Add particle effects and singleplayer support
This commit is contained in:
parent
aeb1dac34d
commit
b77e50e56f
9 changed files with 219 additions and 49 deletions
|
@ -7,6 +7,9 @@ License Textures: Stuart Jones - WTFPL
|
|||
|
||||
License Sounds: freesound.org
|
||||
|
||||
flobert1_20070728.wav by Nonoo - Attribution 3.0 Unported (CC BY 3.0)
|
||||
flobert1_20070728.wav by Nonoo - Attribution 3.0 Unported (CC BY 3.0)
|
||||
|
||||
shot.wav by Sergenious - Attribution 3.0 Unported (CC BY 3.0)
|
||||
|
||||
GUNSHOT.WAV by erkanozan - CC0 1.0 Universal (CC0 1.0)
|
||||
|
||||
|
|
43
README.txt
43
README.txt
|
@ -1,38 +1,37 @@
|
|||
Minetest Mod - Simple Shooter [shooter]
|
||||
=======================================
|
||||
|
||||
Mod Version: 0.1.0
|
||||
Mod Version: 0.2.0
|
||||
|
||||
Minetest Version: 0.4.8
|
||||
|
||||
Depends: default
|
||||
|
||||
An experimental first person shooter mod using vector mathematics instead of
|
||||
physical projectile entities. This has a number of advantages along with a
|
||||
number disadvantages.
|
||||
An experimental first person shooter mod using simple vector mathematics
|
||||
in an effort to find a more server-firendly method of hit detection from
|
||||
that which is currently being used by the firearms mod.
|
||||
|
||||
Pros:
|
||||
For the most part I think I have achieved this for straight pvp, however,
|
||||
the jury is still out as to whether it is any faster against entities (mobs)
|
||||
One big downside of this method is that it only works against ordinary nodes
|
||||
within pointable range of the player.
|
||||
|
||||
Fast and responsive
|
||||
Fairly light weight
|
||||
Not affected by chunk boundaries
|
||||
By default this mod is configured to work only against other players in
|
||||
multiplayer (server) mode. This is overridden in singleplayer mode to work
|
||||
against all registered entities instead.
|
||||
|
||||
Cons:
|
||||
Default configuration can be customised by adding a shooter.conf file to the
|
||||
mod's main directory, see shooter.conf.example for more details.
|
||||
|
||||
Only works against other players
|
||||
Slightly less realistic
|
||||
|
||||
This is still very much a work in progress and currently not much use in a
|
||||
singleplayer game. I plan to eventually use this as a base for a 'Spades' style
|
||||
FPS game using the minetest engine, however, I decided to add a couple of craft
|
||||
recipes and release this simple version for minetest_game.
|
||||
This is still very much a work in progress which I plan to eventually use as
|
||||
the base for a 'Spades' style FPS game using the minetest engine.
|
||||
|
||||
Crafting
|
||||
========
|
||||
|
||||
S = Steel Ingot [default:steel_ingot]
|
||||
B = Bronze Ingot [default:bronze_ingot]
|
||||
M = Mese Crystal [default:mese_crystal]
|
||||
M = Mese Crystal [default:mese_crysytal]
|
||||
|
||||
Pistol: [shooter:pistol]
|
||||
|
||||
|
@ -52,3 +51,13 @@ Riffle: [shooter:riffle]
|
|||
| | M | B |
|
||||
+---+---+---+
|
||||
|
||||
Shotgun: [shooter:shotgun]
|
||||
|
||||
+---+---+---+
|
||||
| S | | |
|
||||
+---+---+---+
|
||||
| | S | |
|
||||
+---+---+---+
|
||||
| | M | B |
|
||||
+---+---+---+
|
||||
|
||||
|
|
50
init.lua
50
init.lua
|
@ -1,33 +1,52 @@
