weather_pack/snow.lua

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Lua
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-- 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)