some code cleanup and increase the lumien activation range

This commit is contained in:
kaadmy 2016-02-10 13:18:54 -08:00
parent b31ccecc10
commit 8208c8c275
3 changed files with 71 additions and 63 deletions

View File

@ -8,67 +8,70 @@ local player_animation_speed = 33
-- Player animation blending
-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
local animation_blend=0
local animation_blend = 0
default.registered_player_models={}
default.registered_player_models = {}
-- Local for speed.
local models=default.registered_player_models
local models = default.registered_player_models
function default.player_register_model(name, def)
models[name]=def
models[name] = def
end
-- Default player appearance
default.player_register_model(
"character.b3d",
{
animation_speed=player_animation_speed,
textures={"character.png"},
animations={
animation_speed = player_animation_speed,
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},
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},
sit = { x = 81, y = 160},
},
})
-- Player stats and animations
local player_model={}
local player_textures={}
local player_anim={}
local player_sneak={}
default.player_attached={}
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()
local name = player:get_player_name()
return {
model=player_model[name],
textures=player_textures[name],
animation=player_anim[name],
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]
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},
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
player_model[name] = model_name
end
function default.player_get_textures(player)
@ -80,55 +83,57 @@ function default.player_get_textures(player)
end
function default.player_set_textures(player, textures)
local name=player:get_player_name()
player_textures[name]=textures
player:set_properties({textures=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()
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]]
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
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_attached[player:get_player_name()] = false
default.player_set_model(player, "character.b3d")
player:set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, player_animation_speed)
player:set_local_animation({x = 0, y = 79}, {x = 168, y = 187}, {x = 189, y = 198}, {x = 200, y = 219}, player_animation_speed)
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
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
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()
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
player:set_nametag_attributes({color = {a = 30, r = 255, g = 255, b = 255}})
@ -137,17 +142,17 @@ minetest.register_globalstep(
end
if model and not player_attached[name] then
local walking=false
local animation_speed_mod=model.animation_speed or player_animation_steed
local walking = false
local animation_speed_mod = model.animation_speed or player_animation_steed
-- Determine if the player is walking
if controls.up or controls.down or controls.left or controls.right then
walking=true
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
animation_speed_mod = animation_speed_mod * 0.7
end
-- Apply animations based on what the player is doing
@ -155,8 +160,8 @@ minetest.register_globalstep(
player_set_animation(player, "lay")
elseif walking then -- walking
if player_sneak[name] ~= controls.sneak then
player_anim[name]=nil
player_sneak[name]=controls.sneak
player_anim[name] = nil
player_sneak[name] = controls.sneak
end
if controls.LMB then -- walking and mining
player_set_animation(player, "walk_mine", animation_speed_mod)

View File

@ -3,6 +3,9 @@
-- By Kaadmy, for Pixture
--
local lumien_on_radius = 2
local lumien_off_radius = 4
minetest.register_node(
"lumien:crystal_on",
{
@ -112,7 +115,7 @@ minetest.register_abm(
)
local ok = true
for _,object in ipairs(minetest.get_objects_inside_radius(pos, 4)) do
for _,object in ipairs(minetest.get_objects_inside_radius(pos, lumien_off_radius)) do
if object:is_player() then
ok = false
end
@ -135,8 +138,8 @@ local function step(dtime)
local pos = player:getpos()
util.nodefunc(
{x = pos.x-1, y = pos.y-1, z = pos.z-1},
{x = pos.x+1, y = pos.y+1, z = pos.z+1},
{x = pos.x-lumien_on_radius, y = pos.y-lumien_on_radius, z = pos.z-lumien_on_radius},
{x = pos.x+lumien_on_radius, y = pos.y+lumien_on_radius, z = pos.z+lumien_on_radius},
"lumien:crystal_off",
function(pos)
local node = minetest.get_node(pos)

View File

@ -5,7 +5,7 @@ nav.map_radius = 256
nav.waypoints = {}
local form_nav = default.ui.get_page("core")
default.ui.register_page("nav_nav", form_nav)
default.ui.register_page("nav:nav", form_nav)
local open_formspecs = {}
@ -61,11 +61,11 @@ function nav.show_map(player)
local pos = player:getpos()
local form = default.ui.get_page("nav_nav")
local form = default.ui.get_page("nav:nav")
form = form .. "field[-1,-1;0,0;nav_map_tracker;;]"
form = form .. "label[0.25,0.25;"..minetest.formspec_escape(name).." ("..math.floor(pos.x+0.5)..", "..math.floor(pos.y)..", "..math.floor(pos.z+0.5)..")]"
form = form .. "label[0.25,0.25;"..minetest.formspec_escape(name).." (x: "..math.floor(pos.x+0.5)..", y: "..math.floor(pos.y)..", z: "..math.floor(pos.z+0.5)..")]"
form = form .. "image[0.5,3;6,6;nav_background.png]"
@ -86,18 +86,18 @@ function nav.show_map(player)
form = form .. "label[6.25,6.6;"..nav.map_radius.."m]"
form = form .. "image[5.5,5.5;3,3;"..minetest.formspec_escape("nav_legend.png^[transformFX").."]"
minetest.show_formspec(name, "nav_map", form)
minetest.show_formspec(name, "nav:map", form)
end
local function recieve_fields(player, form_name, fields)
if form_name == "nav_map" then
if form_name == "nav:map" then
if fields.quit or fields.nav_map_tracker then
open_formspecs[player:get_player_name()] = false
end
end
end
if not (minetest.is_singleplayer() or not minetest.setting_get_pos("static_spawnpoint")) then
if minetest.setting_get_pos("static_spawnpoint") and (not minetest.is_singleplayer()) then
minetest.after(
1.0,
function()