|
|||
dofile(minetest.get_modpath(minetest.get_current_modname()).."/shooter.lua")
|
||||
|
||||
minetest.register_tool("shooter:pistol", {
|
||||
description = "Pistol",
|
||||
inventory_image = "shooter_pistol.png",
|
||||
description = "Pistol",
|
||||
inventory_image = "shooter_pistol.png",
|
||||
on_use = function(itemstack, user, pointed_thing)
|
||||
shooter:fire_weapon(user, {
|
||||
range_func = {a=-0.1, b=-1.5, c=100},
|
||||
tool_caps = {full_punch_interval=1.0, damage_groups={fleshy=3}},
|
||||
shooter:fire_weapon(user, pointed_thing, {
|
||||
range = 30,
|
||||
tool_caps = {full_punch_interval=0.5, damage_groups={fleshy=1}},
|
||||
groups = {snappy=3, oddly_breakable_by_hand=3},
|
||||
sound = "shooter_pistol",
|
||||
particle = "default_obsidian.png",
|
||||
})
|
||||
itemstack:add_wear(328) -- 200 Rounds
|
||||
return itemstack
|
||||
end,
|
||||
})
|
||||
|
||||
minetest.register_tool("shooter:riffle", {
|
||||
description = "Riffle",
|
||||
inventory_image = "shooter_riffle.png",
|
||||
description = "Riffle",
|
||||
inventory_image = "shooter_riffle.png",
|
||||
on_use = function(itemstack, user, pointed_thing)
|
||||
shooter:fire_weapon(user, {
|
||||
range_func = {a=-0.02, b=-0.6, c=100},
|
||||
tool_caps = {full_punch_interval=1.0, damage_groups={fleshy=5}},
|
||||
shooter:fire_weapon(user, pointed_thing, {
|
||||
range = 80,
|
||||
tool_caps = {full_punch_interval=1.0, damage_groups={fleshy=2}},
|
||||
groups = {snappy=3, crumbly=3, choppy=3, oddly_breakable_by_hand=2},
|
||||
sound = "shooter_riffle",
|
||||
particle = "default_gold_block.png",
|
||||
})
|
||||
itemstack:add_wear(656) -- 100 Rounds
|
||||
return itemstack
|
||||
end,
|
||||
})
|
||||
|
||||
minetest.register_tool("shooter:shotgun", {
|
||||
description = "Shotgun",
|
||||
inventory_image = "shooter_shotgun.png",
|
||||
on_use = function(itemstack, user, pointed_thing)
|
||||
shooter:fire_weapon(user, pointed_thing, {
|
||||
range = 15,
|
||||
tool_caps = {full_punch_interval=1.5, damage_groups={fleshy=4}},
|
||||
groups = {cracky=3, snappy=2, crumbly=2, choppy=2, oddly_breakable_by_hand=1},
|
||||
sound = "shooter_shotgun",
|
||||
particle = "smoke_puff.png",
|
||||
})
|
||||
itemstack:add_wear(1311) -- 50 Rounds
|
||||
return itemstack
|
||||
end,
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
output = "shooter:pistol",
|
||||
recipe = {
|
||||
|
@ -45,3 +64,12 @@ minetest.register_craft({
|
|||
},
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
output = "shooter:shotgun",
|
||||
recipe = {
|
||||
{"default:steel_ingot", "", ""},
|
||||
{"", "default:steel_ingot", ""},
|
||||
{"", "default:mese_crystal", "default:bronze_ingot"},
|
||||
},
|
||||
})
|
||||
|
||||
|
|
13
shooter.conf.example
Normal file
13
shooter.conf.example
Normal file
|
@ -0,0 +1,13 @@
|
|||
-- Simple Shooter config example
|
||||
|
||||
-- Global Constants (defaults)
|
||||
|
||||
-- Particle texture used when target it hit
|
||||
SHOOTER_EXPLOSION_TEXTURE = "shooter_hit.png"
|
||||
|
||||
-- Allow entities in multiplayer mode
|
||||
SHOOTER_ALLOW_ENTITIES = false
|
||||
|
||||
-- Maximum object range, applies only if entities are allowed
|
||||
SHOOTER_OBJECT_RANGE = 50
|
||||
|
157
shooter.lua
157
shooter.lua
|
