Re: [Game] Minetest_c55 [WIP][Suspended]
Posted: Fri Dec 15, 2017 19:24
What was the first version of Minetest that could be downloaded and played?
The official Minetest discussion board
https://forum.minetest.net/
Code: Select all
* `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
* Select sprite from spritesheet with optional animation and Dungeon Master
style texture selection based on yaw relative to camera
* `p`: {x=number, y=number}, the coordinate of the first frame
(x: column, y: row), default: `{x=0, y=0}`
* `num_frames`: number, default: `1`
* `framelength`: number, default: `0.2`
* `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
Master mob, default: `false`
Code: Select all
visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
-- ^ "cube" is a node-sized cube.
-- ^ "sprite" is a flat texture always facing the player.
-- ^ "upright_sprite" is a vertical flat texture.
-- ^ "mesh" uses the defined mesh model.
visual_size = {x = 1, y = 1},
-- ^ `x` multiplies horizontal (X and Z) visual size.
-- ^ `y` multiplies vertical (Y) visual size.
mesh = "model",
textures = {}, -- number of required textures depends on visual
-- ^ "cube" uses 6 textures in the way a node does.
-- ^ "sprite" uses 1 texture.
-- ^ "upright_sprite" uses 2 textures: {front, back}.
colors = {}, -- number of required colors depends on visual
spritediv = {x = 1, y = 1},
-- ^ Used with spritesheet textures for animation and/or frame selection according
-- to position relative to player.
-- ^ Defines the number of columns and rows in the spritesheet: {columns, rows}.
initial_sprite_basepos = {x = 0, y = 0},
-- ^ Used with spritesheet textures.
-- ^ Defines the {column, row} position of the initially used frame in the
-- spritesheet.