42 lines
1.0 KiB
Lua
42 lines
1.0 KiB
Lua
local tsf = entity.transform
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local body = entity.rigidbody
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local rig = entity.modeltree
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inair = true
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ready = false
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local item = ARGS.item
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local rotation = mat4.rotate({0, 1, 0}, math.random() * 360)
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mat4.rotate(rotation, {1, 0, 0}, math.random() * 360, rotation)
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mat4.rotate(rotation, {0, 0, 1}, math.random() * 360, rotation)
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rig:set_matrix(0, rotation)
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function on_grounded(force)
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rig:set_matrix(0, mat4.rotate({0, 1, 0}, math.random()*360))
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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_trigger_enter(index, oid)
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if ready and oid == 0 then
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entity:despawn()
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inventory.add(player.get_inventory(oid), item.id, item.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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end
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function on_update()
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if inair then
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local dt = time.delta();
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local matrix = rig:get_matrix(0)
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mat4.rotate(matrix, {0, 1, 0}, 240*dt, matrix)
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mat4.rotate(matrix, {0, 0, 1}, 240*dt, matrix)
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rig:set_matrix(0, matrix)
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end
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end
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