Merge pull request 'Slightly lift your right arm when holding an item.' (#1345) from iliekprogrammar/MineClone2:hand into master
Reviewed-on: https://git.minetest.land/MineClone2/MineClone2/pulls/1345dyable-leather-armor
commit
c877d6e922
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@ -50,69 +50,69 @@ local alldirs=
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-- 3 exptime variants because the animation is not tied to particle expiration time.
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-- 3 colorized variants to imitate minecraft's
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local smoke_pdef_base = {
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amount = 0.001,
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time = 0,
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-- minpos = vector.add(pos, { x = -0.45, y = -0.45, z = -0.45 }),
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-- maxpos = vector.add(pos, { x = 0.45, y = 0.45, z = 0.45 }),
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minvel = { x = -0.1, y = 0.3, z = -0.1 },
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maxvel = { x = 0.1, y = 1.6, z = 0.1 },
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-- minexptime = 3 exptime variants,
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-- maxexptime = 3 exptime variants
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minsize = 4.0,
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maxsize = 4.5,
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-- texture = "mcl_particles_smoke_anim.png^[colorize:#000000:(3 colourize variants)",
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animation = {
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type = "vertical_frames",
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aspect_w = 8,
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aspect_h = 8,
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-- length = 3 exptime variants
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},
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collisiondetection = true,
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amount = 0.001,
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time = 0,
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-- minpos = vector.add(pos, { x = -0.45, y = -0.45, z = -0.45 }),
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-- maxpos = vector.add(pos, { x = 0.45, y = 0.45, z = 0.45 }),
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minvel = { x = -0.1, y = 0.3, z = -0.1 },
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maxvel = { x = 0.1, y = 1.6, z = 0.1 },
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-- minexptime = 3 exptime variants,
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-- maxexptime = 3 exptime variants
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minsize = 4.0,
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maxsize = 4.5,
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-- texture = "mcl_particles_smoke_anim.png^[colorize:#000000:(3 colourize variants)",
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animation = {
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type = "vertical_frames",
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aspect_w = 8,
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aspect_h = 8,
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-- length = 3 exptime variants
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},
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collisiondetection = true,
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}
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local smoke_pdef_cached = {}
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local spawn_smoke = function(pos)
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local min = math.min
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local new_minpos = vector.add(pos, { x = -0.45, y = -0.45, z = -0.45 })
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local new_maxpos = vector.add(pos, { x = 0.45, y = 0.45, z = 0.45 })
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local min = math.min
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local new_minpos = vector.add(pos, { x = -0.45, y = -0.45, z = -0.45 })
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local new_maxpos = vector.add(pos, { x = 0.45, y = 0.45, z = 0.45 })
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-- populate the cache
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if not next(smoke_pdef_cached) then
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-- the last frame plays for 1/8 * N seconds, so we can take advantage of it
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-- to have varying exptime for each variant.
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local exptimes = { 0.75, 1.5, 4.0 }
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local colorizes = { "199", "209", "243" } -- round(78%, 82%, 90% of 256) - 1
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-- populate the cache
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if not next(smoke_pdef_cached) then
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-- the last frame plays for 1/8 * N seconds, so we can take advantage of it
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-- to have varying exptime for each variant.
