TNT: add some depth to the explosion effect
We add a dirt-like particle (drawn from scratch, uses some colors from default_dirt's palette) to spawn many particles that have collision enabled around the center of the blast. This has the effect of obscuring the center of the blast, as that is a painfully visible empty area when the explosion happens, as there's only a little spark. The dirt particles bounce around the walls and floor a bit, and disappear rapidly, well before the smoke particles disappear. This is a nice visual distraction that obscures the sudden appearance of the gaping hole, and makes it a whole lot more believable.
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init.lua
31
init.lua
@ -162,6 +162,37 @@ local function add_effects(pos, radius)
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maxsize = 16,
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maxsize = 16,
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texture = "tnt_smoke.png",
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texture = "tnt_smoke.png",
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})
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})
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-- we just dropped some items. Look at the items entities and pick
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-- one of them to use as texture
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local texture = "tnt_blast.png" --fallback texture
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local objs = minetest.get_objects_inside_radius(pos, 2)
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for _, obj in pairs(objs) do
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if obj and obj:get_luaentity() then
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local def = ItemStack(obj:get_luaentity().itemstring):get_definition()
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if def.tiles then
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texture = def.tiles[1]
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break
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end
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end
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end
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minetest.add_particlespawner({
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amount = 64,
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time = 0.1,
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minpos = vector.subtract(pos, radius / 2),
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maxpos = vector.add(pos, radius / 2),
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minvel = {x=-3, y=0, z=-3},
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maxvel = {x=3, y=5, z=3},
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minacc = {x=0, y=-10, z=0},
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maxacc = {x=0, y=-10, z=0},
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minexptime = 0.8,
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maxexptime = 2.0,
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minsize = 2,
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maxsize = 6,
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texture = texture,
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collisiondetection = true,
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})
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end
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end
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local function burn(pos)
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local function burn(pos)
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BIN
textures/tnt_blast.png
Normal file
BIN
textures/tnt_blast.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 855 B |
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