fireworks function, slight balancing, removed debug starting speed
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20b229a9b9
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9e1b0184c5
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@ -266,13 +266,17 @@ minetest.register_globalstep(function(dtime)
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local v = math.sqrt(vector.x^2 + vector.y^2 + vector.z^2)
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return v
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end
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local function anglediff(a1, a2)
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local a = a1 - a2
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return math.abs((a + math.pi) % (math.pi*2) - math.pi)
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end
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local function clamp(num, min, max)
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return math.min(max, math.max(num, min))
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end
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if not elytra.active then
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elytra.speed = 10
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elytra.speed = 2
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end
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elytra.active = player:get_inventory():get_stack("armor", 3):get_name() == "mcl_armor:elytra"
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@ -282,36 +286,26 @@ minetest.register_globalstep(function(dtime)
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if elytra.active then
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mcl_player.player_set_animation(player, "fly")
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local slowdown_mult = 0.2 -- amount of vel to take
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local slowdown_mult = 0.2 -- amount of vel to take per sec
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local speedup_mult = 10 -- amount of speed to add based on look dir
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local max_speed = 60
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local max_speed = 120
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local direction = player:get_look_dir()
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local v = player:get_velocity()
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local direction_mult = clamp(direction.y*2, -0.5, 0.5)
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local speed_mult = clamp(elytra.speed - direction_mult * speedup_mult * dtime, -max_speed, max_speed)
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local direction_mult = clamp(-direction.y*2, -0.5, 0.5)
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local speed_mult = clamp(elytra.speed + direction_mult * speedup_mult * dtime, -max_speed, max_speed)
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speed_mult = speed_mult - slowdown_mult * speed_mult * dtime -- slow down
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speed_mult = math.max(speed_mult, -1)
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speed_mult = math.min(speed_mult, max_speed)
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elytra.speed = speed_mult
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vel = direction
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vel = vector.multiply(vel, speed_mult)
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vel = {
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x = clamp(vel.x, -max_speed, max_speed),
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y = clamp(vel.y, -max_speed, max_speed),
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z = clamp(vel.z, -max_speed, max_speed)}
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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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v = vector.multiply(v, -0.3)
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player:add_velocity(v)
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vel.y = vel.y - (300 / math.max(speed_mult, 1)) * dtime
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player:add_velocity(vel)
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playerphysics.add_physics_factor(player, "gravity", "mcl_playerplus:elytra", 0.1)
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if elytra.rocketing > 0 then
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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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-- player:add_velocity(vector.multiply(player:get_look_dir(), 4))
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speed_mult = 30
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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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velocity = {x = 0, y = 0, z = 0},
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@ -324,12 +318,25 @@ minetest.register_globalstep(function(dtime)
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glow = 5,
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})
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end
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end
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else
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elytra.rocketing = 0
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playerphysics.remove_physics_factor(player, "gravity", "mcl_playerplus:elytra")
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end
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vel = vector.multiply(vel, speed_mult)
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vel = {
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x = clamp(vel.x, -max_speed, max_speed),
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y = clamp(vel.y, -max_speed, max_speed),
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z = clamp(vel.z, -max_speed, max_speed)}
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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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v = vector.multiply(v, -0.4)
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player:add_velocity(v)
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vel.y = vel.y - (200 / math.max(speed_mult+1, 1)) * dtime
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player:add_velocity(vel)
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end
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if wielded_def and wielded_def._mcl_toollike_wield then
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set_bone_position_conditional(player,"Wield_Item", vector.new(0,3.9,1.3), vector.new(90,0,0))
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elseif string.find(wielded:get_name(), "mcl_bows:bow") then
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