+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,
+})