minetest.hud_replace_builtin("health",{ hud_elem_type = "statbar", position = {x = 0.5, y = 1}, text = "heart.png", number = core.PLAYER_MAX_HP_DEFAULT, direction = 0, size = {x = 24, y = 24}, offset = {x = (-10 * 24) - 25, y = -(48 + 24 + 38)}, }) local experience_bar_max = 36 minetest.register_on_joinplayer(function(player) local meta = player:get_meta() meta:set_float("experience_collection_buffer",0) player:hud_add({ hud_elem_type = "statbar", position = {x = 0.5, y = 1}, text = "heart_bg.png", number = core.PLAYER_MAX_HP_DEFAULT, direction = 0, size = {x = 24, y = 24}, offset = {x = (-10 * 24) - 25, y = -(48 + 24 + 38)}, }) player:hud_add({ hud_elem_type = "statbar", -- See HUD element types -- Type of element, can be "image", "text", "statbar", or "inventory" position = {x=0.5, y=1}, -- Left corner position of element name = "experience", --scale = {x = 2, y = 2}, text = "experience_bar_background.png", number = experience_bar_max, --item = 3, -- Selected item in inventory. 0 for no item selected. direction = 0, -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top offset = {x = (-8 * 28) - 29, y = -(48 + 24 + 16)}, size = { x=28, y=28 }, -- Size of element in pixels z_index = 0, -- Z index : lower z-index HUDs are displayed behind higher z-index HUDs }) local hud_id = player:hud_add({ hud_elem_type = "statbar", -- See HUD element types -- Type of element, can be "image", "text", "statbar", or "inventory" position = {x=0.5, y=1}, -- Left corner position of element name = "experience", --scale = {x = 2, y = 2}, text = "experience_bar.png", number = meta:get_int("experience_bar_count"), --item = 3, -- Selected item in inventory. 0 for no item selected. direction = 0, -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top offset = {x = (-8 * 28) - 29, y = -(48 + 24 + 16)}, size = { x=28, y=28 }, -- Size of element in pixels z_index = 0, -- Z index : lower z-index HUDs are displayed behind higher z-index HUDs }) local meta = player:get_meta() local level = meta:get_int("experience_level") local hud_bg_id = player:hud_add({ hud_elem_type = "text", -- See HUD element types -- Type of element, can be "image", "text", "statbar", or "inventory" position = {x=0.5, y=1}, -- Left corner position of element name = "levelbg", --scale = {x = 2, y = 2}, text = tostring(level), number = 0x000000,--0xFFFFFF, --item = 3, -- Selected item in inventory. 0 for no item selected. --direction = 0, -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top offset = {x = 0, y = -(48 + 24 + 24)}, --size = { x=28, y=28 }, -- Size of element in pixels z_index = 0, -- Z index : lower z-index HUDs are displayed behind higher z-index HUDs }) local hud_fg_id = player:hud_add({ hud_elem_type = "text", -- See HUD element types -- Type of element, can be "image", "text", "statbar", or "inventory" position = {x=0.5, y=1}, -- Left corner position of element name = "levelfg", --scale = {x = 2, y = 2}, text = tostring(level), number = 0xFFFFFF, --item = 3, -- Selected item in inventory. 0 for no item selected. --direction = 0, -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top offset = {x = -1, y = -(48 + 24 + 25)}, --size = { x=28, y=28 }, -- Size of element in pixels z_index = 0, -- Z index : lower z-index HUDs are displayed behind higher z-index HUDs }) meta:set_int("experience_bar", hud_id) meta:set_int("experience_level_fg", hud_fg_id) meta:set_int("experience_level_bg", hud_bg_id) end) function level_up_experience(player) local meta = player:get_meta() local level = meta:get_int("experience_level") level = level + 1 meta:set_int("experience_level",level) local hud_fg_id = meta:get_int("experience_level_fg") local hud_bg_id = meta:get_int("experience_level_bg") player:hud_change(hud_bg_id, "text", tostring(level)) player:hud_change(hud_fg_id, "text", tostring(level)) end function add_experience(player,experience) local meta = player:get_meta() local hud_id = meta:get_int("experience_bar") local hud = player:hud_get(hud_id) local bar_count = hud.number bar_count = bar_count + experience if bar_count > experience_bar_max then minetest.sound_play("level_up",{gain=0.2,to_player = player:get_player_name()}) bar_count = bar_count - experience_bar_max level_up_experience(player) else minetest.sound_play("experience",{gain=0.1,to_player = player:get_player_name(),pitch=math.random(75,99)/100}) end meta:set_int("experience_bar_count",bar_count) player:hud_change(hud_id, number, bar_count) end --[[ local function test_experience() for _, player