------------------------------ -- Happy Weather: Light Rain -- License: MIT -- Credits: xeranas ------------------------------ local snow = {} -- Weather identification code snow.code = "snow" -- Manual triggers flags local manual_trigger_start = false local manual_trigger_end = false -- Skycolor layer id local SKYCOLOR_LAYER = "happy_weather_snow_sky" snow.is_starting = function(dtime, position) if manual_trigger_start then manual_trigger_start = false return true end return false end snow.is_ending = function(dtime) if manual_trigger_end then manual_trigger_end = false return true end return false end local set_sky_box = function(player_name) local sl = {} sl.layer_type = skylayer.SKY_PLAIN sl.name = SKYCOLOR_LAYER sl.data = {gradient_data={}} sl.data.gradient_data.colors = { {r=0, g=0, b=0}, {r=241, g=244, b=249}, {r=0, g=0, b=0} } skylayer.add_layer(player_name, sl) end snow.add_player = function(player) set_sky_box(player:get_player_name()) end snow.remove_player = function(player) skylayer.remove_layer(player:get_player_name(), SKYCOLOR_LAYER) end -- Random texture getter local choice_random_rain_drop_texture = function() local texture_name local random_number = math.random() if random_number > 0.33 then texture_name = "happy_weather_light_snow_snowflake_1.png" elseif random_number > 0.66 then texture_name = "happy_weather_light_snow_snowflake_2.png" else texture_name = "happy_weather_light_snow_snowflake_3.png" end return texture_name; end local add_particle = function(player) local offset = { front = 5, back = 2, top = 4 } local random_pos = hw_utils.get_random_pos(player, offset) if hw_utils.is_outdoor(random_pos) then minetest.add_particle({ pos = {x=random_pos.x, y=random_pos.y, z=random_pos.z}, velocity = {x = math.random(-1,-0.5), y = math.random(-2,-1), z = math.random(-1,-0.5)}, acceleration = {x = math.random(-1,-0.5), y=-0.5, z = math.random(-1,-0.5)}, expirationtime = 2.0, size = math.random(0.5, 2), collisiondetection = true, collision_removal = true, vertical = true, texture = choice_random_rain_drop_texture(), playername = player:get_player_name() }) end end local display_particles = function(player) if hw_utils.is_underwater(player) then return end add_particle(player) end local particles_number_per_update = 10 snow.render = function(dtime, player) for i=particles_number_per_update, 1,-1 do display_particles(player) end end snow.start = function() manual_trigger_start = true end snow.stop = function() manual_trigger_end = true end happy_weather.register_weather(snow)