fireworks function, slight balancing, removed debug starting speed

This commit is contained in:
Sumyjkl 2022-08-01 22:15:36 +10:00
parent 20b229a9b9
commit 9e1b0184c5

View file

@ -266,13 +266,17 @@ minetest.register_globalstep(function(dtime)
local v = math.sqrt(vector.x^2 + vector.y^2 + vector.z^2) local v = math.sqrt(vector.x^2 + vector.y^2 + vector.z^2)
return v return v
end end
local function anglediff(a1, a2)
local a = a1 - a2
return math.abs((a + math.pi) % (math.pi*2) - math.pi)
end
local function clamp(num, min, max) local function clamp(num, min, max)
return math.min(max, math.max(num, min)) return math.min(max, math.max(num, min))
end end
if not elytra.active then if not elytra.active then
elytra.speed = 10 elytra.speed = 2
end end
elytra.active = player:get_inventory():get_stack("armor", 3):get_name() == "mcl_armor:elytra" elytra.active = player:get_inventory():get_stack("armor", 3):get_name() == "mcl_armor:elytra"
@ -282,36 +286,26 @@ minetest.register_globalstep(function(dtime)
if elytra.active then if elytra.active then
mcl_player.player_set_animation(player, "fly") mcl_player.player_set_animation(player, "fly")
local slowdown_mult = 0.2 -- amount of vel to take local slowdown_mult = 0.2 -- amount of vel to take per sec
local speedup_mult = 10 -- amount of speed to add based on look dir local speedup_mult = 10 -- amount of speed to add based on look dir
local max_speed = 60 local max_speed = 120
local direction = player:get_look_dir() local direction = player:get_look_dir()
local v = player:get_velocity() local v = player:get_velocity()
local direction_mult = clamp(direction.y*2, -0.5, 0.5) local direction_mult = clamp(-direction.y*2, -0.5, 0.5)
local speed_mult = clamp(elytra.speed - direction_mult * speedup_mult * dtime, -max_speed, max_speed) local speed_mult = clamp(elytra.speed + direction_mult * speedup_mult * dtime, -max_speed, max_speed)
speed_mult = speed_mult - slowdown_mult * speed_mult * dtime -- slow down speed_mult = speed_mult - slowdown_mult * speed_mult * dtime -- slow down
speed_mult = math.max(speed_mult, -1) speed_mult = math.max(speed_mult, -1)
speed_mult = math.min(speed_mult, max_speed) speed_mult = math.min(speed_mult, max_speed)
elytra.speed = speed_mult elytra.speed = speed_mult
vel = direction vel = direction
vel = vector.multiply(vel, speed_mult)
vel = {
x = clamp(vel.x, -max_speed, max_speed),
y = clamp(vel.y, -max_speed, max_speed),
z = clamp(vel.z, -max_speed, max_speed)}
-- slow the player down so less spongy movement by applying half the inverse vel
-- NOTE: do not set this higher than about 0.7 or the game will get the wrong vel and it will be broken
v = vector.multiply(v, -0.3)
player:add_velocity(v)
vel.y = vel.y - (300 / math.max(speed_mult, 1)) * dtime
player:add_velocity(vel)
playerphysics.add_physics_factor(player, "gravity", "mcl_playerplus:elytra", 0.1) playerphysics.add_physics_factor(player, "gravity", "mcl_playerplus:elytra", 0.1)
if elytra.rocketing > 0 then if elytra.rocketing > 0 then
elytra.rocketing = elytra.rocketing - dtime elytra.rocketing = elytra.rocketing - dtime
if vector.length(player_velocity) < 40 then if vector.length(player_velocity) < 40 then
player:add_velocity(vector.multiply(player:get_look_dir(), 4)) -- player:add_velocity(vector.multiply(player:get_look_dir(), 4))
speed_mult = 30
elytra.speed = speed_mult
add_particle({ add_particle({
pos = fly_pos, pos = fly_pos,
velocity = {x = 0, y = 0, z = 0}, velocity = {x = 0, y = 0, z = 0},
@ -324,12 +318,25 @@ minetest.register_globalstep(function(dtime)
glow = 5, glow = 5,
}) })
end end
end
else else
elytra.rocketing = 0 elytra.rocketing = 0
playerphysics.remove_physics_factor(player, "gravity", "mcl_playerplus:elytra") playerphysics.remove_physics_factor(player, "gravity", "mcl_playerplus:elytra")
end end
vel = vector.multiply(vel, speed_mult)
vel = {
x = clamp(vel.x, -max_speed, max_speed),
y = clamp(vel.y, -max_speed, max_speed),
z = clamp(vel.z, -max_speed, max_speed)}
-- slow the player down so less spongy movement by applying half the inverse vel
-- NOTE: do not set this higher than about 0.7 or the game will get the wrong vel and it will be broken
v = vector.multiply(v, -0.4)
player:add_velocity(v)
vel.y = vel.y - (200 / math.max(speed_mult+1, 1)) * dtime
player:add_velocity(vel)
end
if wielded_def and wielded_def._mcl_toollike_wield then if wielded_def and wielded_def._mcl_toollike_wield then
set_bone_position_conditional(player,"Wield_Item", vector.new(0,3.9,1.3), vector.new(90,0,0)) set_bone_position_conditional(player,"Wield_Item", vector.new(0,3.9,1.3), vector.new(90,0,0))
elseif string.find(wielded:get_name(), "mcl_bows:bow") then elseif string.find(wielded:get_name(), "mcl_bows:bow") then