Reworked to use engine param2 colorization

Uses the place-then-paint method to make colors. To get a regular color,
place some Moreblocks super glow glass, then right click on it with some
dye to color it.  To get the pastel colors, right-click the colored
glass with Moreblocks' "sweeper" to "brush off" some of the color.  Do
it again to change pastel to faint.

Right click a pastel or faint with some dye to re-color it.  You have to
dig and re-place if you want to go darker/more saturated again.
This commit is contained in:
Vanessa Ezekowitz 2017-01-25 16:11:55 -05:00
parent b6daeecd13
commit 94bbecfd3b
113 changed files with 276 additions and 75 deletions

16
geany_run_script.sh Normal file
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@ -0,0 +1,16 @@
#!/bin/sh
rm $0
lua "init.lua"
echo "
------------------
(program exited with code: $?)"
echo "Press return to continue"
#to be more compatible with shells like dash
dummy_var=""
read dummy_var

335
init.lua
View File

@ -25,78 +25,214 @@ 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.
==============================================================================
Recipe for standard colors:
dye
super glow glass
super glow glass
super glow glass
Recipe for pastel colors:
light dye
white paint
super glow glass
super glow glass
super glow glass
Recipe for faint colors:
light dye
white paint
white paint
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.
January 2017 -- rewritten a bit more by Vanessa E. to use engine param2 colorization
and place-then-paint creation of colors. To get the pastel colors,
place super glow glass, right-click with dye to color it, then right-
click with Moreblocks' "sweeper" to "brush off" some of the color. Do
it again to change pastel to faint. Right click a pastel or faint with
some dye to re-color it (you have to dig and re-place if you want to
darken it). Crafting is no longer used to create the colors.
==============================================================================
]]--
function makenode(arg)
stainedglass = {}
stainedglass.old_static_nodes = {}
minetest.register_node("stained_glass:stained_glass", {
description = "Stained Glass",
drawtype = "glasslike",
tiles = { "stained_glass.png" },
paramtype = "light",
paramtype2 = "color",
palette = "unifieddyes_palette.png",
sunlight_propagates = true,
use_texture_alpha = true,
light_source = myglow,
is_ground_content = true,
walkable = true,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3, not_in_creative_inventory=1},
sounds = default.node_sound_glass_defaults(),
drop = "moreblocks:super_glow_glass",
on_destruct = function(pos)
unifieddyes.on_destruct(pos)
end,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
local name = itemstack:get_name()
if name == "moreblocks:sweeper" then
minetest.swap_node(pos, { name = "stained_glass:pastel_stained_glass", param2 = node.param2 })
return
end
unifieddyes.on_rightclick(pos, node, clicker,
itemstack, pointed_thing, "stained_glass:stained_glass")
end
})
minetest.override_item("moreblocks:super_glow_glass", {
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
unifieddyes.on_rightclick(pos, node, clicker,
itemstack, pointed_thing, "stained_glass:stained_glass")
end
})
-- pastel and faint
minetest.register_node("stained_glass:pastel_stained_glass", {
description = "Stained Glass",
drawtype = "glasslike",
tiles = { "stained_glass.png" },
paramtype = "light",
paramtype2 = "color",
palette = "stained_glass_pastels_palette.png",
sunlight_propagates = true,
use_texture_alpha = true,
light_source = myglow,
is_ground_content = true,
walkable = true,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3, not_in_creative_inventory=1},
sounds = default.node_sound_glass_defaults(),
on_destruct = function(pos)
unifieddyes.on_destruct(pos)
end,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
local name = itemstack:get_name()
if name == "moreblocks:sweeper" then
minetest.swap_node(pos, { name = "stained_glass:faint_stained_glass", param2 = node.param2 })
return
end
unifieddyes.on_rightclick(pos, node, clicker,
itemstack, pointed_thing, "stained_glass:pastel_stained_glass")
end,
})
minetest.register_node("stained_glass:faint_stained_glass", {
description = "Stained Glass",
drawtype = "glasslike",
tiles = { "stained_glass.png" },
paramtype = "light",
paramtype2 = "color",
palette = "stained_glass_faint_palette.png",
sunlight_propagates = true,
use_texture_alpha = true,
light_source = myglow,
is_ground_content = true,
walkable = true,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3, not_in_creative_inventory=1},
sounds = default.node_sound_glass_defaults(),
on_destruct = function(pos)
unifieddyes.on_destruct(pos)
end,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
unifieddyes.on_rightclick(pos, node, clicker,
itemstack, pointed_thing, "stained_glass:faint_stained_glass")
end,
})
-- trap glass
minetest.override_item("moreblocks:trap_super_glow_glass", {
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
unifieddyes.on_rightclick(pos, node, clicker,
itemstack, pointed_thing, "stained_glass:stained_trap_glass")
end
})
minetest.register_node("stained_glass:stained_trap_glass", {
description = "Stained Trap-glass",
drawtype = "glasslike",
tiles = { "stained_glass.png" },
paramtype = "light",
paramtype2 = "color",
palette = "unifieddyes_palette.png",
sunlight_propagates = true,
use_texture_alpha = true,
light_source = myglow,
is_ground_content = true,
walkable = false,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3, not_in_creative_inventory=1},
