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-rw-r--r--helpers.lua3
-rw-r--r--models/engine-with-animation.blendbin0 -> 599504 bytes
-rw-r--r--models/newlocomotive.b3dbin181112 -> 298724 bytes
-rw-r--r--trainhud.lua4
-rw-r--r--trainlogic.lua8
-rw-r--r--wagons.lua14
6 files changed, 24 insertions, 5 deletions
diff --git a/helpers.lua b/helpers.lua
index 737d15b..cd67aa9 100644
--- a/helpers.lua
+++ b/helpers.lua
@@ -219,4 +219,7 @@ function advtrains.get_real_index_position(path, index)
end
function advtrains.pos_median(pos1, pos2)
return {x=pos1.x-(pos1.x-pos2.x)*0.5, y=pos1.y-(pos1.y-pos2.y)*0.5, z=pos1.z-(pos1.z-pos2.z)*0.5}
+end
+function advtrains.abs_ceil(i)
+ return math.ceil(math.abs(i))*math.sign(i)
end \ No newline at end of file
diff --git a/models/engine-with-animation.blend b/models/engine-with-animation.blend
new file mode 100644
index 0000000..2649587
--- /dev/null
+++ b/models/engine-with-animation.blend
Binary files differ
diff --git a/models/newlocomotive.b3d b/models/newlocomotive.b3d
index da36222..9043b70 100644
--- a/models/newlocomotive.b3d
+++ b/models/newlocomotive.b3d
Binary files differ
diff --git a/trainhud.lua b/trainhud.lua
index b64c81c..601b28f 100644
--- a/trainhud.lua
+++ b/trainhud.lua
@@ -33,8 +33,8 @@ function advtrains.hud_train_format(train, flip)
if flip then fct=-1 end
if not train then return "" end
local max=advtrains.all_traintypes[train.traintype].max_speed or 10
- local vel=math.ceil(train.velocity)*fct
- local tvel=math.ceil(train.tarvelocity)*fct
+ local vel=advtrains.abs_ceil(train.velocity)*fct
+ local tvel=advtrains.abs_ceil(train.tarvelocity)*fct
local firstLine, secondLine
if vel<0 then
firstLine="Speed: <"..string.rep("_", vel+max)..string.rep("+", -vel).."|"..string.rep("_", max)..">"
diff --git a/trainlogic.lua b/trainlogic.lua
index de56d4e..f7a9363 100644
--- a/trainlogic.lua
+++ b/trainlogic.lua
@@ -574,16 +574,18 @@ function advtrains.try_connect_trains_and_check_collision(id1, id2)
for i=(advtrains.get_train_end_index(train2)+0.5),train2.index-0.5 do
local testpos=advtrains.get_real_index_position(train2.path,i)
if vector.distance(testpos, backpos1) < 0.5 then
+ local v2_sign = math.sign(i - ((train2.index-0.5) - ( (train2.index-0.5)-(advtrains.get_train_end_index(train2)+0.5) / 2 )))
--TODO physics
train1.velocity=1
- train2.velocity=-1
+ train2.velocity=v2_sign
train1.recently_collided_with_env=true
train2.recently_collided_with_env=true
return
end
if vector.distance(testpos, frontpos1) < 0.5 then
+ local v2_sign = math.sign(i - ((train2.index-0.5) - ( (train2.index-0.5)-(advtrains.get_train_end_index(train2)+0.5) / 2 )))
train1.velocity=-1
- train2.velocity=1
+ train2.velocity=v2_sign
train1.recently_collided_with_env=true
train2.recently_collided_with_env=true
return
@@ -680,7 +682,7 @@ function advtrains.invert_train(train_id)
local old_path=advtrains.get_or_create_path(train_id, train)
train.path={}
- train.index= - advtrains.get_train_end_index(train1)
+ train.index= - advtrains.get_train_end_index(train)
train.velocity=-train.velocity
train.tarvelocity=-train.tarvelocity
for k,v in pairs(old_path) do
diff --git a/wagons.lua b/wagons.lua
index 31a07b2..69504a1 100644
--- a/wagons.lua
+++ b/wagons.lua
@@ -268,6 +268,9 @@ function wagon:on_step(dtime)
self.object:setvelocity(velocityvec)
self.object:setyaw(yaw)
self.updatepct_timer=2
+ if self.update_animation then
+ self:update_animation(gp.velocity)
+ end
end
self.old_velocity_vector=velocityvec
@@ -336,6 +339,11 @@ advtrains.register_wagon("greenwagon", "steam",{textures = {"green.png"}})
advtrains.register_wagon("redwagon", "steam",{textures = {"red.png"}})
advtrains.register_wagon("yellowwagon", "steam",{textures = {"yellow.png"}})
]]
+
+--[[
+ wagons can define update_animation(self, velocity) if they have a speed-dependent animation
+ this function will be called when the velocity vector changes or every 2 seconds.
+]]
advtrains.register_wagon("newlocomotive", "steam",{
mesh="newlocomotive.b3d",
textures = {"advtrains_newlocomotive.png"},
@@ -345,6 +353,12 @@ advtrains.register_wagon("newlocomotive", "steam",{
visual_size = {x=1, y=1},
wagon_span=1.85,
collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0},
+ update_animation=function(self, velocity)
+ if self.old_anim_velocity~=advtrains.abs_ceil(velocity) then
+ self.object:set_animation({x=1,y=60}, math.floor(velocity))
+ self.old_anim_velocity=advtrains.abs_ceil(velocity)
+ end
+ end
})
advtrains.register_wagon("wagon_default", "steam",{
mesh="wagon.b3d",