-- 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", { 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) 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 -- 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") 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 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 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 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 player_sneak[name] ~= controls.sneak then 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) else -- walking player_set_animation(player, "walk", animation_speed_mod) end elseif controls.LMB then -- mining player_set_animation(player, "mine") else -- standing player_set_animation(player, "stand", animation_speed_mod) end end end end)