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62 lines
1.5 KiB
Lua
62 lines
1.5 KiB
Lua
-- Armorball: Test entity for testing armor groups
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-- Rightclick to change armor group
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local phasearmor = {
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[0]={icy=100},
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[1]={fiery=100},
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[2]={icy=100, fiery=100},
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[3]={fleshy=-100},
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[4]={fleshy=1},
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[5]={fleshy=10},
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[6]={fleshy=50},
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[7]={fleshy=100},
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[8]={fleshy=200},
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[9]={fleshy=1000},
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[10]={fleshy=32767},
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[11]={immortal=1},
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[12]={punch_operable=1},
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}
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local max_phase = 12
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core.register_entity("testentities:armorball", {
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initial_properties = {
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hp_max = 20,
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physical = false,
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collisionbox = {-0.4,-0.4,-0.4, 0.4,0.4,0.4},
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visual = "sprite",
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visual_size = {x=1, y=1},
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textures = {"testentities_armorball.png"},
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spritediv = {x=1, y=max_phase+1},
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initial_sprite_basepos = {x=0, y=0},
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},
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_phase = 7,
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on_activate = function(self, staticdata)
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core.log("action", "[testentities] armorball.on_activate")
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self.object:set_armor_groups(phasearmor[self._phase])
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self.object:set_sprite({x=0, y=self._phase})
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end,
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on_rightclick = function(self, clicker)
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-- Change armor group and sprite
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self._phase = self._phase + 1
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if self._phase >= max_phase + 1 then
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self._phase = 0
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end
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self.object:set_sprite({x=0, y=self._phase})
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self.object:set_armor_groups(phasearmor[self._phase])
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end,
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on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)
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if not puncher then
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return
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end
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local name = puncher:get_player_name()
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if not name then
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return
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end
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core.chat_send_player(name, "time_from_last_punch="..string.format("%.3f", time_from_last_punch).."; damage="..tostring(damage))
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end,
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})
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