@ -1,34 +1,145 @@
|
|||
shooter = {}
|
||||
|
||||
local function in_range(r, x)
|
||||
local chance = r.a * (x * x) + r.b * x + r.c
|
||||
if math.random(100) < chance then
|
||||
SHOOTER_EXPLOSION_TEXTURE = "shooter_hit.png"
|
||||
SHOOTER_ALLOW_ENTITIES = true
|
||||
SHOOTER_OBJECT_RANGE = 50
|
||||
|
||||
local modpath = minetest.get_modpath(minetest.get_current_modname())
|
||||
local input = io.open(modpath.."/shooter.conf", "r")
|
||||
if input then
|
||||
dofile(modpath.."/shooter.conf")
|
||||
input:close()
|
||||
input = nil
|
||||
end
|
||||
if minetest.is_singleplayer() == true then
|
||||
SHOOTER_ALLOW_ENTITIES = true
|
||||
end
|
||||
local timer = 0
|
||||
local shots = {}
|
||||
|
||||
local function spawn_particles(p, v, d, texture)
|
||||
local pos = vector.add(p, vector.multiply(v, {x=d, y=d, z=d}))
|
||||
pos.y = pos.y + 0.75
|
||||
local spread = {x=0.1, y=0.1, z=0.1}
|
||||
minetest.add_particlespawner(15, 0.3,
|
||||
vector.subtract(pos, spread), vector.add(pos, spread),
|
||||
{x=-1, y=1, z=-1}, {x=1, y=2, z=1},
|
||||
{x=-2, y=-2, z=-2}, {x=2, y=-2, z=2},
|
||||
0.1, 0.75, 1, 2, false, texture
|
||||
)
|
||||
end
|
||||
|
||||
local function is_valid_object(object)
|
||||
if object:is_player() == true then
|
||||
return true
|
||||
end
|
||||
if SHOOTER_ALLOW_ENTITIES == true then
|
||||
local luaentity = object:get_luaentity()
|
||||
if luaentity then
|
||||
if minetest.registered_entities[luaentity.name] then
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
function shooter:fire_weapon(user, def)
|
||||
function shooter:fire_weapon(user, pointed_thing, def)
|
||||
local name = user:get_player_name()
|
||||
if shots[name] then
|
||||
if timer < shots[name] then
|
||||
return
|
||||
end
|
||||
end
|
||||
shots[name] = timer + def.tool_caps.full_punch_interval
|
||||
minetest.sound_play(def.sound, {object=user})
|
||||
local target = {player=nil, distance=50}
|
||||
local v1 = user:get_look_dir()
|
||||
local p1 = user:getpos()
|
||||
for _,player in ipairs(minetest.get_connected_players()) do
|
||||
local p2 = player:getpos()
|
||||
if p1 and p2 then
|
||||
local x = vector.distance(p1, p2)
|
||||
p2.y = p2.y - 0.75
|
||||
if x > 0 and x < target.distance and x < 50 then
|
||||
if in_range(def.range_func, x) == true then
|
||||
local v1 = user:get_look_dir()
|
||||
minetest.add_particle({x=p1.x, y=p1.y + 1.6, z=p1.z},
|
||||
vector.multiply(v1, {x=30, y=30, z=30}),
|
||||
{x=0, y=0, z=0}, 0.5, 0.25,
|
||||
false, def.particle
|
||||
)
|
||||
if pointed_thing.type == "node" then
|
||||
local pos = minetest.get_pointed_thing_position(pointed_thing, false)
|
||||
local node = minetest.get_node(pos)
|
||||
if not node then
|
||||
return
|
||||
end
|
||||
local item = minetest.registered_items[node.name]
|
||||
if not item.groups then
|
||||
return
|
||||
end
|
||||
for k, v in pairs(def.groups) do
|
||||
local level = item.groups[k] or 0
|
||||
if level >= v then
|
||||
minetest.remove_node(pos)
|
||||
local sounds = item.sounds
|
||||
if sounds then
|
||||
local soundspec = sounds.dug
|
||||
if soundspec then
|
||||
soundspec.pos = pos
|
||||
minetest.sound_play(soundspec.name, soundspec)
|
||||
end
|
||||
end
|
||||
local tiles = item.tiles
|
||||
if tiles then
|
||||
