-
Notifications
You must be signed in to change notification settings - Fork 3
Current Features
jordan4ibanez edited this page Jan 2, 2017
·
9 revisions
- The meshes of each mob use the walking speed to set it's animation speed, jumping mobs use their jumping animation
- Smooth movement thanks to the equation below. This is applied to the X and Y axis during standard horizontal movement. It's also applied to Y when the mob enters a special state (In water, climbing ladders), or if the mob flies or swims.
(goal velocity - current velocity) x acceleration
- The smoothened face direction of mobs is thanks to the automatic_face_movement_dir. When coupled to a soft yaw vs a hard yaw (hard yaw is setting the face direction through lua), it allows the mob to get where it should be facing, and set it's velocity towards that using the equation above.
- Extremely basic path finding when holding the designated item that the mob follows. This will visualize the mobs path towards you, with the goal step of the path being shown by a stone particle.
- Jumping is purely velocity based. This function can be found here. Essentially the mob will not be allowed to jump unless standing on a solid node.
- Soft collision detection (hard collision detection would be using collide_with_objects in the mobs entity definition) which finds other mobs in a radius of 1, and adds each one to a collision X and Z, then applies those floats into the main movement function. Found here.
- A leash which can be used to link mobs to you, or link mobs to other mobs. This is accompanied by the leash visual, a ray of particles indicating a mob is linked to you. You can use this to carry mobs up ladders.
- Mobs will ride in mine carts if they collide with them.
- Safari balls which act like pokeballs. Throw an empty safari ball at a mob to capture it. Throwing it again will release the mob. This acts like a carrying system for mobs.
- Fishing poles which cast out a lure. The line will break if you change items while the line is out. This can be used to capture water mobs, which will be drawn towards your lure. If cast onto land can also be used to reel land mobs towards you.
- Velocity damage which will hurt the mob if they hit a node going above a defined speed in any direction.
- Hurt indicator. The mob will turn red if they get hurt. The time they are hurt will depend on how much damage they take.
- Rideable mobs, which when tamed can be ridden by right clicking. The horse for example, can utilize a saddle to go 1.5 times faster than it normally can.
- A basic growth and shrink ray has been implemented to allow players to change the size of any mob.
- Knock back when a mob is punched. Essentially it'll jump back when you hit it.
- Mobs drop an item on death.