diff --git a/LICENSE b/LICENSE old mode 100644 new mode 100755 diff --git a/LICENSE.txt b/LICENSE.txt old mode 100644 new mode 100755 diff --git a/README.md b/README.md old mode 100644 new mode 100755 index 66c1963..bf60cbe --- a/README.md +++ b/README.md @@ -1,15 +1,10 @@ Doyousketch2's Stained Glass mod - ver 1.7 +ver 1.2 Image: http://oi47.tinypic.com/hst6s3.jpg -With alpha enabled: http://oi44.tinypic.com/5vraxf.jpg - -============================================================================== -Originally developed by Eli Innes/Doyousketch2, and distributed -under GPL v2. Further changes by VanessaE (removing from creative inventory) -and Jeremy Anderson (fixing craft recipes, renaming blocks) +With alpha enabled: http://oi44.tinypic.com/5vraxf.jpg ============================================================================== @@ -28,35 +23,8 @@ to simply read "stained_glass" then move it into your Minetest mods folder. -Even better, get stained_glass from one of the github pages: -https://github.com/doyousketch2/stained_glass -https://github.com/VanessaE/stained_glass -https://github.com/andersje/stained_glass - --- this will get you the latest version of the code, and you -can update at any time by doing a git pull - - - -============================================================================== -To turn off types of glass, alter settings.txt in the stained_glass directory. -By default, all six (SIX!) types of stained_glass are enabled: regular (based on super_glow_glass), med_glow (based on glow_glass) and no-glow (Based on default:glass), trap regular (based on trap_super_glow_glass), trap med_glow (based on trap_glow_glass) and trap_noglow (based on trapglass) - -stained_glass.full_light = true -stained_glass.med_light = true -stained_glass.no_light = true -stained_glass.trap_full_light = true -stained_glass.trap_med_light = true -stained_glass.trap_no_light = true - -Setting any of these to false will prevent that type of stained_glass from being loaded. If you set them all to false, you won't get any stained_glass. Mix and match as you choose -- you can turn on only one, if you wish, and it will work just fine. - -One of the high points of trap stained glass is that liquids flow through it -- making illuminated waterfalls a possibility. - - ============================================================================== -(use trap super glow glass or trap glow glass or trapglass -- now available in moreblocks -- to make the trap variant of this) Recipe for standard colors: @@ -68,7 +36,6 @@ image: http://oi50.tinypic.com/1ibs7c.jpg super glow glass - Recipe for pastel colors: image: http://oi45.tinypic.com/2wbvkti.jpg @@ -79,6 +46,7 @@ image: http://oi45.tinypic.com/2wbvkti.jpg super glow glass super glow glass + Recipe for faint colors: image: http://oi45.tinypic.com/2wbvkti.jpg @@ -92,6 +60,8 @@ image: http://oi45.tinypic.com/2wbvkti.jpg All recipes produce three glowing stained glass blocks. +Pastel blocks give back an empty bucket. +Faint blocks give back two empty buckets. ============================================================================== @@ -105,8 +75,6 @@ The Palette includes: Full & half-saturation, medium and dark shades have been included as well as light, pastel, and faint tints. -Look at settings.txt to see how you can enable/disable full-glow, half-glow and no-glow blocks -- tested in all combinations. enjoy. - ============================================================================== @@ -114,25 +82,6 @@ Look at settings.txt to see how you can enable/disable full-glow, half-glow and Misc. Notes ----------- -Blocks are now available by name: -e.g. /giveme stained_glass:orange 3 # get 3 orange sg blocks -or /giveme stained_glass:light_yellow -or /giveme stained_glass:pastel_yellow -or /giveme stained_glass:faint_yellow -or /giveme stained_glass:yellow - -or /giveme stained_glass:lowglow_yellow -or /giveme