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[hudbars & bobblocks & solarmana & sprint] Prepare for 0.4.14
- For #427
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@ -23,7 +23,6 @@ minetest.register_node("bobblocks:btm", {
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"bobblocks_btm_sides.png", "bobblocks_btm_sides.png", "bobblocks_btm.png"},
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inventory_image = "bobblocks_btm.png",
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paramtype2 = "facedir",
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material = minetest.digprop_dirtlike(1.0),
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legacy_facedir_simple = true,
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groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3,not_in_creative_inventory=1},
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@ -1,4 +1,4 @@
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API documentation for the HUD bars mod 1.0.2
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API documentation for the HUD bars mod 1.2.1
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============================================
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## Introduction
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@ -59,8 +59,9 @@ manually in a reliable way.
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* `text_color`: A 3-octet number defining the color of the text. The octets denote, in this order red, green and blue and range from `0x00` (complete lack of this component) to `0xFF` (full intensity of this component). Example: `0xFFFFFF` for white.
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* `label`: A string which is displayed on the HUD bar itself to describe the HUD bar. Try to keep this string short.
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* `textures`: A table with the following fields:
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* `bar`: The file name of the bar image (as string).
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* `icon`: The file name of the icon, as string. This field can be `nil`, in which case no icon will be used.
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* `bar`: The file name of the bar image (as string). This is only used for the `progress_bar` bar type (see `README.txt`, settings section).
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* `icon`: The file name of the icon, as string. For the `progress_bar` type, it is shown as single image left of the bar, for the two statbar bar types, it is used as the statbar icon and will be repeated. This field can be `nil`, in which case no icon will be used, but this is not recommended, because the HUD bar will be invisible if the one of the statbar bar types is used.
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* `bgicon`: The file name of the background icon, it is used as the background for the modern statbar mode only. This field can be `nil`, in which case no background icon will be displayed in this mode.
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* `default_start_value`: If this HUD bar is added to a player, and no initial value is specified, this value will be used as initial current value
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* `default_max_value`: If this HUD bar is added to a player, and no initial maximum value is specified, this value will be used as initial maximum value
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* `default_start_hidden`: The HUD bar will be initially start hidden by default when added to a player. Use `hb.unhide_hudbar` to unhide it.
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@ -1,6 +1,6 @@
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Minetest mod: HUD bars
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======================
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Version: 1.0.2
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Version: 1.2.1
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This software uses semantic versioning, as defined by version 2.0.0 of the SemVer
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standard. <http://semver.org/>
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@ -27,6 +27,66 @@ set will use a default value instead.
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IMPORTANT:
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Keep in mind if running a server with this mod, that the custom position should be displayed correctly on every screen size!
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Settings:
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---------
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This mod can be configured by editing minetest.conf. Currently, the following setting is recognized:
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- hudbars_autohide_breath: A boolean setting, it can be either “true” or “false”. If set to “true”,
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the breath bar will be automatically hidden shortly after the breathbar has been filled up. If set
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to “false”, the breath bar will always be displayed. The default value is “true”.
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- hudbars_sorting: This setting allows you to specify the “slot” positions of the HUD bars manually.
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The setting has to be specified as a comma-seperated list of key=value pairs, where a key refers to the
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identifier of a HUD bar and the value refers to the slot number of where the HUD bar should be placed.
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The slot number must be an integer greater of equal to 0. The slot positions start (slot 0) at the
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bottom (nearest to hotbar in default configuration) left side, the following slot 1 is at the right
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side, slot `2` is on the right side again, but placed over the first HUD bar (slot 0), and it goes on,
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in a zig-zag pattern.
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All HUD bars to which no sorting rule has been applied will fill in all slots which have not been occupied
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by the HUD bars specified in this setting, the slots will be filled in from the lowest slot number.
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Note that the order of those remaining HUD bars is *not* fixed, it basically just boils down on which mod
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“came” first. Don't worry, the mod will still work perfectly fine, this setting is entirely optional.
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Be careful not to use slot indices twice, or else different HUD bars will be drawn over each other!
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If this setting is not set, by default the health and breath bar are displayed at slot positions 0 and 1,
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respectively (health bar at left bottom-most positoin, breath bar right from it). All other HUD bars are
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placed automatically.
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Example value:
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breath=0, health=1
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This places the breath bar at the left side, and the health bar to the right side.
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- hudbars_bar_type: Specifies the style of bars. You can select between the default progress-bar-like bars and the good old statbars
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like you know from vanilla Minetest. Note that the classic and modern statbars are still a little bit experimental.
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These values are possible:
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- progress_bar: A horizontal progress-bar-like bar with a label, showing numerical value (current, maximum), and an icon.
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These bars usually convey the most information. This is the default and recommended value..