in pairs(minetest.get_connected_players()) do add_experience(player,math.random(1,3)*2) end minetest.after(0.1, function() test_experience() end) end test_experience() ]]-- --reset player level minetest.register_on_dieplayer(function(player) local meta = player:get_meta() local amount_of_experience = (meta:get_int("experience_bar_count")/2) + (meta:get_int("experience_level") * 18) --bar meta:set_int("experience_bar_count",0) local hud_id = meta:get_int("experience_bar") player:hud_change(hud_id, number, 0) --level number local level = 0 meta:set_int("experience_level",level) local hud_fg_id = meta:get_int("experience_level_fg") local hud_bg_id = meta:get_int("experience_level_bg") player:hud_change(hud_bg_id, "text", tostring(level)) player:hud_change(hud_fg_id, "text", tostring(level)) minetest.throw_experience(player:get_pos(), amount_of_experience) end) local time_to_live = tonumber(minetest.settings:get("item_entity_ttl")) or 300 local gravity = tonumber(minetest.settings:get("movement_gravity")) or 9.81 minetest.register_entity("experience:orb", { initial_properties = { hp_max = 1, physical = true, collide_with_objects = false, collisionbox = {-0.2, -0.2, -0.2, 0.2, 0.2, 0.2}, visual = "sprite", visual_size = {x = 0.4, y = 0.4}, textures = {name="experience_orb.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=2.0}}, spritediv = {x = 1, y = 14}, initial_sprite_basepos = {x = 0, y = 0}, is_visible = true, pointable = false, }, moving_state = true, slippery_state = false, physical_state = true, -- Item expiry age = 0, -- Pushing item out of solid nodes force_out = nil, force_out_start = nil, --Collection Variables collection_timer = 2, collection_timer_goal = collection.collection_time, collection_height = 0.8, collectable = false, try_timer = 0, collected = false, delete_timer = 0, radius = collection.magnet_radius, time_to_live = time_to_live, get_staticdata = function(self) return minetest.serialize({ age = self.age, collection_timer = self.collection_timer, collectable = self.collectable, try_timer = self.try_timer, collected = self.collected, delete_timer = self.delete_timer, collector = self.collector, }) end, on_activate = function(self, staticdata, dtime_s) if string.sub(staticdata, 1, string.len("return")) == "return" then local data = minetest.deserialize(staticdata) if data and type(data) == "table" then self.age = (data.age or 0) + dtime_s self.collection_timer = data.collection_timer self.collectable = data.collectable self.try_timer = data.try_timer self.collected = data.collected self.delete_timer = data.delete_timer self.collector = data.collector --print("restored timer: "..self.collection_timer) end else local x=math.random(-2,2)*math.random() local y=math.random(2,5) local z=math.random(-2,2)*math.random() self.object:setvelocity(vector.new(x,y,z)) -- print(self.collection_timer) end self.object:set_armor_groups({immortal = 1}) self.object:set_velocity({x = 0, y = 2, z = 0}) self.object:set_acceleration({x = 0, y = -gravity, z = 0}) local size = math.random(20,36)/100 self.object:set_properties({ visual_size = {x = size, y = size}, glow = 14, }) self.object:set_sprite({x=1,y=math.random(1,14)}, 14, 0.05, false) end, enable_physics = function(self) if not self.physical_state then self.physical_state = true self.object:set_properties({physical = true}) self.object:set_velocity({x=0, y=0, z=0}) self.object:set_acceleration({x=0, y=-gravity, z=0}) end end, disable_physics = function(self) if self.physical_state then self.physical_state = false self.object:set_properties({physical = false}) self.object:set_velocity({x=0, y=0, z=0}) self.object:set_acceleration({x=0, y=0, z=0}) end end, on_step = function(self, dtime) --if item set to be collected then only execute go to player if self.collected == true then if not self.collector then self.collected = false return end local collector = minetest.get_player_by_name(self.collector) if collector and collector:get_hp() > 0 then self.object:setacceleration(vector.new(0,0,0)) self.disable_physics(self) --get the variables local pos = self.object:getpos() local pos2 = collector:getpos() local player_velocity = collector:get_player_velocity() pos2.y = pos2.y + self.collection_height local direction = vector.direction(pos,pos2) local distance = vector.distance(pos2,pos) local multiplier = distance if multiplier < 1 then multiplier = 1 end local goal = vector.multiply(direction,multiplier) local currentvel = self.object:get_velocity() local acceleration