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local exptimes = { 0.75, 1.5, 4.0 }
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local colorizes = { "199", "209", "243" } -- round(78%, 82%, 90% of 256) - 1
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local id = 1
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for _,exptime in ipairs(exptimes) do
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for _,colorize in ipairs(colorizes) do
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smoke_pdef_base.minpos = new_minpos
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smoke_pdef_base.maxpos = new_maxpos
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smoke_pdef_base.maxexptime = exptime
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smoke_pdef_base.animation.length = exptime + 0.1
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-- minexptime must be set such that the last frame is actully rendered,
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-- even if its very short. Larger exptime -> larger range
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smoke_pdef_base.minexptime = min(exptime, (7.0/8.0 * (exptime + 0.1) + 0.1))
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smoke_pdef_base.texture = "mcl_particles_smoke_anim.png^[colorize:#000000:" ..colorize
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local id = 1
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for _,exptime in ipairs(exptimes) do
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for _,colorize in ipairs(colorizes) do
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smoke_pdef_base.minpos = new_minpos
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smoke_pdef_base.maxpos = new_maxpos
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smoke_pdef_base.maxexptime = exptime
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smoke_pdef_base.animation.length = exptime + 0.1
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-- minexptime must be set such that the last frame is actully rendered,
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-- even if its very short. Larger exptime -> larger range
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smoke_pdef_base.minexptime = min(exptime, (7.0/8.0 * (exptime + 0.1) + 0.1))
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smoke_pdef_base.texture = "mcl_particles_smoke_anim.png^[colorize:#000000:" ..colorize
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smoke_pdef_cached[id] = table.copy(smoke_pdef_base)
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smoke_pdef_cached[id] = table.copy(smoke_pdef_base)
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mcl_particles.add_node_particlespawner(pos, smoke_pdef_cached[id], "high")
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mcl_particles.add_node_particlespawner(pos, smoke_pdef_cached[id], "high")
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id = id + 1
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end
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end
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id = id + 1
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end
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end
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-- cache already populated
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else
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for i, smoke_pdef in ipairs(smoke_pdef_cached) do
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smoke_pdef.minpos = new_minpos
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smoke_pdef.maxpos = new_maxpos
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mcl_particles.add_node_particlespawner(pos, smoke_pdef, "high")
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end
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end
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-- cache already populated
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else
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for i, smoke_pdef in ipairs(smoke_pdef_cached) do
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smoke_pdef.minpos = new_minpos
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smoke_pdef.maxpos = new_maxpos
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mcl_particles.add_node_particlespawner(pos, smoke_pdef, "high")
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end
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end
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--[[ Old smoke pdef
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local spawn_smoke = function(pos)
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local spawn_smoke = function(pos)
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mcl_particles.add_node_particlespawner(pos, {
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amount = 0.1,
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time = 0,
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@ -132,7 +132,7 @@ local spawn_smoke = function(pos)
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length = 2.1,
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},
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}, "high")
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-- ]]
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-- ]]
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end
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@ -96,6 +96,8 @@ minetest.register_globalstep(function(dtime)
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local player_velocity = player:get_velocity() or player:get_player_velocity()
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local wielded = player:get_wielded_item()
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-- controls head bone
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local pitch = - degrees(player:get_look_vertical())
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local yaw = degrees(player:get_look_horizontal())
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@ -107,13 +109,19 @@ minetest.register_globalstep(function(dtime)
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player_vel_yaw = limit_vel_yaw(player_vel_yaw, yaw)
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player_vel_yaws[name] = player_vel_yaw
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-- controls right and left arms pitch when shooting a bow or punching
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if string.find(player:get_wielded_item():get_name(), "mcl_bows:bow") and controls.RMB and not controls.LMB and not controls.up and not controls.down and not controls.left and not controls.right then
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-- controls right and left arms pitch when shooting a bow
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if string.find(wielded:get_name(), "mcl_bows:bow") and controls.RMB and not controls.LMB and not controls.up and not controls.down and not controls.left and not controls.right then
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player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35))
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player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35))
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-- when punching
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elseif controls.LMB and player:get_attach() == nil then
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player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch,0,0))
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player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
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-- when holding an item.
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elseif wielded:get_name() ~= "" then
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player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(20,0,0))
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player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
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-- resets arms pitch
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else
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player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
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player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0))
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@ -106,14 +106,18 @@ minetest.register_entity("wieldview:wieldnode", {
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if player then
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local wielded = player:get_wielded_item()
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local itemstring = wielded:get_name()
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if self.itemstring ~= itemstring then
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local def = minetest.registered_items[itemstring]
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self.object:set_properties({glow = def and def.light_source or 0})
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-- wield item as cubic
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if armor.textures[self.wielder].wielditem == "blank.png" then
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self.object:set_properties({textures = {itemstring}})
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else
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else -- wield item as flat
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self.object:set_properties({textures = {""}})
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end
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self.itemstring = itemstring
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end
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else
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