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https://github.com/APercy/airutils.git
synced 2025-03-15 08:01:22 +00:00
added support to 2 colors
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a12b583c43
commit
bcf2732e49
3 changed files with 62 additions and 30 deletions
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@ -11,6 +11,7 @@ function airutils.get_staticdata(self) -- unloaded/unloads ... is now saved
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stored_owner = self.owner,
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stored_hp = self.hp_max,
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stored_color = self._color,
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stored_color_2 = self._color_2,
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stored_power_lever = self._power_lever,
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stored_driver_name = self.driver_name,
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stored_last_accell = self._last_accell,
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@ -31,6 +32,7 @@ function airutils.on_activate(self, staticdata, dtime_s)
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self.owner = data.stored_owner
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self.hp_max = data.stored_hp
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self._color = data.stored_color
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self._color_2 = data.stored_color_2
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self._power_lever = data.stored_power_lever
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self.driver_name = data.stored_driver_name
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self._last_accell = data.stored_last_accell
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@ -47,7 +49,7 @@ function airutils.on_activate(self, staticdata, dtime_s)
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self._register_parts_method(self)
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end
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airutils.param_paint(self, self._color)
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airutils.param_paint(self, self._color, self._color_2)
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self.object:set_armor_groups({immortal=1})
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@ -524,7 +526,7 @@ function airutils.on_punch(self, puncher, ttime, toolcaps, dir, damage)
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-- deal with painting or destroying
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if itmstck then
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if airutils.set_param_paint(self, puncher, itmstck) == false then
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if airutils.set_param_paint(self, puncher, itmstck, 1) == false then
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if not self.driver and toolcaps and toolcaps.damage_groups
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and toolcaps.damage_groups.fleshy and item_name ~= airutils.fuel then
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--airutils.hurt(self,toolcaps.damage_groups.fleshy - 1)
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@ -591,29 +593,40 @@ function airutils.on_rightclick(self, clicker)
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--=========================
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elseif not self.driver_name then
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if self.owner == name or minetest.check_player_privs(clicker, {protection_bypass=true}) then
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if clicker:get_player_control().aux1 == true then --lets see the inventory
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airutils.show_vehicle_trunk_formspec(self, clicker, airutils.trunk_slots)
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else
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if is_under_water then return end
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--remove pax to prevent bug
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if self._passenger then
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local pax_obj = minetest.get_player_by_name(self._passenger)
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airutils.dettach_pax(self, pax_obj)
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end
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--attach player
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if clicker:get_player_control().sneak == true then
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-- flight instructor mode
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self._instruction_mode = true
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airutils.attach(self, clicker, true)
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else
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-- no driver => clicker is new driver
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self._instruction_mode = false
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airutils.attach(self, clicker)
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end
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self._elevator_angle = 0
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self._rudder_angle = 0
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self._command_is_given = false
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local itmstck=clicker:get_wielded_item()
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local item_name = ""
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if itmstck then item_name = itmstck:get_name() end
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if itmstck then
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if airutils.set_param_paint(self, clicker, itmstck, 2) == false then
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if clicker:get_player_control().aux1 == true then --lets see the inventory
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airutils.show_vehicle_trunk_formspec(self, clicker, airutils.trunk_slots)
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else
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if is_under_water then return end
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--remove pax to prevent bug
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if self._passenger then
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local pax_obj = minetest.get_player_by_name(self._passenger)
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airutils.dettach_pax(self, pax_obj)
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end
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--attach player
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if clicker:get_player_control().sneak == true then
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-- flight instructor mode
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self._instruction_mode = true
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airutils.attach(self, clicker, true)
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else
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-- no driver => clicker is new driver
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self._instruction_mode = false
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airutils.attach(self, clicker)
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end
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self._elevator_angle = 0
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self._rudder_angle = 0
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self._command_is_given = false
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end
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end
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end
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else
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minetest.chat_send_player(name, core.colorize('#ff0000', " >>> You aren't the owner of this machine."))
