local tsf = entity.transform local body = entity.rigidbody local rig = entity.skeleton inair = true ready = false target = -1 local dropitem = ARGS if SAVED_DATA.item then dropitem.id = item.index(SAVED_DATA.item) dropitem.count = SAVED_DATA.count end local DROP_SCALE = 0.3 local scale = {1, 1, 1} local rotation = mat4.rotate({ math.random(), math.random(), math.random() }, 360) function on_save() SAVED_DATA.item = item.name(dropitem.id) SAVED_DATA.count = dropitem.count end do -- setup visuals local matrix = mat4.idt() rig:set_model(0, item.name(dropitem.id)..".model") local bodysize = math.min(scale[1], scale[2], scale[3]) * DROP_SCALE body:set_size({scale[1] * DROP_SCALE, bodysize, scale[3] * DROP_SCALE}) mat4.mul(matrix, rotation, matrix) mat4.scale(matrix, scale, matrix) rig:set_matrix(0, matrix) end function on_grounded(force) local matrix = mat4.idt() mat4.rotate(matrix, {0, 1, 0}, math.random()*360, matrix) if model == "aabb" then mat4.rotate(matrix, {1, 0, 0}, 90, matrix) end mat4.scale(matrix, scale, matrix) rig:set_matrix(0, matrix) inair = false ready = true end function on_fall() inair = true end function on_sensor_enter(index, oid) local playerid = hud.get_player() local playerentity = player.get_entity(playerid) if ready and oid == playerentity and index == 0 then entity:despawn() inventory.add(player.get_inventory(playerid), dropitem.id, dropitem.count) audio.play_sound_2d("events/pickup", 0.5, 0.8+math.random()*0.4, "regular") end if index == 1 and ready and oid == playerentity then target = oid end end function on_sensor_exit(index, oid) if oid == target and index == 1 then target = -1 end end function on_render() if inair then local dt = time.delta(); mat4.rotate(rotation, {0, 1, 0}, 240*dt, rotation) mat4.rotate(rotation, {0, 0, 1}, 240*dt, rotation) local matrix = mat4.idt() mat4.mul(matrix, rotation, matrix) mat4.scale(matrix, scale, matrix) rig:set_matrix(0, matrix) end end function on_update() if target ~= -1 then local dir = vec3.sub(entities.get(target).transform:get_pos(), tsf:get_pos()) vec3.normalize(dir, dir) vec3.mul(dir, 10.0, dir) body:set_vel(dir) end end function on_attacked(attacker, pid) body:set_vel({0, 10, 0}) end