Camas/mods/default/model.lua

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-- Copied from minetest_game and changed a bit
-- Minetest 0.4 mod: player
-- See README.txt for licensing and other information.
-- Player animation blending
-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
local animation_blend=0
default.registered_player_models={}
-- Local for speed.
local models=default.registered_player_models
function default.player_register_model(name, def)
models[name]=def
end
-- Default player appearance
default.player_register_model(
"character.b3d",
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{
animation_speed=30,
textures={"character.png"},
animations={
-- Standard animations.
stand ={x =0, y =79},
lay ={x=162, y=166},
walk ={x=168, y=187},
mine ={x=189, y=198},
walk_mine={x=200, y=219},
-- Extra animations (not currently used by the game).
sit ={ x =81, y=160},
},
})
-- Player stats and animations
local player_model={}
local player_textures={}
local player_anim={}
local player_sneak={}
default.player_attached={}
function default.player_get_animation(player)
local name=player:get_player_name()
return {
model=player_model[name],
textures=player_textures[name],
animation=player_anim[name],
}
end
-- Called when a player's appearance needs to be updated
function default.player_set_model(player, model_name)
local name=player:get_player_name()
local model=models[model_name]
if player_model[name] == model_name then
return
end
player:set_properties(
{
mesh=model_name,
textures=player_textures[name] or model.textures,
visual="mesh",
visual_size=model.visual_size or {x=1, y=1},
})
default.player_set_animation(player, "stand")
player_model[name]=model_name
end
function default.player_get_textures(player)
return player:get_properties().textures
end
function default.player_set_textures(player, textures)
local name=player:get_player_name()
player_textures[name]=textures
player:set_properties({textures=textures,})
end
function default.player_set_animation(player, anim_name, speed)
local name=player:get_player_name()
if player_anim[name] == anim_name then
return
end
local model=player_model[name] and models[player_model[name]]
if not (model and model.animations[anim_name]) then
return
end
local anim=model.animations[anim_name]
player_anim[name]=anim_name
player:set_animation(anim, speed or model.animation_speed, animation_blend)
end
-- Update appearance when the player joins
minetest.register_on_joinplayer(
function(player)
default.player_attached[player:get_player_name()]=false
default.player_set_model(player, "character.b3d")
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player:set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, 30)
end)
minetest.register_on_leaveplayer(
function(player)
local name=player:get_player_name()
player_model[name]=nil
player_anim[name]=nil
player_textures[name]=nil
end)
-- Localize for better performance.
local player_set_animation=default.player_set_animation
local player_attached=default.player_attached
-- Check each player and apply animations
minetest.register_globalstep(
function(dtime)
for _, player in pairs(minetest.get_connected_players()) do
local name=player:get_player_name()
local model_name=player_model[name]
local model=model_name and models[model_name]
local controls=player:get_player_control()
--[[ if controls.sneak then --- setting makes_footstep_sound apperantly does nothing :(
player:set_properties({makes_footstep_sound = false})
else
player:set_properties({makes_footstep_sound = true})
end--]]
if model and not player_attached[name] then
local walking=false
local animation_speed_mod=model.animation_speed or 30
-- Determine if the player is walking
if controls.up or controls.down or controls.left or controls.right then
walking=true
end
-- Determine if the player is sneaking, and reduce animation speed if so
if controls.sneak then
animation_speed_mod=animation_speed_mod * 0.7
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end
-- Apply animations based on what the player is doing
if player:get_hp() == 0 then -- dead
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player_set_animation(player, "lay")
elseif walking then -- walking
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if player_sneak[name] ~= controls.sneak then
player_anim[name]=nil
player_sneak[name]=controls.sneak
end
if controls.LMB then -- walking and mining
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player_set_animation(player, "walk_mine", animation_speed_mod)
else -- walking
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player_set_animation(player, "walk", animation_speed_mod)
end
elseif controls.LMB then -- mining
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player_set_animation(player, "mine")
else -- standing
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player_set_animation(player, "stand", animation_speed_mod)
end
end
end
end)