Add effect metadata

Effect metadata is a means to store additional user-defined data for the effect,
which can be reused when the cancel function of the effect is called.
This commit also adds a new example (blind) to demonstrate usage of that.
This commit is contained in:
Wuzzy 2014-07-14 17:28:51 +02:00
parent a91e4c79ce
commit 21f053270f
3 changed files with 30 additions and 4 deletions

View File

@ -1,4 +1,20 @@
----- EXAMPLE EFFECT TYPES -----
-- Makes the player screen black for 5 seconds (very experimental!)
playereffects.register_effect_type("blind", "Blind", nil, {},
function(player)
local hudid = player:hud_add({
hud_elem_type = "image",
position = { x=0.5, y=0.5 },
scale = { x=-100, y=-100 },
text = "playereffects_example_black.png",
})
return { hudid = hudid }
end,
function(effect)
local player = minetest.get_player_by_name(effect.playername)
player:hud_remove(effect.metadata.hudid)
end
)
-- Makes the user faster
playereffects.register_effect_type("high_speed", "High speed", nil, {"speed"},
@ -75,7 +91,14 @@ playereffects.register_effect_type("stress", "Stress Test Effect", nil, {},
------ Chat commands for the example effects ------
minetest.register_chatcommand("blind", {
params = "",
description = "Makes your screen black for a short time.",
privs = {},
func = function(name, param)
playereffects.apply_effect_type("blind", 5, minetest.get_player_by_name(name))
end,
})
minetest.register_chatcommand("fast", {
params = "",
description = "Makes you fast for a short time.",

View File

@ -105,6 +105,8 @@ function playereffects.apply_effect_type(effect_type_id, duration, player)
hudids = {text_id=nil, icon_id=nil}
end
local metadata = playereffects.effect_types[effect_type_id].apply(player)
local effect = {
playername = playername,
effect_id = effect_id,
@ -113,11 +115,11 @@ function playereffects.apply_effect_type(effect_type_id, duration, player)
time_left = duration,
hudids = hudids,
hudpos = free_hudpos,
}
metadata = metadata,
}
playereffects.effects[effect_id] = effect
playereffects.effect_types[effect_type_id].apply(player)
minetest.log("action", "[playereffects] Effect type "..effect_type_id.." applied to player "..playername.."!")
minetest.after(duration, function(effect_id) playereffects.cancel_effect(effect_id) end, effect_id)
end
@ -202,6 +204,7 @@ function playereffects.save_to_file()
time_left = new_duration,
start_time = effect.start_time,
playername = effect.playername,
metadata = effect.metadata
}
if(inactive_effects[effect.playername] == nil) then
inactive_effects[effect.playername] = {}

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