "air" or fly_node == "ignore")
if elytra.active then
mcl_player.player_set_animation(player, "fly")
local slowdown_mult = 1 -- amount of vel to take per sec
local fall_speed = 40 -- amount to fall down per sec in nodes
local fall_speed = 10 -- amount to fall down per sec in nodes
local speedup_mult = 15 -- amount of speed to add based on look dir
local max_speed = 120
local direction = player:get_look_dir()
@ -299,6 +306,7 @@ minetest.register_globalstep(function(dtime)
speed_mult = speed_mult - slowdown_mult * dtime -- slow down
speed_mult = math.max(speed_mult, -1)
speed_mult = math.min(speed_mult, max_speed)
elytra.speed = speed_mult -- set the speed so you can keep track of it and add to it
new_vel = direction -- use the facing direction as a base
@ -337,7 +345,7 @@ minetest.register_globalstep(function(dtime)
-- this is far from ideal, but there's no good way to set_velocity on the player
player_vel = vector.multiply(player_vel, -0.4)
player:add_velocity(player_vel)
new_vel.y = new_vel.y - (400 / math.max(speed_mult, 2)) * dtime
new_vel.y = new_vel.y - (200 / math.max(speed_mult, 2)) * dtime
new_vel.y = new_vel.y - fall_speed * dtime
player:add_velocity(new_vel)
end