Add code for totem partciles

This commit is contained in:
NO11 2021-05-29 19:24:16 +00:00
parent a65db15b5c
commit 75e263debc

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@ -4,6 +4,41 @@ minetest.register_on_leaveplayer(function(player)
hud_totem[player] = nil hud_totem[player] = nil
end) end)
-- Totem particle registration
-- TODO: real MC colors, these are randomly selected colors:
local colors = {"#7FFF00", "#698B22", "#BCEE68", "#EEEE00", "#C5F007"}
for c, color in pairs(colors) do
local colorizing = ".png^[colorize:"..color
for n = 1, 4 do
minetest.register_entity("mcl_totems:totem_particle"..n.."_color"..c, {
physical = true,
collide_with_objects = false,
collisionbox = {-0.02,-0.02,-0.02, 0.02,0.02,0.02},
pointable = false,
visual = "sprite",
visual_size = {x=0.2, y=0.2},
textures = {"mcl_particles_totem"..n..colorizing},
spritediv = {x=1, y=1},
initial_sprite_basepos = {x=0, y=0},
static_save = false,
glow = 5,
on_activate = function(self, staticdata)
self.object:set_velocity({x = math.random(-4, 4)*math.random(), y = math.random(-1, 4)*math.random(), z = math.random(-4, 4)*math.random()})
minetest.after(0.3, function()
self.object:set_acceleration({x=0, y=-4, z=0})
self.object:set_velocity({x=0, y=0, z=0})
end)
end,
on_step = function(self, dtime)
local r = math.random(1,80)
if r == 1 then
self.object:remove()
end
end
})
end
end
-- Save the player from death when holding totem of undying in hand -- Save the player from death when holding totem of undying in hand
mcl_damage.register_modifier(function(obj, damage, reason) mcl_damage.register_modifier(function(obj, damage, reason)
if obj:is_player() then if obj:is_player() then
@ -32,6 +67,15 @@ mcl_damage.register_modifier(function(obj, damage, reason)
-- Effects -- Effects
minetest.sound_play({name = "mcl_totems_totem", gain=1}, {pos=ppos, max_hear_distance=16}, true) minetest.sound_play({name = "mcl_totems_totem", gain=1}, {pos=ppos, max_hear_distance=16}, true)
--Particles
for i = 1, 200 do
local particle = "mcl_totems:totem_particle"..math.random(1, 4).."_color"..math.random(1, 5)
minetest.after(math.random(1, 2)*math.random(), function()
local new_pos = obj:get_pos()
minetest.add_entity({x=new_pos.x, y=new_pos.y + 1, z=new_pos.z}, particle)
end)
end
-- Big totem overlay -- Big totem overlay
if not hud_totem[obj] then if not hud_totem[obj] then
hud_totem[obj] = obj:hud_add({ hud_totem[obj] = obj:hud_add({