sounds = default.node_sound_glass_defaults(),
drop = "moreblocks:trap_super_glow_glass",
on_destruct = function(pos)
unifieddyes.on_destruct(pos)
end,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
local name = itemstack:get_name()
if name == "moreblocks:sweeper" then
minetest.swap_node(pos, { name = "stained_glass:pastel_stained_trap_glass", param2 = node.param2 })
return
end
unifieddyes.on_rightclick(pos, node, clicker,
itemstack, pointed_thing, "stained_glass:stained_trap_glass")
end,
})
-- pastel and faint trap
minetest.register_node("stained_glass:pastel_stained_trap_glass", {
description = "Stained Glass",
drawtype = "glasslike",
tiles = { "stained_glass.png" },
paramtype = "light",
paramtype2 = "color",
palette = "stained_glass_pastels_palette.png",
sunlight_propagates = true,
use_texture_alpha = true,
light_source = myglow,
is_ground_content = true,
walkable = true,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3, not_in_creative_inventory=1},
sounds = default.node_sound_glass_defaults(),
on_destruct = function(pos)
unifieddyes.on_destruct(pos)
end,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
local name = itemstack:get_name()
if name == "moreblocks:sweeper" then
minetest.swap_node(pos, { name = "stained_glass:faint_stained_trap_glass", param2 = node.param2 })
return
end
unifieddyes.on_rightclick(pos, node, clicker,
itemstack, pointed_thing, "stained_glass:pastel_stained_glass")
end,
})
minetest.register_node("stained_glass:faint_stained_trap_glass", {
description = "Stained Glass",
drawtype = "glasslike",
tiles = { "stained_glass.png" },
paramtype = "light",
paramtype2 = "color",
palette = "stained_glass_faint_palette.png",
sunlight_propagates = true,
use_texture_alpha = true,
light_source = myglow,
is_ground_content = true,
walkable = true,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3, not_in_creative_inventory=1},
sounds = default.node_sound_glass_defaults(),
on_destruct = function(pos)
unifieddyes.on_destruct(pos)
end,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
unifieddyes.on_rightclick(pos, node, clicker,
itemstack, pointed_thing, "stained_glass:faint_stained_glass")
end,
})
function stainedglass.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'
local function tchelper(first, rest)
return first:upper()..rest:lower()
end -- from lua-users.org/wiki/StringRecipes
--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()
})
table.insert(stainedglass.old_static_nodes, "stained_glass:"..name)
end
-- maybe someday, I can cleanly combine these two functions.
@ -148,13 +284,7 @@ function stained_trapglass_define(arg)
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}
stainedglass.makenode{blockname=name, glow=myglow, prefix=myprefix, imagename=imagename, walkflag=false}
end
end
@ -204,13 +334,7 @@ function stained_glass_define(arg)
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}
stainedglass.makenode{blockname=name, glow=myglow, prefix=myprefix, imagename=name, walkflag=true}
if myprefix == "" then
local aliasname
@ -351,6 +475,67 @@ for i in ipairs(stained_glass_hues) do
end
end
-- convert in-map static nodes to use param2 coloring
minetest.register_lbm({
name = "stained_glass:convert_brickblocks",
label = "Convert static glass blocks to use param2 color",
run_at_every_load = true,
nodenames = stainedglass.old_static_nodes,
action = function(pos, node)
local name = node.name
local n = string.find(name, ":")
local color = string.sub(name, n + 1)
if string.find(name, "trap") then
n = string.find(color, "_")
color = string.sub(color, n + 1)
if string.find(color, "pastel") then
n = string.find(color, "_")
color = string.sub(color, n + 1)
local paletteidx = unifieddyes.getpaletteidx("unifieddyes:"..color)
minetest.set_node(pos, { name = "stained_glass:pastel_stained_trap_glass", param2 = paletteidx })
local meta = minetest.get_meta(pos)
meta:set_string("dye", "unifieddyes:"..color)
elseif string.find(color, "faint") then
n = string.find(color, "_")
color = string.sub(color, n + 1)
local paletteidx = unifieddyes.getpaletteidx("unifieddyes:"..color)
minetest.set_node(pos, { name = "stained_glass:faint_stained_trap_glass", param2 = paletteidx })
local meta = minetest.get_meta(pos)
meta:set_string("dye", "unifieddyes:"..color)
else
local paletteidx = unifieddyes.getpaletteidx("unifieddyes:"..color)
minetest.set_node(pos, { name = "stained_glass:stained_trap_glass", param2 = paletteidx })
local meta = minetest.get_meta(pos)
meta:set_string("dye", "unifieddyes:"..color)
end
else
if string.find(color, "pastel") then
n = string.find(color, "_")
color = string.sub(color, n + 1)
local paletteidx = unifieddyes.getpaletteidx("unifieddyes:"..color)
minetest.set_node(pos, { name = "stained_glass:pastel_stained_glass", param2 = paletteidx })
local meta = minetest.get_meta(pos)
meta:set_string("dye", "unifieddyes:"..color)
elseif string.find(color, "faint") then
n = string.find(color, "_")
color = string.sub(color, n + 1)
local paletteidx = unifieddyes.getpaletteidx("unifieddyes:"..color)
minetest.set_node(pos, { name = "stained_glass:faint_stained_glass", param2 = paletteidx })
local meta = minetest.get_meta(pos)
meta:set_string("dye", "unifieddyes:"..color)
else
local paletteidx = unifieddyes.getpaletteidx("unifieddyes:"..color)
minetest.set_node(pos, { name = "stained_glass:stained_glass", param2 = paletteidx })
local meta = minetest.get_meta(pos)
meta:set_string("dye", "unifieddyes:"..color)
end
end
end
})
print("[stained_glass] Loaded!")

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