if distance > 1 then local multiplier = (self.radius*5) - distance local velocity = vector.multiply(direction,multiplier) local goal = velocity--vector.add(player_velocity,velocity) acceleration = vector.new(goal.x-currentvel.x,goal.y-currentvel.y,goal.z-currentvel.z) else acceleration = vector.new(goal.x,goal.y,goal.z) end --acceleration = vector.multiply(acceleration, ) self.object:add_velocity(acceleration) local meta = collector:get_meta() local experience_collection_buffer = meta:get_float("experience_collection_buffer") if distance < 0.2 and experience_collection_buffer == 0 then meta:set_float("experience_collection_buffer",0.04) add_experience(collector,2) self.object:remove() end --self.delete_timer = self.delete_timer + dtime --this is where the item gets removed from world --if self.delete_timer > 1 then -- self.object:remove() --end return else print(self.collector.." does not exist") self.object:remove() end end --allow entity to be collected after timer if self.collectable == false and self.collection_timer >= self.collection_timer_goal then self.collectable = true elseif self.collectable == false then self.collection_timer = self.collection_timer + dtime end self.age = self.age + dtime if self.time_to_live > 0 and self.age > self.time_to_live then self.object:remove() return end local pos = self.object:get_pos() local node = minetest.get_node_or_nil({ x = pos.x, y = pos.y + self.object:get_properties().collisionbox[2] - 0.05, z = pos.z }) -- Remove nodes in 'ignore' if node and node.name == "ignore" then self.object:remove() return end local is_stuck = false local snode = minetest.get_node_or_nil(pos) if snode then local sdef = minetest.registered_nodes[snode.name] or {} is_stuck = (sdef.walkable == nil or sdef.walkable == true) and (sdef.collision_box == nil or sdef.collision_box.type == "regular") and (sdef.node_box == nil or sdef.node_box.type == "regular") end -- Push item out when stuck inside solid node if is_stuck then local shootdir local order = { {x=1, y=0, z=0}, {x=-1, y=0, z= 0}, {x=0, y=0, z=1}, {x= 0, y=0, z=-1}, } -- Check which one of the 4 sides is free for o = 1, #order do local cnode = minetest.get_node(vector.add(pos, order[o])).name local cdef = minetest.registered_nodes[cnode] or {} if cnode ~= "ignore" and cdef.walkable == false then shootdir = order[o] break end end -- If none of the 4 sides is free, check upwards if not shootdir then shootdir = {x=0, y=1, z=0} local cnode = minetest.get_node(vector.add(pos, shootdir)).name if cnode == "ignore" then shootdir = nil -- Do not push into ignore end end if shootdir then -- Set new item moving speed accordingly local newv = vector.multiply(shootdir, 3) self:disable_physics() self.object:set_velocity(newv) self.force_out = newv self.force_out_start = vector.round(pos) return end elseif self.force_out then -- This code runs after the entity got a push from the above code. -- It makes sure the entity is entirely outside the solid node local c = self.object:get_properties().collisionbox local s = self.force_out_start local f = self.force_out local ok = (f.x > 0 and pos.x + c[1] > s.x + 0.5) or (f.y > 0 and pos.y + c[2] > s.y + 0.5) or (f.z > 0 and pos.z + c[3] > s.z + 0.5) or (f.x < 0 and pos.x + c[4] < s.x - 0.5) or (f.z < 0 and pos.z + c[6] < s.z - 0.5) if ok then -- Item was successfully forced out self.force_out = nil self:enable_physics() end end if not self.physical_state then return -- Don't do anything end -- Slide on slippery nodes local vel = self.object:get_velocity() local def = node and minetest.registered_nodes[node.name] local is_moving = (def and not def.walkable) or vel.x ~= 0 or vel.y ~= 0 or vel.z ~= 0 local is_slippery = false if def and def.walkable then local slippery = minetest.get_item_group(node.name, "slippery") is_slippery = slippery ~= 0 if is_slippery and (math.abs(vel.x) > 0.2 or math.abs(vel.z) > 0.2) then -- Horizontal deceleration local slip_factor = 4.0 / (slippery + 4) self.object:set_acceleration({ x = -vel.x * slip_factor, y = 0, z = -vel.z * slip_factor }) elseif vel.y == 0 then is_moving = false end end if self.moving_state == is_moving and self.slippery_state == is_slippery then -- Do not update anything until the moving state changes return end self.moving_state = is_moving self.slippery_state = is_slippery if is_moving then self.object:set_acceleration({x = 0, y = -gravity, z = 0}) else self.object:set_acceleration({x = 0, y = 0, z = 0}) self.object:set_velocity({x = 0, y = 0, z = 0}) end end, })