-- Copied from minetest_game and changed a bit -- Minetest 0.4 mod: player -- See README.txt for licensing and other information. -- Variable for animation speed; 30-35 is good 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 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", { 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}, -- 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) if player.get_properties ~= nil then return player:get_properties().textures else return player_textures[player:get_player_name()] end 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 -- Localize for better performance. local player_set_animation = default.player_set_animation local player_attached = default.player_attached -- Update appearance when the player joins local function on_joinplayer(player) 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}, default.player_animation_speed) end local function on_leaveplayer(player) local name = player:get_player_name() player_model[name] = nil player_anim[name] = nil player_textures[name] = nil end local function on_globalstep(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 player_sneak[name] ~= controls.sneak then if controls.sneak then player:set_nametag_attributes( { color = {a = 30, r = 255, g = 255, b = 255} }) else player:set_nametag_attributes( { color = {a = 255, r = 255, g = 255, b = 255} }) end end if player_sneak[name] ~= controls.sneak then player_sneak[name] = controls.sneak end if model and not player_attached[name] then local walking = false local animation_speed_mod = model.animation_speed or player_animation_speed -- 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 * 0.6 end -- Apply animations based on what the player is doing if player:get_hp() == 0 then -- dead player_set_animation(player, "lay") elseif walking then -- walking if controls.LMB then -- Walking and mining player_set_animation(player, "walk_mine", animation_speed_mod) else -- Walking player_set_animation(player, "walk", animation_speed_mod) end elseif controls.LMB then -- Mining player_set_animation(player, "mine", animation_speed_mod) else -- Standing player_set_animation(player, "stand", animation_speed_mod) end end end end minetest.register_on_joinplayer(on_joinplayer) minetest.register_on_leaveplayer(on_leaveplayer) minetest.register_globalstep(on_globalstep)