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@ -360,15 +360,23 @@ function airutils.add_paintable_part(self, entity_ref)
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table.insert(self._paintable_parts, entity_ref:get_luaentity())
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end
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function airutils.set_param_paint(self, puncher, itmstck)
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function airutils.set_param_paint(self, puncher, itmstck, mode)
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mode = mode or 1
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local item_name = ""
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if itmstck then item_name = itmstck:get_name() end
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if item_name == "automobiles_lib:painter" or item_name == "bike:painter" then
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--painting with bike painter
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local meta = itmstck:get_meta()
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local colstr = meta:get_string("paint_color")
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airutils.param_paint(self, colstr)
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local colour = meta:get_string("paint_color")
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local colstr = self._color
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local colstr_2 = self._color_2
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if mode == 1 then colstr = colour end
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if mode == 2 then colstr_2 = colour end
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airutils.param_paint(self, colstr, colstr_2)
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return true
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else
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--painting with dyes
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@ -382,11 +390,16 @@ function airutils.set_param_paint(self, puncher, itmstck)
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end]]--
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--lets paint!!!!
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local color = (item_name:sub(indx+1)):gsub(":", "")
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local colstr = airutils.colors[color]
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local colstr = self._color
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local colstr_2 = self._color_2
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if mode == 1 then colstr = airutils.colors[color] end
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if mode == 2 then colstr_2 = airutils.colors[color] end
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--minetest.chat_send_all(color ..' '.. dump(colstr))
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--minetest.chat_send_all(dump(airutils.colors))
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if colstr then
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airutils.param_paint(self, colstr)
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airutils.param_paint(self, colstr, colstr_2)
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itmstck:set_count(itmstck:get_count()-1)
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if puncher ~= nil then puncher:set_wielded_item(itmstck) end
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return true
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@ -400,12 +413,14 @@ end
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local function _paint(self, l_textures, colstr, paint_list, mask_associations)
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paint_list = paint_list or self._painting_texture
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mask_associations = mask_associations or self._mask_painting_associations
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for _, texture in ipairs(l_textures) do
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for i, texture_name in ipairs(paint_list) do --textures list
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local indx = texture:find(texture_name)
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if indx then
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l_textures[_] = texture_name.."^[multiply:".. colstr --paint it normally
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local mask_texture = mask_associations[texture_name] --check if it demands a maks too
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--minetest.chat_send_all(texture_name .. " -> " .. dump(mask_texture))
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if mask_texture then --so it then
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l_textures[_] = "("..l_textures[_]..")^("..texture_name.."^[mask:"..mask_texture..")" --add the mask
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end
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@ -416,18 +431,22 @@ local function _paint(self, l_textures, colstr, paint_list, mask_associations)
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end
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--painting
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function airutils.param_paint(self, colstr)
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function airutils.param_paint(self, colstr, colstr_2)
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colstr_2 = colstr_2 or colstr
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if not self then return end
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if colstr then
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self._color = colstr
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self._color_2 = colstr_2
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local l_textures = self.initial_properties.textures
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l_textures = _paint(self, l_textures, colstr) --paint the main plane
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l_textures = _paint(self, l_textures, colstr_2, self._painting_texture_2) --paint the main plane
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self.object:set_properties({textures=l_textures})
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if self._paintable_parts then --paint individual parts
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for i, part_entity in ipairs(self._paintable_parts) do
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local p_textures = part_entity.initial_properties.textures
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p_textures = _paint(part_entity, p_textures, colstr, self._painting_texture, self._mask_painting_associations)
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p_textures = _paint(part_entity, p_textures, colstr_2, self._painting_texture_2, self._mask_painting_associations)
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part_entity.object:set_properties({textures=p_textures})
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end
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end
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BIN
textures/airutils_painting_2.png
Executable file
BIN
textures/airutils_painting_2.png
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