62 lines
1.8 KiB
Lua
62 lines
1.8 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 dropitem = ARGS.item
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do -- setup visuals
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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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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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if block.get_model(bid) == "X" then
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entity:set_rig("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("$0", icon)
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else
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local textures = block.get_textures(bid)
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for i,t in ipairs(textures) do
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rig:set_texture("$"..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_rig("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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end
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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), 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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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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