A simple mob

Post Reply
User avatar
Don
Member
Posts: 1643
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

A simple mob

by Don » Post

I need a simple mob for a mini game I am making. I am wondering if it is better to use an existing mob api for this or write a new one.

The mob only needs to chase a player. There is no animation, punch or attack. I don't even want the player to be able to hit the mob.

I know very little about mobs so any advice would be appreciated.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here

User avatar
TenPlus1
Member
Posts: 3721
Joined: Mon Jul 29, 2013 13:38
In-game: TenPlus1
Contact:

Re: A simple mob

by TenPlus1 » Post

For simplicity you could use the mods redo api but if the mob in question does nothing but follow the player then this code may be simple to implement, it spawns a cube that follows player.

Code: Select all

local gravity = -10

minetest.register_entity("test:testy", {
	hp_max = 1,
	physical = true,
	collide_with_objects = true,
	visual = "cube",
	visual_size = {x = 0.5, y = 0.5},
	textures = {"sides.png", "sides.png", "sides.png", "sides.png", "front.png", "sides.png"},
	velocity = {x=math.random(-1,1), y=0, z=math.random(-1,1)},
	collisionbox = {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25},
	weight = 5, -- ??
	is_visible = true,
	automatic_rotate = true,
	automatic_face_movement_dir = -90, -- set yaw direction in degrees, false to disable
	stepheight = 1.1,
	makes_footstep_sound = true,
	floats = 1,
	view_range = 10,
	speed = 1,
	jump_height = 5,

	set_velocity = function(self, v)
		if not v then v = 0 end
		local yaw = self.object:getyaw()
		self.object:setvelocity({x=math.sin(yaw) * -v, y=self.object:getvelocity().y, z=math.cos(yaw) * v})
	end,

	on_step = function(self, dtime)

		-- every 1 second
		self.timer = (self.timer or 0) + dtime
		if self.timer < 1 then return end
		self.timer = 0

		-- make sure object floats (or not) when in water
		if minetest.get_item_group(minetest.get_node(self.object:getpos()).name, "water") ~= 0 then
			if self.floats == 1 then
				self.object:setacceleration({x = self.object:getacceleration().x, y = 1.5, z = self.object:getacceleration().z})
			end
		else
			self.object:setacceleration({x = self.object:getacceleration().x, y = gravity, z = self.object:getacceleration().z})
		end

		local s, p, dist, nod
		-- find player to follow
		for _,player in pairs(minetest.get_connected_players()) do
			s = self.object:getpos()
			p = player:getpos()

			-- find distance
			dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
			if dist < self.view_range then
				local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z}
				local yaw = (math.atan(vec.z/vec.x)+math.pi/2)
				if p.x > s.x then
					yaw = yaw + math.pi
				end
				-- face player
				self.object:setyaw(yaw)

				-- find direction and show node facing
				self.direction = {x = math.sin(yaw)*-1, y = 0, z = math.cos(yaw)}
				nod = minetest.get_node_or_nil({x=s.x + self.direction.x,y=s.y+1,z=s.z + self.direction.z})
				print ("facing node", nod.name, dist)

				-- more than 2 nodes ahead then follow, otherwise stop
				if dist > 2 then
					if self.jump_height > 0 and self.object:getvelocity().y == 0 then
						local v = self.object:getvelocity()
						v.y = self.jump_height
						self.object:setvelocity(v)
					end
					self.set_velocity(self, self.speed)
				else
					self.set_velocity(self, 0)
				end
				-- break look after player found
				break
			end
		end

	end,
})

User avatar
Don
Member
Posts: 1643
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: A simple mob

by Don » Post

Wow. Thanks!
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here

User avatar
kaadmy
Member
Posts: 706
Joined: Thu Aug 27, 2015 23:07
GitHub: kaadmy
IRC: KaadmY
In-game: KaadmY kaadmy NeD

Re: A simple mob

by kaadmy » Post

Don wrote:The mob only needs to chase a player. There is no animation, punch or attack. I don't even want the player to be able to hit the mob.
Ah, Slimes from Terasology?
Never paint white stripes on roads near Zebra crossings.

Pixture

User avatar
MineYoshi
Member
Posts: 5373
Joined: Wed Jul 08, 2015 13:20
Contact:

Re: A simple mob

by MineYoshi » Post

NO!
i think is pacman!
Have a nice day! :D

User avatar
Don
Member
Posts: 1643
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: A simple mob

by Don » Post

It is pacman. I should have it done in the next couple days. I am going to add more games to myboardgames modpack soon.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here

User avatar
Ferk
Member
Posts: 337
Joined: Tue Aug 18, 2015 17:18
GitHub: Ferk

Re: A simple mob

by Ferk » Post

I still think it would make more sense if the ghosts followed a more "square" pattern. You won't be able to use a standard pacman map if the ghosts spawn all in the center and follow this algorithm, or else they will always go in the same direction without spreading out. So you'll need them to spawn in the corners.

Anyway, even if the game turns out different than pacman, it still sounds like fun.
{ ☠ Dungeontest ☠ , ᗧ••myarcade•• }

User avatar
Don
Member
Posts: 1643
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: A simple mob

by Don » Post

Ferk wrote:I still think it would make more sense if the ghosts followed a more "square" pattern. You won't be able to use a standard pacman map if the ghosts spawn all in the center and follow this algorithm, or else they will always go in the same direction without spreading out. So you'll need them to spawn in the corners.

Anyway, even if the game turns out different than pacman, it still sounds like fun.
I made it look the same as the old pacman but removed a couple blocks from the ghost spawn area.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here

User avatar
Gaming Association
Member
Posts: 62
Joined: Tue Aug 18, 2015 01:52
GitHub: Gerold55
In-game: Gerold55

Re: A simple mob

by Gaming Association » Post

so ull b able 2 play it like the original pacman arcade game?
Gaming Association

User avatar
Don
Member
Posts: 1643
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: A simple mob

by Don » Post

You will have to wait till it is released to see.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here

User avatar
Christian9
Member
Posts: 338
Joined: Fri Sep 19, 2014 20:29
In-game: Christian9
Location: Hell Creek

Re: A simple mob

by Christian9 » Post

Don wrote: mob only needs to chase a player. There is no animation, punch or attack. I don't even want the player to be able to hit the mob.
I could do that quickly.give me 3 days and I can get you something just like that

User avatar
Don
Member
Posts: 1643
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: A simple mob

by Don » Post

Christian9 wrote:
Don wrote: mob only needs to chase a player. There is no animation, punch or attack. I don't even want the player to be able to hit the mob.
I could do that quickly.give me 3 days and I can get you something just like that
Pacmine is done already. It is in myarcade. The link is in my signature.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here

Post Reply

Who is online

Users browsing this forum: No registered users and 4 guests