118 lines
3.2 KiB
Lua
118 lines
3.2 KiB
Lua
local tsf = entity.transform
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local body = entity.rigidbody
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local rig = entity.skeleton
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inair = true
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ready = false
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target = -1
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ARGS = ARGS or {}
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local dropitem = ARGS
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if SAVED_DATA.item then
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dropitem.id = item.index(SAVED_DATA.item)
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dropitem.count = SAVED_DATA.count
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end
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local scale = {1, 1, 1}
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local rotation = mat4.rotate({
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math.random(), math.random(), math.random()
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}, 360)
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function on_save()
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SAVED_DATA.item = item.name(dropitem.id)
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SAVED_DATA.count = dropitem.count
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end
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do -- setup visuals
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local matrix = mat4.idt()
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local icon = item.icon(dropitem.id)
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if icon:find("^block%-previews%:") then
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local bid = block.index(icon:sub(16))
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model = block.get_model(bid)
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if model == "X" then
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entity:set_skeleton("base:drop-item")
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body:set_size(vec3.mul(body:get_size(), {1.0, 0.3, 1.0}))
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rig:set_texture("$0", icon)
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else
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if model == "aabb" then
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local rot = block.get_rotation_profile(bid) == "pipe" and 4 or 0
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scale = block.get_hitbox(bid, rot)[2]
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body:set_size(vec3.mul(body:get_size(), {1.0, 0.7, 1.0}))
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vec3.mul(scale, 1.5, scale)
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end
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local textures = block.get_textures(bid)
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for i,t in ipairs(textures) do
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rig:set_texture("$"..tostring(i-1), "blocks:"..textures[i])
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end
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end
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else
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entity:set_skeleton("base:drop-item")
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body:set_size(vec3.mul(body:get_size(), {1.0, 0.3, 1.0}))
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rig:set_texture("$0", icon)
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end
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mat4.mul(matrix, rotation, matrix)
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mat4.scale(matrix, scale, matrix)
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rig:set_matrix(0, matrix)
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end
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function on_grounded(force)
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local matrix = mat4.idt()
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mat4.rotate(matrix, {0, 1, 0}, math.random()*360, matrix)
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if model == "aabb" then
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mat4.rotate(matrix, {1, 0, 0}, 90, matrix)
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end
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mat4.scale(matrix, scale, matrix)
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rig:set_matrix(0, matrix)
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inair = false
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ready = true
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end
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function on_fall()
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inair = true
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end
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function on_sensor_enter(index, oid)
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local playerentity = player.get_entity(hud.get_player())
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if ready and oid == playerentity and index == 0 then
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entity:despawn()
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inventory.add(player.get_inventory(oid), dropitem.id, dropitem.count)
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audio.play_sound_2d("events/pickup", 0.5, 0.8+math.random()*0.4, "regular")
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end
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if index == 1 and ready and oid == playerentity then
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target = oid
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end
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end
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function on_sensor_exit(index, oid)
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if oid == target and index == 1 then
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target = -1
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end
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end
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function on_render()
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if inair then
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local dt = time.delta();
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mat4.rotate(rotation, {0, 1, 0}, 240*dt, rotation)
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mat4.rotate(rotation, {0, 0, 1}, 240*dt, rotation)
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local matrix = mat4.idt()
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mat4.mul(matrix, rotation, matrix)
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mat4.scale(matrix, scale, matrix)
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rig:set_matrix(0, matrix)
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end
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end
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function on_update()
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if target ~= -1 then
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local dir = vec3.sub(entities.get(target).transform:get_pos(), tsf:get_pos())
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vec3.normalize(dir, dir)
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vec3.mul(dir, 10.0, dir)
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body:set_vel(dir)
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end
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end
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function on_attacked(attacker, pid)
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body:set_vel({0, 10, 0})
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end
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