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Standardize boat entity naming

objects
Wuzzy 2017-01-16 18:47:04 +01:00
parent 6848f2847c
commit 6e5b03fa33
1 changed files with 24 additions and 23 deletions

View File

@ -23,21 +23,22 @@ local boat = {
visual = "mesh", visual = "mesh",
mesh = "boat_base.x", mesh = "boat_base.x",
textures = {"boat_texture.png"}, textures = {"boat_texture.png"},
driver = nil,
v = 0, _driver = nil,
stepcount = 0, _v = 0,
unattended = 0 _stepcount = 0,
_unattended = 0
} }
function boat.on_rightclick(self, clicker) function boat.on_rightclick(self, clicker)
if not clicker or not clicker:is_player() then if not clicker or not clicker:is_player() then
return return
end end
if self.driver and clicker == self.driver then if self._driver and clicker == self._driver then
self.driver = nil self._driver = nil
clicker:set_detach() clicker:set_detach()
elseif not self.driver then elseif not self._driver then
self.driver = clicker self._driver = clicker
clicker:set_attach(self.object, "", {x=0,y=5,z=0}, {x=0,y=0,z=0}) clicker:set_attach(self.object, "", {x=0,y=5,z=0}, {x=0,y=0,z=0})
self.object:setyaw(clicker:get_look_yaw()) self.object:setyaw(clicker:get_look_yaw())
end end
@ -46,7 +47,7 @@ end
function boat.on_activate(self, staticdata, dtime_s) function boat.on_activate(self, staticdata, dtime_s)
self.object:set_armor_groups({immortal=1}) self.object:set_armor_groups({immortal=1})
if staticdata then if staticdata then
self.v = tonumber(staticdata) self._v = tonumber(staticdata)
end end
end end
@ -56,9 +57,9 @@ end
function boat.on_punch(self, puncher, time_from_last_punch, tool_capabilities, direction) function boat.on_punch(self, puncher, time_from_last_punch, tool_capabilities, direction)
if self.driver then if self._driver then
self.driver:set_detach() self._driver:set_detach()
self.driver = nil self._driver = nil
boat.schedule_removal(self) boat.schedule_removal(self)
if not minetest.setting_getbool("creative_mode") then if not minetest.setting_getbool("creative_mode") then
puncher:get_inventory():add_item("main", "boat:boat") puncher:get_inventory():add_item("main", "boat:boat")
@ -75,24 +76,24 @@ end
function boat.on_step(self, dtime) function boat.on_step(self, dtime)
self.stepcount=self.stepcount+1 self._stepcount=self._stepcount+1
if self.stepcount>9 then if self._stepcount>9 then
self.stepcount=0 self._stepcount=0
if self.driver then if self._driver then
local ctrl = self.driver:get_player_control() local ctrl = self._driver:get_player_control()
self.unattended=0 self._unattended=0
local yaw = self.object:getyaw() local yaw = self.object:getyaw()
if ctrl.up and self.v<3 then if ctrl.up and self._v<3 then
self.v = self.v + 1 self._v = self._v + 1
end end
if ctrl.down and self.v>=-1 then if ctrl.down and self._v>=-1 then
self.v = self.v - 1 self._v = self._v - 1
end end
if ctrl.left then if ctrl.left then
@ -111,7 +112,7 @@ function boat.on_step(self, dtime)
end end
end end
local tmp_velocity = get_velocity(self.v, self.object:getyaw(), 0) local tmp_velocity = get_velocity(self._v, self.object:getyaw(), 0)
local tmp_pos = self.object:getpos() local tmp_pos = self.object:getpos()