if tiles[1] then
|
||||
spawn_particles({x=p1.x, y=p1.y + 0.75, z=p1.z},
|
||||
v1, vector.distance(p1, pos), tiles[1])
|
||||
end
|
||||
end
|
||||
break
|
||||
end
|
||||
end
|
||||
return
|
||||
elseif pointed_thing.type == "object" then
|
||||
local object = pointed_thing.ref
|
||||
if is_valid_object(object) == true then
|
||||
object:punch(user, nil, def.tool_caps, v1)
|
||||
local p2 = object:getpos()
|
||||
spawn_particles({x=p1.x, y=p1.y + 0.75, z=p1.z}, v1,
|
||||
vector.distance(p1, p2), SHOOTER_EXPLOSION_TEXTURE)
|
||||
return
|
||||
end
|
||||
end
|
||||
if def.range > 100 then
|
||||
def.range = 100
|
||||
end
|
||||
local target = {object=nil, distance=100}
|
||||
local objects = {}
|
||||
if SHOOTER_ALLOW_ENTITIES == true then
|
||||
local range = def.range
|
||||
if range > SHOOTER_OBJECT_RANGE then
|
||||
range = SHOOTER_OBJECT_RANGE
|
||||
end
|
||||
local r = math.ceil(range * 0.5)
|
||||
local p = vector.add(p1, vector.multiply(v1, {x=r, y=r, z=r}))
|
||||
objects = minetest.get_objects_inside_radius(p, r)
|
||||
else
|
||||
objects = minetest.get_connected_players()
|
||||
end
|
||||
for _,object in ipairs(objects) do
|
||||
if is_valid_object(object) == true then
|
||||
local p2 = object:getpos()
|
||||
if p1 and p2 then
|
||||
local x = vector.distance(p1, p2)
|
||||
p2.y = p2.y - 0.75
|
||||
if x > 0 and x < target.distance and x < def.range then
|
||||
local yx = 0
|
||||
if x > 50 then
|
||||
yx = 0.001 * (10 - x * 0.1)
|
||||
else
|
||||
yx = 0.000015 * (x * x) - 0.0015 * x + 0.042
|
||||
end
|
||||
local yy = yx * 3
|
||||
local v2 = vector.normalize(vector.direction(p1, p2))
|
||||
local vd = vector.subtract(v1, v2)
|
||||
local yx = 0.00002 * (x * x) - 0.002 * x + 0.05
|
||||
local yy = yx * 3
|
||||
if math.abs(vd.x) < yx and
|
||||
math.abs(vd.z) < yx and
|
||||
math.abs(vd.y) < yy then
|
||||
math.abs(vd.z) < yx and
|
||||
math.abs(vd.y) < yy then
|
||||
target = {
|
||||
player = player,
|
||||
object = object,
|
||||
distance = x,
|
||||
direction = v1,
|
||||
pos1 = {x=p1.x, z=p1.z, y=p1.y+1},
|
||||
|
@ -39,9 +150,11 @@ function shooter:fire_weapon(user, def)
|
|||
end
|
||||
end
|
||||
end
|
||||
if target.player then
|
||||
if target.object then
|
||||
if minetest.line_of_sight(target.pos1, target.pos2, 1) then
|
||||
target.player:punch(user, nil, def.tool_caps, target.direction)
|
||||
target.object:punch(user, nil, def.tool_caps, target.direction)
|
||||
spawn_particles(target.pos1, target.direction,
|
||||
target.distance, SHOOTER_EXPLOSION_TEXTURE)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
@ -50,3 +163,7 @@ minetest.register_on_joinplayer(function(player)
|
|||
player:hud_set_flags({crosshair = true})
|
||||
end)
|
||||
|
||||
minetest.register_globalstep(function(dtime)
|
||||
timer = timer + dtime
|
||||
end)
|
||||
|
||||
|
|
Binary file not shown.
BIN
sounds/shooter_shotgun.ogg
Normal file
BIN
sounds/shooter_shotgun.ogg
Normal file
Binary file not shown.
BIN
textures/shooter_hit.png
Normal file
BIN
textures/shooter_hit.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 659 B |
BIN
textures/shooter_shotgun.png
Normal file
BIN
textures/shooter_shotgun.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 402 B |
Loading…
Reference in a new issue