code quality, minor tweaks

This commit is contained in:
Sumyjkl 2022-08-03 01:03:28 +10:00
parent b7a5a74ccf
commit 4df51bac72

@ -302,13 +302,13 @@ minetest.register_globalstep(function(dtime)
mcl_player.player_set_animation(player, "fly") mcl_player.player_set_animation(player, "fly")
local slowdown_mult = 0.2 -- amount of vel to take per sec local slowdown_mult = 0.2 -- amount of vel to take per sec
local fall_speed = 20 -- amount to fall down per sec in nodes local fall_speed = 20 -- amount to fall down per sec in nodes
local speedup_mult = 5 -- amount of speed to add based on look dir local speedup_mult = 7 -- amount of speed to add based on look dir
local max_speed = 100 local max_speed = 100
local direction = player:get_look_dir() local direction = player:get_look_dir()
local player_vel = player:get_velocity() local player_vel = player:get_velocity()
local turn_amount = anglediff(minetest.dir_to_yaw(direction), minetest.dir_to_yaw(player_vel)) local turn_amount = anglediff(minetest.dir_to_yaw(direction), minetest.dir_to_yaw(player_vel))
local direction_mult = clamp(-direction.y - 0.2, -0.8, 1) local direction_mult = clamp(-direction.y - 0.2, -0.8, 1)
if direction_mult < 0 then direction_mult = -(direction_mult^2) / 4 end if direction_mult < 0 then direction_mult = -(direction_mult^2) / 2 end
local speed_mult = elytra.speed + direction_mult * speedup_mult * dtime local speed_mult = elytra.speed + direction_mult * speedup_mult * dtime
speed_mult = speed_mult - slowdown_mult * dtime -- slow down speed_mult = speed_mult - slowdown_mult * dtime -- slow down
@ -318,16 +318,12 @@ minetest.register_globalstep(function(dtime)
speed_mult = speed_mult - (speed_mult * (turn_amount / (math.pi*3))) speed_mult = speed_mult - (speed_mult * (turn_amount / (math.pi*3)))
end end
elytra.speed = speed_mult -- set the speed so you can keep track of it and add to it
new_vel = direction -- use the facing direction as a base
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 = 10 speed_mult = 10
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},
@ -342,21 +338,19 @@ minetest.register_globalstep(function(dtime)
end end
end end
elytra.speed = speed_mult -- set the speed so you can keep track of it and add to it
local new_vel = direction -- use the facing direction as a base
new_vel = vector.multiply(new_vel, speed_mult) new_vel = vector.multiply(new_vel, speed_mult)
new_vel = {
x = clamp(new_vel.x, -max_speed, max_speed),
y = clamp(new_vel.y, -max_speed, max_speed),
z = clamp(new_vel.z, -max_speed, max_speed)}
-- new_vel = vector.multiply(new_vel, dtime * 30)
-- slow the player down so less spongy movement by applying half the inverse vel -- 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 -- NOTE: do not set this higher than about 0.2 or the game will get the wrong vel and it will be broken
-- this is far from ideal, but there's no good way to set_velocity on the player -- this is far from ideal, but there's no good way to set_velocity on the player
player_vel = vector.multiply(player_vel, -0.1) player_vel = vector.multiply(player_vel, -0.1)
if speed_mult < 1 then player_vel.y = player_vel.y * 0.1 end if speed_mult < 1 then player_vel.y = player_vel.y * 0.1 end
new_vel = vector.add(new_vel, player_vel) new_vel = vector.add(new_vel, player_vel)
new_vel.y = new_vel.y + clamp(speed_mult * dtime * 10, -10, 0) -- new_vel.y = new_vel.y + clamp(speed_mult * dtime * 10, -10, 0)
new_vel.y = new_vel.y - fall_speed * dtime new_vel.y = new_vel.y - fall_speed * dtime
player:add_velocity(new_vel) player:add_velocity(new_vel)
else else