stained_glass:noglow_dark_green -or /giveme stained_glass:trap_noglow_dark_green -or /giveme stained_glass:trap_lowglow_yellow -or /giveme stained_glass:trap_medium_aqua - -You get the idea. - - -NUMERIC CODES FOR BLOCKS (this is the old way of coding these blocks -developed by Doyousketch2) - Please don't try to use /give commands, the items are now in numerical format, and it would be tough to try to explain it. diff --git a/changelog.txt b/changelog.txt old mode 100644 new mode 100755 index 534868d..eacf5d9 --- a/changelog.txt +++ b/changelog.txt @@ -1,31 +1,6 @@ Changelog ---------- -ver 1.7 -Sat 1 Sep 2013 -I like trapglass, so _all_ variants of stained_glass are now available as (identical) trapglass variants. also, ability to ditch trapglass blocks via settings.txt added. In fact, you can now pick and choose which variants of stained_glass you wish to enable. - -ver 1.6 -Fri 30 Aug 2013 -added configfile settings.txt to allow disabling of full_light (super_glow_glass-based), med_light (glow_glass-based) and no_light (default:glass) blocks. just set the relevant fields to 'false' and they will not be loaded when you start the game. - -ver 1.5.1 -Mon 26 Aug 2013 -prompted by VanessaE's initial cleanup, MUCH cleanup of the code. No need to have > 1 file anymore. - -ver 1.5 -Sun 25 Aug 2013 -added low-glow (brightness 11) and noglow (brightness 0) stained glass blows, using glow_glass and regular glass accordingly. - -ver 1.4 -Thu 22 Aug 2013 -*phew* made aliases for all numeric block names to map to new color-name based scheme -updated craft recipes to work with new dyes format -rejiggered whole system of block and craft registration -set to have all blocks at LIGHT_MAX -- since they were manually specifying '14' as a light level before (which is current max) -nothing returns buckets anymore, because you don't need buckets to make the dyes to make the blocks. - --------- ver 1.1 diff --git a/colors.txt b/colors.txt old mode 100644 new mode 100755 diff --git a/depends.txt b/depends.txt old mode 100644 new mode 100755 index d3cd4e1..17fcb02 --- a/depends.txt +++ b/depends.txt @@ -1,3 +1,3 @@ -default -moreblocks -unifieddyes +default +moreblocks +unifieddyes diff --git a/init.lua b/init.lua old mode 100644 new mode 100755 index 0004d20..f61c470 --- a/init.lua +++ b/init.lua @@ -1,8 +1,8 @@ --[[ -Stained Glass +Stained Glass 1.2 -This mod provides luminescent stained glass blocks for Minetest 0.4.7+ +This mod provides luminescent stained glass blocks for Minetest 0.4.x. Depends: [moreblocks] by Calinou @@ -17,14 +17,6 @@ Email: doyousketch2 @ yahoo.com Unified Dyes was released under GNU-GPL 2.0, see LICENSE for info. More Blocks was released under zlib/libpng for code and CC BY-SA 3.0 Unported for textures, see LICENSE.txt for info. -Additional changes by VanessaEzekowitz in July 2013 to take all items -out of creative inventory. - -August 2013 -- Jeremy Anderson tries to get this working after the new color -changes, and to resurrect the craft recipes. Still GPL'd as far as I'm concerned. - -August 2013 -- rewritten a bit by VanessaEzekowitz to further condense the code. - ============================================================================== @@ -54,303 +46,250 @@ super glow glass super glow glass super glow glass -recipe for low-glow-stained-glass: -as above, but substitute 'glow glass' for super glow glass. -recipe for no-glow-stained-glass: -as regular stained glass, but substitute plain 'glass' for super glow glass - - -All recipes produce three stained glass blocks. +All recipes produce three glowing stained glass blocks. +Pastel blocks give back an empty bucket. +Faint blocks give back two empty buckets. ============================================================================== ]]-- -function makenode(arg) - local name=arg.blockname - local myglow=arg.glow - local myprefix=arg.prefix - local imagename=arg.imagename - local