Add 1x2 drawers, Add crafting recipes for 1x2 and 2x2

This commit is contained in:
LNJ 2017-04-05 14:52:34 +02:00
parent f1156cc1da
commit dd97f22586
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GPG Key ID: 69268DBD835B6B0B
6 changed files with 86 additions and 10 deletions

@ -33,6 +33,7 @@ License of media:
Copyright (C) 2014 Justin Aquadro (MIT):
textures/drawers_wood.png
textures/drawers_wood_front_1.png
textures/drawers_wood_front_2.png
textures/drawers_wood_front_4.png
Everything not listed in here:

@ -61,6 +61,8 @@ drawers.register_drawer("drawers:wood", {
description = "Wooden",
tiles1 = {"drawers_wood.png", "drawers_wood.png", "drawers_wood.png",
"drawers_wood.png", "drawers_wood.png", "drawers_wood_front_1.png"},
tiles2 = {"drawers_wood.png", "drawers_wood.png", "drawers_wood.png",
"drawers_wood.png", "drawers_wood.png", "drawers_wood_front_2.png"},
tiles4 = {"drawers_wood.png", "drawers_wood.png", "drawers_wood.png",
"drawers_wood.png", "drawers_wood.png", "drawers_wood_front_4.png"},
groups = {choppy = 3, oddly_breakable_by_hand = 2},

@ -68,6 +68,11 @@ end
-- destruct drawer
function drawers.drawer_on_destruct(pos)
drawers.remove_visuals(pos)
-- clean up visual cache
if drawers.drawer_visuals[core.serialize(pos)] then
drawers.drawer_visuals[core.serialize(pos)] = nil
end
end
-- drop all items
@ -157,28 +162,56 @@ function drawers.register_drawer(name, def)
def1.description = def.description .. " Drawer"
def1.tiles = def.tiles or def.tiles1
def1.tiles1 = nil
def1.tiles2 = nil
def1.tiles4 = nil
def1.groups.drawer = 1
core.register_node(name .. "1", def1)
core.register_alias(name, name .. "1") -- 1x1 drawer is the default one
-- 1x2 = 2
def2 = table.copy(def)
def2.description = def.description .. " Drawers (1x2)"
def2.tiles = def.tiles2
def2.tiles1 = nil
def2.tiles2 = nil
def2.tiles4 = nil
def2.groups.drawer = 2
core.register_node(name .. "2", def2)
-- 2x2 = 4
def4 = table.copy(def)
def4.description = def.description .. " Drawers (2x2)"
def4.tiles = def.tiles4
def4.tiles1 = nil
def4.tiles2 = nil
def4.tiles4 = nil
def4.groups.drawer = 4
core.register_node(name .. "4", def4)
if (not def.no_craft) and def.material then
core.register_craft({
output = name,
output = name .. "1",
recipe = {
{def.material, def.material, def.material},
{"", drawers.CHEST_ITEMSTRING, ""},
{ "", drawers.CHEST_ITEMSTRING, "" },
{def.material, def.material, def.material}
}
})
core.register_craft({
output = name .. "2 2",
recipe = {
{def.material, drawers.CHEST_ITEMSTRING, def.material},
{def.material, def.material, def.material},
{def.material, drawers.CHEST_ITEMSTRING, def.material}
}
})
core.register_craft({
output = name .. "4 4",
recipe = {
{drawers.CHEST_ITEMSTRING, def.material, drawers.CHEST_ITEMSTRING},
{ def.material, def.material, def.material },
{drawers.CHEST_ITEMSTRING, def.material, drawers.CHEST_ITEMSTRING}
}
})
end
end

@ -90,6 +90,36 @@ function drawers.spawn_visuals(pos)
if bdir.x > 0 then obj:setyaw(1.5 * math.pi) end
drawers.last_texture = nil
elseif drawerType == 2 then
local bdir = core.facedir_to_dir(node.param2)
local fdir1
local fdir2
if node.param2 == 2 or node.param2 == 0 then
fdir1 = vector.new(-bdir.x, 0.5, -bdir.z)
fdir2 = vector.new(-bdir.x, -0.5, -bdir.z)
else
fdir1 = vector.new(-bdir.x, 0.5, -bdir.z)
fdir2 = vector.new(-bdir.x, -0.5, -bdir.z)
end
objs = {}
drawers.last_visual_id = 1
drawers.last_texture = drawers.get_inv_image(core.get_meta(pos):get_string("name1"))
local pos1 = vector.add(pos, vector.multiply(fdir1, 0.438))
objs[1] = core.add_entity(pos1, "drawers:visual")
drawers.last_visual_id = 2
drawers.last_texture = drawers.get_inv_image(core.get_meta(pos):get_string("name2"))
local pos2 = vector.add(pos, vector.multiply(fdir2, 0.438))
objs[2] = core.add_entity(pos2, "drawers:visual")
for i,obj in pairs(objs) do
if bdir.x < 0 then obj:setyaw(0.5 * math.pi) end
if bdir.z < 0 then obj:setyaw(math.pi) end
if bdir.x > 0 then obj:setyaw(1.5 * math.pi) end
end
else -- 2x2 drawer
local bdir = core.facedir_to_dir(node.param2)

@ -85,16 +85,26 @@ core.register_entity("drawers:visual", {
local node = core.get_node(self.drawer_pos)
-- collisionbox
local colbox = {-0.4374, -0.4374, 0, 0.4374, 0.4374, 0} -- for param2 = 0 or 2
local colbox
if self.drawerType ~= 2 then
if node.param2 == 1 or node.param2 == 3 then
colbox = {0, -0.4374, -0.4374, 0, 0.4374, 0.4374}
else
colbox = {-0.4374, -0.4374, 0, 0.4374, 0.4374, 0} -- for param2 = 0 or 2
end
-- only half the size if it's a small drawer
if self.drawerType >= 2 then
if self.drawerType > 1 then
for i,j in pairs(colbox) do
colbox[i] = j * 0.5
end
end
else
if node.param2 == 1 or node.param2 == 3 then
colbox = {0, -0.2187, -0.4374, 0, 0.2187, 0.4374}
else
colbox = {-0.4374, -0.2187, 0, 0.4374, 0.2187, 0} -- for param2 = 0 or 2
end
end
-- visual size
local visual_size = {x = 0.6, y = 0.6}

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