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Don't register a separate entity for every particle

formspec_overhaul
NO11 2021-06-07 17:13:50 +00:00
parent 75e263debc
commit ee21a24fb6
1 changed files with 28 additions and 32 deletions

View File

@ -7,22 +7,21 @@ end)
-- Totem particle registration -- Totem particle registration
-- TODO: real MC colors, these are randomly selected colors: -- TODO: real MC colors, these are randomly selected colors:
local colors = {"#7FFF00", "#698B22", "#BCEE68", "#EEEE00", "#C5F007"} local colors = {"#7FFF00", "#698B22", "#BCEE68", "#EEEE00", "#C5F007"}
for c, color in pairs(colors) do minetest.register_entity("mcl_totems:totem_particle", {
local colorizing = ".png^[colorize:"..color
for n = 1, 4 do
minetest.register_entity("mcl_totems:totem_particle"..n.."_color"..c, {
physical = true, physical = true,
collide_with_objects = false, collide_with_objects = false,
collisionbox = {-0.02,-0.02,-0.02, 0.02,0.02,0.02}, collisionbox = {-0.02,-0.02,-0.02, 0.02,0.02,0.02},
pointable = false, pointable = false,
visual = "sprite", visual = "sprite",
visual_size = {x=0.2, y=0.2}, visual_size = {x=0.2, y=0.2},
textures = {"mcl_particles_totem"..n..colorizing},
spritediv = {x=1, y=1}, spritediv = {x=1, y=1},
initial_sprite_basepos = {x=0, y=0}, initial_sprite_basepos = {x=0, y=0},
static_save = false, static_save = false,
glow = 5, glow = 5,
on_activate = function(self, staticdata) on_activate = function(self, staticdata)
self.object:set_properties({
textures = {"mcl_particles_totem"..math.random(1, 4)..".png^[colorize:"..colors[math.random(#colors)]}
})
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()}) 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() minetest.after(0.3, function()
self.object:set_acceleration({x=0, y=-4, z=0}) self.object:set_acceleration({x=0, y=-4, z=0})
@ -30,14 +29,12 @@ for c, color in pairs(colors) do
end) end)
end, end,
on_step = function(self, dtime) on_step = function(self, dtime)
local r = math.random(1,80) local r = math.random(1,50)
if r == 1 then if r == 1 then
self.object:remove() self.object:remove()
end end
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)
@ -68,11 +65,10 @@ mcl_damage.register_modifier(function(obj, damage, reason)
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 --Particles
for i = 1, 200 do for i = 1, 150 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() minetest.after(math.random(1, 2)*math.random(), function()
local new_pos = obj:get_pos() local new_pos = obj:get_pos()
minetest.add_entity({x=new_pos.x, y=new_pos.y + 1, z=new_pos.z}, particle) minetest.add_entity({x = new_pos.x, y = new_pos.y + 1, z = new_pos.z}, "mcl_totems:totem_particle")
end) end)
end end