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- statbar_classic: Classic statbar, like in vanilla Minetest. Made out of up to 20 half-symbols. Those bars represent the vague ratio between
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the current value and the maximum value. 1 half-symbol stands for approximately 5% of the maximum value.
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- statbar_modern: Like the classic statbar, but also supports background images, this kind of statbar may be considered to be more user-friendly
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than the classic statbar. This bar type closely resembles the [hud] mod.
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- hudbars_vmargin: The vertical distance between two HUD bars in pixels (default: 24)
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- hudbars_tick: The number of seconds between two updates of the HUD bars. Increase this number if you have a slow server (default: 0.1)
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Position settings:
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With these settings you can configure the positions of the HUD bars. All settings must be specified as a number.
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The pos settings are specified as a floating-point number between 0 to 1 each, the start_offset settings are
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specified as whole numbers, they specify a number of pixels.
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The left and right variants are used for the zig-zag mode. In the stack_up and stack_down modes, only the left variant is used for
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the base position
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- hudbars_pos_left_x, hudbars_pos_left_y: Screen position (x and y) of the left HUD bar in zigzag mode. 0 is left-most/top, 1 is right-most/bottom.
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Defaults: 0.5 (x) and 1 (y)
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- hudbars_pos_right_x, hudbars_pos_right_y: Same as above, but for the right one.
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Defaults: 0.5 and 1.
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- hudbars_start_offset_left_x, hudbars_start_offset_left_y: Offset in pixels from the basic screen position specified in hudbars_pos_left_x/hudbars_pos_left_y.
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Defaults: -175 and -86
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- hudbars_start_offset_right_x, hudbars_start_offset_right_y: Same as above, but for the right one.
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Defaults: 15 and -86
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API:
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----
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The API is used to add your own custom HUD bars.
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@ -36,6 +96,7 @@ Documentation for the API of this mod can be found in API.md.
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License of textures:
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--------------------
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hudbars_icon_health.png - celeron55 (CC BY-SA 3.0), modified by BlockMen
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hudbars_bgicon_health.png - celeron55 (CC BY-SA 3.0), modified by BlockMen
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hudbars_icon_breath.png - kaeza (WTFPL), modified by BlockMen
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hudbars_bar_health.png - Wuzzy (WTFPL)
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hudbars_bar_breath.png - Wuzzy (WTFPL)
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@ -43,3 +43,24 @@ as of version 2.0.0 of the standard <http://semver.org/>.
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-----
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- Fix other HUD elements disappearing for rejoining players
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- Remove pointless delays for initializing the HUD for new or rejoining players
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1.0.3
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-----
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- Adjust default HUD bars position for Minetest 0.4.12
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1.1.0
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-----
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- Add boolean minetest.conf setting support (hudbars_autohide_breathbar) to control whether the breath bar is automatically hidden when full (default: yes)
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1.2.0
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-----
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- New setting: hudbars_sorting. You can now manually sort all the HUD bars. Useful if you don't like automatic order
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- New setting: hudbars_bar_type. You now can change the appearance of the HUD bars.
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- New HUD bar types, slightly experimental: Classic statbars and modern [hud]-style statbars
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- New experimental/unfinished setting: hudbars_alignment_pattern: You can now make the HUD bars stack vertically instead of the current zig-zag pattern. Note you probably need to change source code to productively use this feature
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- Various position-related HUD bar settings (see README.txt)
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- Remove hudbars.conf support and hudbars.conf.example (was never officially supported anyways)
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1.2.1
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-----
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- Fix crash when enable_damage is changed in mid-game
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@ -118,6 +118,7 @@ function hb.register_hudbar(identifier, text_color, label, textures, default_sta
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number = barnumber,
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alignment = {x=-1,y=-1},
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offset = offset,
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size = {x = 2.5, y = 16},
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})
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ids.text = player:hud_add({
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hud_elem_type = "text",
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@ -86,7 +86,7 @@ local function tick()
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for key, value in pairs(mana_from_node) do
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if key:split(":")[1] == "group" then
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local groupname = key:split(":")[2]
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if minetest.get_node_group(node.name, groupname) > 0 then
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if minetest.get_item_group(node.name, groupname) > 0 then
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if nodemana then
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nodemana = math.max(nodemana, value) -- We get the greater one (if the node is part of 2 or more groups)
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else
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@ -119,7 +119,7 @@ minetest.register_globalstep(function(dtime)
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for i=1, numParticles, 1 do
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minetest.add_particle({
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pos = {x=playerPos["x"]+math.random(-1,1)*math.random()/2,y=playerPos["y"]+0.1,z=playerPos["z"]+math.random(-1,1)*math.random()/2},
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vel = {x=0, y=5, z=0},
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velocity = {x=0, y=5, z=0},
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acc = {x=0, y=-13, z=0},
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expirationtime = math.random(),
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size = math.random()+0.5,
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