safe=arg.walkflag - local Description - local function tchelper(first, rest) - return first:upper()..rest:lower() - end -- from lua-users.org/wiki/StringRecipes - -- above function is used to turn red_violet_s50 to 'Red Violet S50' - - --register item attributes - - Description=string.gsub("Stained Glass - " ..myprefix..name, "_", " ") - Description=Description:gsub("(%a)([%w_']*)", tchelper) - - minetest.register_node("stained_glass:"..myprefix..name, { - description = Description, - drawtype = "glasslike", - tiles = {"stained_glass_" .. imagename .. ".png"}, - paramtype = "light", - sunlight_propagates = true, - use_texture_alpha = true, - light_source = myglow, - is_ground_content = true, - walkable=safe, -- if not safe, this is trapglass - groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3, not_in_creative_inventory=1}, - sounds = default.node_sound_glass_defaults() - }) -end - --- maybe someday, I can cleanly combine these two functions. - -function stained_trapglass_define(arg) - local code=arg.colorcode - local name=arg.colorname - local rawdyename=arg.recipe - local mydye=arg.recipe - local myshadename=arg.shade - local imagename=name - - local stained_glass_blocktype = { } - - local stained_glass_lightlevel = { } - - if stained_glass.trap_full_light then - stained_glass_lightlevel[""] = LIGHT_MAX - stained_glass_blocktype[""] = "moreblocks:trap_super_glow_glass" - end -- see settings.txt for these settings. - - if stained_glass.trap_med_light then - stained_glass_lightlevel["lowglow_"] = LIGHT_MAX-3 - stained_glass_blocktype["lowglow_"] = "moreblocks:trap_glow_glass" - end - - if stained_glass.trap_no_light then - stained_glass_lightlevel["noglow_"] = 0 - stained_glass_blocktype["noglow_"] = "moreblocks:trap_glass" - end - - for myprefix,myglow in pairs(stained_glass_lightlevel) do - local glasstype = stained_glass_blocktype[myprefix] - local name="trap_" .. name - - -- define myrecipe as a table, pass it in. - - local myrecipe = { mydye, glasstype, glasstype, glasstype } - -- those four items will ALWAYS be there. For faint and pastel, we - -- need to add additional dyes. If you have defined a new shade, then - -- you should probably handle it here. - - if myshadename == "pastel_" then - myrecipe[5] = "dye:white" - end - - if myshadename == "faint_" then - myrecipe[5] = "dye:white" - myrecipe[6] = "dye:white" - end - - minetest.register_craft({ - type = "shapeless", - output = "stained_glass:"..myprefix..name.." 3", - recipe = myrecipe, - }) - - makenode{blockname=name, glow=myglow, prefix=myprefix, imagename=imagename, walkflag=false} - end -end - -function stained_glass_define(arg) - local code=arg.colorcode - local name=arg.colorname - local rawdyename=arg.recipe - local mydye=arg.recipe - local myshadename=arg.shade - local imagename=name - - local stained_glass_blocktype = { } - - local stained_glass_lightlevel = { } - - if stained_glass.full_light then - stained_glass_lightlevel[""] = LIGHT_MAX - stained_glass_blocktype[""] = "moreblocks:super_glow_glass" - end -- see settings.txt for these settings. - - if stained_glass.med_light then - stained_glass_lightlevel["lowglow_"] = LIGHT_MAX-3 - stained_glass_blocktype["lowglow_"] = "moreblocks:glow_glass" - end - - if stained_glass.no_light then - stained_glass_lightlevel["noglow_"] = 0 - stained_glass_blocktype["noglow_"] = "default:glass" - end - - for myprefix,myglow in pairs(stained_glass_lightlevel) do - local glasstype = stained_glass_blocktype[myprefix] - - -- define myrecipe as a table, pass it in. - - local myrecipe = { mydye, glasstype, glasstype, glasstype } - -- those four items will ALWAYS be there. For faint and pastel, we - -- need to add additional dyes. If you have defined a new shade, then - -- you should probably handle it here. - - if myshadename == "pastel_" then - myrecipe[5] = "dye:white" - end - - if myshadename == "faint_" then - myrecipe[5] = "dye:white" - myrecipe[6] = "dye:white" - end - - minetest.register_craft({ - type = "shapeless", - output = "stained_glass:"..myprefix..name.." 3", - recipe = myrecipe, - }) - - makenode{blockname=name, glow=myglow, prefix=myprefix, imagename=name, walkflag=true} - - if myprefix == "" then - local aliasname - minetest.register_alias( "stained_glass:" .. code, "stained_glass:" .. name) - if string.match(name,"redviolet") then - oldname=name - aliasname=string.gsub(name, "redviolet","red_violet") -- need to support red_violet existence, too. - minetest.register_alias( "stained_glass:" .. aliasname, "stained_glass:" .. oldname) - end - end - -- and an alias from the numeric to the named block - -- we need to keep the numeric block for all the people that used - -- pre-v1.4 blocks in their worlds. - -- no aliases for noglow- and lowglow- blocks, because they didn't - -- exist until v1.5 - end -end - --- true means this color's recipe must use a direct "dye:xxxxx" item name --- (perhaps because the related groups overlap two or more distinct colors) --- false means the recipe uses "group:dye,unicolor_xxxxx" - -stained_glass= {} -local worldpath=minetest.get_worldpath() -local modpath=minetest.get_modpath("stained_glass") -dofile(modpath .. "/settings.txt") - --- the new settings.txt file has a variety of possible settings. --- see the file for examples. We'll access those settings where its important, in --- the stained glass module, where we'll build up the tables to contain --- only what we need. - -stained_glass_hues = { - { "yellow", true }, - { "lime", false }, - { "green", true }, - { "aqua", false }, - { "cyan", false }, - { "skyblue", true }, - { "blue", false }, - { "violet", false }, - { "magenta", true }, - { "redviolet", true }, - { "red", true }, - { "orange", false }, - --- please note that these only apply when our shadelevel is "" +-- HUES includes all colors for the various shades +-- I'm trying to get it to sort by color in the game, tho it sorts alpha-numerically... +-- so with 12 colors, it's sorting 10, 11, 12, 1, 2, 3, 4... +HUES = { + "yellow", + "lime", + "green", + "aqua", + "cyan", + "skyblue", + "blue", + "violet", + "magenta", + "redviolet", + "red", + "orange" } -stained_glass_shades = { - {"dark_", 3 }, - {"medium_", 4 }, - {"", 5 }, -- full brightness - {"light_", 8 }, - {"pastel_", 9 }, - {"faint_", 91 } - -- note that dark_ medium_ and plain also have a half-saturation - -- equivalent automatically defined in the code +-- Brightness levels in the textures are 33% ("dark"), 66% ("medium"), +-- 100% ("full"), 150% ("light"), 200% ("pastel"). +-- 1x and 2x are simply placeholders to fill in so numbers start at 3. + +BRIGHT = { + "1x", + "2x", + "dark_", + "medium_", + "", --(full) } -for i in ipairs(stained_glass_hues) do - local huename = stained_glass_hues[i][1] - local huenumber = i - - for j in ipairs(stained_glass_shades) do - - local shadename = stained_glass_shades[j][1] - local shadenumber = stained_glass_shades[j][2] - - local recipevalue = nil - - recipevalue = "group:dye,unicolor_"..shadename..huename - if (shadename == "" and stained_glass_hues[i][2]) then - -- print(huename .. " is set to true -- substituting dye:huename ") - recipevalue = "dye:"..huename - elseif (shadename=="pastel_" or shadename=="faint_") then - -- force light_dye for pastel and faint colors - recipevalue = "group:dye,unicolor_light_"..huename - else -- default case - recipevalue = "group:dye,unicolor_"..shadename..huename - end - - if shadename == "dark_" or shadename == "medium_" or shadename == "" then - stained_glass_define({ - colorcode = huenumber.."_"..shadenumber.."_7", - colorname = shadename..huename, - recipe = recipevalue, - shade = shadename, - }) - - stained_trapglass_define({ - colorcode = huenumber.."_"..shadenumber.."