Improve particle effect positioning and make optional
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parent
a19923e6aa
commit
33a2cf2933
2 changed files with 25 additions and 18 deletions
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@ -2,7 +2,10 @@
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-- Global Constants (defaults)
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-- Particle texture used when a player or entity it hit
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-- Enable particle effects
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SHOOTER_ENABLE_PARTICLE_FX = true
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-- Particle texture used when a player or entity is hit
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SHOOTER_EXPLOSION_TEXTURE = "shooter_hit.png"
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-- Allow node destruction
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38
shooter.lua
38
shooter.lua
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@ -5,6 +5,7 @@ shooter = {
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shots = {},
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}
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SHOOTER_ENABLE_PARTICLE_FX = true
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SHOOTER_EXPLOSION_TEXTURE = "shooter_hit.png"
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SHOOTER_ALLOW_NODES = true
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SHOOTER_ALLOW_ENTITIES = false
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@ -51,13 +52,15 @@ local function get_dot_product(v1, v2)
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return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z
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end
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local function spawn_particles(p, v, d, texture)
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if p and v and d then
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local function get_particle_pos(p, v, d)
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return vector.add(p, vector.multiply(v, {x=d, y=d, z=d}))
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end
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local function spawn_particles(pos, texture)
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if SHOOTER_ENABLE_PARTICLE_FX == true then
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if type(texture) ~= "string" then
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texture = SHOOTER_EXPLOSION_TEXTURE
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end
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local pos = vector.add(p, vector.multiply(v, {x=d, y=d, z=d}))
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pos.y = pos.y + 0.75
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local spread = {x=0.1, y=0.1, z=0.1}
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minetest.add_particlespawner(15, 0.3,
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vector.subtract(pos, spread), vector.add(pos, spread),
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@ -125,8 +128,8 @@ local function process_round(round)
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for _,ref in ipairs(shooter.objects) do
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local p2 = vector.add(ref.pos, ref.offset)
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if p1 and p2 and ref.name ~= round.name then
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local x = vector.distance(p1, p2)
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if x < round.def.step then
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local d = vector.distance(p1, p2)
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if d < round.def.step then
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local n = vector.multiply(v1, {x=-1, y=0, z=-1})
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local v2 = vector.subtract(p1, p2)
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local r1 = get_dot_product(n, v2)
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@ -141,7 +144,7 @@ local function process_round(round)
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math.abs(pd.z) < ref.collisionbox[6] then
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target.object = ref.object
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target.pos = pt
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target.distance = x
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target.distance = d
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end
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end
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end
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@ -153,15 +156,14 @@ local function process_round(round)
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local user = minetest.get_player_by_name(round.name)
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if user then
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target.object:punch(user, nil, round.def.tool_caps, v1)
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spawn_particles({x=p1.x, y=p1.y - 1, z=p1.z}, v1,
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target.distance, SHOOTER_EXPLOSION_TEXTURE)
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spawn_particles(target.pos, SHOOTER_EXPLOSION_TEXTURE)
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end
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return 1
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elseif pos and SHOOTER_ALLOW_NODES == true then
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local texture = punch_node(pos, round.def)
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if texture then
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spawn_particles({x=p1.x, y=p1.y - 1, z=p1.z},
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v1, vector.distance(p1, pos), texture)
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local pp = get_particle_pos(p1, v1, vector.distance(p1, pos))
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spawn_particles(pp, texture)
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end
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return 1
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end
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@ -172,8 +174,8 @@ local function process_round(round)
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if pos then
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local texture = punch_node(pos, round.def)
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if texture then
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spawn_particles({x=p1.x, y=p1.y - 1, z=p1.z},
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v1, vector.distance(p1, pos), texture)
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local pp = get_particle_pos(p1, v1, vector.distance(p1, pos))
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spawn_particles(pp, texture)
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end
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return 1
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end
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@ -202,16 +204,18 @@ function shooter:fire_weapon(user, pointed_thing, def)
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local pos = minetest.get_pointed_thing_position(pointed_thing, false)
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local texture = punch_node(pos, def)
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if texture then
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spawn_particles({x=p1.x, y=p1.y + 0.75, z=p1.z},
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v1, vector.distance(p1, pos), texture)
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local pp = get_particle_pos(p1, v1, vector.distance(p1, pos))
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pp.y = pp.y + 1.75
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spawn_particles(pp, texture)
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end
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elseif pointed_thing.type == "object" then
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local object = pointed_thing.ref
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if is_valid_object(object) == true then
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object:punch(user, nil, def.tool_caps, v1)
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local p2 = object:getpos()
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spawn_particles({x=p1.x, y=p1.y + 0.75, z=p1.z}, v1,
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vector.distance(p1, p2), SHOOTER_EXPLOSION_TEXTURE)
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local pp = get_particle_pos(p1, v1, vector.distance(p1, p2))
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pp.y = pp.y + 1.75
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spawn_particles(pp, SHOOTER_EXPLOSION_TEXTURE)
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end
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else
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shooter:update_objects()
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