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mcl_stairs: Add woodlike cornerstair mode
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644387c0ad
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2 changed files with 30 additions and 26 deletions
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@ -187,25 +187,44 @@ end
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--[[
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--[[
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mcl_stairs.cornerstair.add(name, stairtiles)
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mcl_stairs.cornerstair.add(name, stairtiles)
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* "name" is the name of the node to make corner stairs for.
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NOTE: This function is used internally. If you register a stair, this function is already called, no
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* "stairtiles" is an optional table of tiles to override textures for inner and outer stairs.
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need to call it again!
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* "stairtiles" format is:
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{tiles_def_for_outer_stair, tiles_def_for_inner_stair}
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Usage:
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* name is the name of the node to make corner stairs for.
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Note: This function is called when you register a stair, no need to call it again!
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* stairtiles is optional, can specify textures for inner and outer stairs. 3 data types are accepted:
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* string: one of:
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* "default": Use same textures as original node
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* "woodlike": Take first frame of the original tiles, then take a triangle piece
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of the texture, rotate it by 90° and overlay it over the original texture
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* table: Specify textures explicitly. Table of tiles to override textures for
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inner and outer stairs. Table format:
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{ tiles_def_for_outer_stair, tiles_def_for_inner_stair }
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* nil: Equivalent to "default"
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]]
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]]
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function mcl_stairs.cornerstair.add(name, stairtiles)
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function mcl_stairs.cornerstair.add(name, stairtiles)
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local node_def = minetest.registered_nodes[name]
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local node_def = minetest.registered_nodes[name]
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local outer_tiles
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local outer_tiles
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local inner_tiles
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local inner_tiles
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if stairtiles then
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if stairtiles == "woodlike" then
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outer_tiles = stairtiles[1]
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local t = node_def.tiles[1]
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inner_tiles = stairtiles[2]
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outer_tiles = {
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else
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t.."^("..t.."^[transformR90^mcl_stairs_turntexture.png^[makealpha:255,0,255)",
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t.."^("..t.."^mcl_stairs_turntexture.png^[transformR270^[makealpha:255,0,255)",
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t
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}
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inner_tiles = {
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t.."^("..t.."^[transformR90^(mcl_stairs_turntexture.png^[transformR180)^[makealpha:255,0,255)",
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t.."^("..t.."^[transformR270^(mcl_stairs_turntexture.png^[transformR90)^[makealpha:255,0,255)",
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t
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}
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elseif stairtiles == nil or stairtiles == "default" then
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outer_tiles = node_def.tiles
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outer_tiles = node_def.tiles
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inner_tiles = node_def.tiles
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inner_tiles = node_def.tiles
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else
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outer_tiles = stairtiles[1]
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inner_tiles = stairtiles[2]
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end
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end
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local outer_groups = table.copy(node_def.groups)
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local outer_groups = table.copy(node_def.groups)
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outer_groups.not_in_creative_inventory = 1
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outer_groups.not_in_creative_inventory = 1
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@ -3,21 +3,6 @@
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-- slabs actually take slightly longer to be dug than their stair counterparts.
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-- slabs actually take slightly longer to be dug than their stair counterparts.
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-- Note sure if it is a good idea to preserve this oddity.
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-- Note sure if it is a good idea to preserve this oddity.
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local function make_corner_texture(subname)
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local t = minetest.registered_nodes["mcl_core:"..subname].tiles[1]
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return {
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{
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t.."^("..t.."^[transformR90^mcl_stairs_turntexture.png^[makealpha:255,0,255)",
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t.."^("..t.."^mcl_stairs_turntexture.png^[transformR270^[makealpha:255,0,255)",
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t
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},
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{
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t.."^("..t.."^[transformR90^(mcl_stairs_turntexture.png^[transformR180)^[makealpha:255,0,255)",
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t.."^("..t.."^[transformR270^(mcl_stairs_turntexture.png^[transformR90)^[makealpha:255,0,255)",
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t
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}
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}
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end
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local woods = {
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local woods = {
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{ "wood", "default_wood.png", "Oak Wood Stairs", "Oak Wood Slab", "Double Oak Wood Slab" },
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{ "wood", "default_wood.png", "Oak Wood Stairs", "Oak Wood Slab", "Double Oak Wood Slab" },
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{ "junglewood", "default_junglewood.png", "Jungle Wood Stairs", "Jungle Wood Slab", "Double Jungle Wood Slab" },
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{ "junglewood", "default_junglewood.png", "Jungle Wood Stairs", "Jungle Wood Slab", "Double Jungle Wood Slab" },
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@ -35,7 +20,7 @@ for w=1, #woods do
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wood[3],
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wood[3],
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mcl_sounds.node_sound_wood_defaults(),
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mcl_sounds.node_sound_wood_defaults(),
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2,
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2,
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make_corner_texture(wood[1]))
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"woodlike")
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mcl_stairs.register_slab(wood[1], "mcl_core:"..wood[1],
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mcl_stairs.register_slab(wood[1], "mcl_core:"..wood[1],
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{handy=1,axey=1, flammable=3,wood_slab=1, material_wood=1},
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{handy=1,axey=1, flammable=3,wood_slab=1, material_wood=1},
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{wood[2]},
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{wood[2]},
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