_7", - colorname = shadename..huename, - recipe = recipevalue, - shade = shadename, - }) -- only defines something if the trap is enabled. - - -- below is the automatic "half saturation" block - -- which was mentioned previously - -- this is unicolor only, so switch dyename - -- back to unicolor... - recipevalue="group:dye,unicolor_"..shadename..huename - stained_glass_define({ - colorcode = huenumber.."_"..shadenumber.."_6", - colorname = shadename..huename.."_s50", - recipe = recipevalue.."_s50", - shade = shadename, - }) - stained_trapglass_define({ - colorcode = huenumber.."_"..shadenumber.."_6", - colorname = shadename..huename.."_s50", - recipe = recipevalue.."_s50", - shade = shadename, - }) -- only defines something if the trap is enabled. - -- because we define two blocks inside this chunk of - -- code, we can't just define the relevant vars and - -- move the proc_call after the if-then loop. - - elseif shadename == "light_" or shadename == "pastel_" or shadename == "faint_" then - stained_glass_define({ - colorcode = huenumber.."_"..shadenumber, - colorname = shadename..huename, - recipe = recipevalue, - shade = shadename, - }) - stained_trapglass_define({ - colorcode = huenumber.."_"..shadenumber, - colorname = shadename..huename, - recipe = recipevalue, - shade = shadename, - }) -- only defines something if the trap is enabled. - - end - - end -end - -print("[stained_glass] Loaded!") +-- Saturation - "s50" in a file/item name means "saturation: 50%". +-- 1x - 5x are simply placeholders so numbers start at 6. + + +SAT = { + "1x", + "2x", + "3x", + "4x", + "5x", + "_s50", + "" --(full) +} + + +--main loop for all 12 hues + +for h = 1, 12 do + + hues = HUES[h] + + + --nested loop for brightness + --starts at 3 to hopefully keep colors in order + + for b = 3, 5 do + + bright = BRIGHT[b] + + + --sub loop for saturation + --starts at 6 to keep colors in order + for s = 6, 7 do + + sat = SAT[s] + + + --register recipes + + minetest.register_craft({ + type = "shapeless", + output = "stained_glass:" .. (h) .. "_" .. (b) .. "_" .. (s) .." 3", + recipe = { + "unifieddyes:" .. bright .. hues .. sat, + "moreblocks:superglowglass", + "moreblocks:superglowglass", + "moreblocks:superglowglass", + }, + }) + + --register item attributes + + minetest.register_node("stained_glass:" .. (h) .. "_" .. (b) .. "_" .. (s), { + description = "Stained Glass - " .. bright .. hues .. sat, + drawtype = "glasslike_framed_optional", + tiles = {"stained_glass_" .. bright .. hues .. sat .. ".png", "stained_glass_" .. bright .. hues .. sat .. "_detail.png"}, + paramtype = "light", + sunlight_propagates = true, + use_texture_alpha = true, + light_source = 14, + is_ground_content = true, + groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3}, + sounds = default.node_sound_glass_defaults() + }) + end --sat + + end --bright + +end --hues + + +--secondary loop for light blocks +--(as they don't have 50% saturation blocks to go along with 'em) + + +for h = 1, 12 do + + + hues = HUES[h] + + --register recipes (set at 8 to keep colors in order) + + minetest.register_craft({ + type = "shapeless", + output = "stained_glass:" .. (h) .. "_8 3", + recipe = { + "unifieddyes:light_" .. hues, + "moreblocks:superglowglass", + "moreblocks:superglowglass", + "moreblocks:superglowglass", + }, + }) + + --register item attributes + + minetest.register_node("stained_glass:" .. (h) .. "_8_", { + description = "Stained Glass - light_" .. hues, + drawtype = "glasslike_framed_optional", + tiles = {"stained_glass_light_" .. hues .. ".png", "stained_glass_light_" .. hues .. "_detail.png"}, + paramtype = "light", + sunlight_propagates = true, + use_texture_alpha = true, + light_source = 14, + is_ground_content = true, + groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3}, + sounds = default.node_sound_glass_defaults() + }) + + +end --hues + + +--third loop for pastel blocks +--(as they don't have 50% saturation blocks to go along with 'em) +--(plus they have a diff recipe to create.) + + +for h = 1, 12 do + + + hues = HUES[h] + + --register recipes (set at 9 to keep colors in order) + + minetest.register_craft({ + type = "shapeless", + output = "stained_glass:" .. (h) .. "_9 3", + recipe = { + "unifieddyes:white_paint", + "unifieddyes:light_" .. hues, + "moreblocks:superglowglass", + "moreblocks:superglowglass", + "moreblocks:superglowglass", + }, + replacements = { {'unifieddyes:white_paint', 'bucket:bucket_empty'}, }, + }) + + --register item attributes + + minetest.register_node("stained_glass:" .. (h) .. "_9", { + description = "Stained Glass - pastel_" .. hues, + drawtype = "glasslike_framed_optional", + tiles = {"stained_glass_pastel_" .. hues .. ".png", "stained_glass_pastel_" .. hues .. "_detail.png"}, + paramtype = "light", + sunlight_propagates = true, + use_texture_alpha = true, + light_source = 14, + is_ground_content = true, + groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3}, + sounds = default.node_sound_glass_defaults() + }) + + +end --hues + + +--last loop for faint blocks +--(as they don't have 50% saturation blocks to go along with 'em) +--(plus they have a diff recipe to create.) + + +for h = 1, 12 do + + + hues = HUES[h] + + --register recipes (set at 91 to keep colors in order) + + minetest.register_craft({ + type = "shapeless", + output = "stained_glass:" .. (h) .. "_91 3", + recipe = { + "unifieddyes:white_paint", + "unifieddyes:white_paint", + "unifieddyes:light_" .. hues, + "moreblocks:superglowglass", + "moreblocks:superglowglass", + "moreblocks:superglowglass", + }, + replacements = { {'unifieddyes:white_paint', 'bucket:bucket_empty 2'}, }, + }) + + --register item attributes + + minetest.register_node("stained_glass:" .. (h) .. "_91", { + description = "Stained Glass - faint_" .. hues, + drawtype = "glasslike_framed_optional", + tiles = {"stained_glass_faint_" .. hues .. ".png", "stained_glass_faint_" .. hues .. "_detail.png"}, + paramtype = "light", + sunlight_propagates = true, + use_texture_alpha = true, + light_source = 14, + is_ground_content = true, + groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3}, + sounds = default.node_sound_glass_defaults() + }) + + +end --hues + + +minetest.log("action", "[stained_glass] Loaded!") + diff --git a/settings.txt b/settings.txt deleted file mode 100644 index 6915cd7..0000000 --- a/settings.txt +++ /dev/null @@ -1,6 +0,0 @@ -stained_glass.full_light = true -stained_glass.med_light = true -stained_glass.no_light = true -stained_glass.trap_full_light = true -stained_glass.trap_med_light = true -stained_glass.trap_no_light = true diff --git a/textures/stained_glass_aqua.png b/textures/stained_glass_aqua.png old mode 100644 new mode 100755 index 1174f4e..2951e95 Binary files a/textures/stained_glass_aqua.png and b/textures/stained_glass_aqua.png differ diff --git a/textures/stained_glass_aqua_detail.png b/textures/stained_glass_aqua_detail.png new file mode 100755 index 0000000..ba56e5f Binary files /dev/null and b/textures/stained_glass_aqua_detail.png differ diff --git a/textures/stained_glass_aqua_s50.png b/textures/stained_glass_aqua_s50.png old mode 100644 new mode 100755 index 34d77e7..5ce0e8e Binary files a/textures/stained_glass_aqua_s50.png and b/textures/stained_glass_aqua_s50.png differ diff --git a/textures/stained_glass_aqua_s50_detail.png b/textures/stained_glass_aqua_s50_detail.png new file mode 100755 index 0000000..b5b00ed Binary files /dev/null and b/textures/stained_glass_aqua_s50_detail.png differ diff --git a/textures/stained_glass_blue.png b/textures/stained_glass_blue.png old mode 100644 new mode 100755 index 96ae7d2..a82ae24 Binary files a/textures/stained_glass_blue.png and b/textures/stained_glass_blue.png differ diff --git a/textures/stained_glass_blue_detail.png b/textures/stained_glass_blue_detail.png new file mode 100755 index 0000000..28a214e Binary files /dev/null and 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