216 lines
5.5 KiB
Lua
216 lines
5.5 KiB
Lua
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-- Copied from minetest_game and changed a bit
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-- Minetest 0.4 mod: player
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-- See README.txt for licensing and other information.
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-- Variable for animation speed; 30-35 is good
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local player_animation_speed = 33
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-- Player animation blending
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-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
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local animation_blend = 0
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default.registered_player_models = {}
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-- Local for speed.
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local models = default.registered_player_models
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function default.player_register_model(name, def)
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models[name] = def
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end
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-- Default player appearance
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default.player_register_model(
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"character.b3d",
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{
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animation_speed = player_animation_speed,
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textures = {"character.png"},
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animations = {
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-- Standard animations.
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stand = {x = 0, y = 79},
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lay = {x = 162, y = 166},
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walk = {x = 168, y = 187},
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mine = {x = 189, y = 198},
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walk_mine = {x = 200, y = 219},
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-- Extra animations (not currently used by the game).
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sit = { x = 81, y = 160},
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},
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})
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-- Player stats and animations
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local player_model = {}
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local player_textures = {}
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local player_anim = {}
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local player_sneak = {}
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default.player_attached = {}
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function default.player_get_animation(player)
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local name = player:get_player_name()
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return {
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model = player_model[name],
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textures = player_textures[name],
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animation = player_anim[name],
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}
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end
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-- Called when a player's appearance needs to be updated
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function default.player_set_model(player, model_name)
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local name = player:get_player_name()
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local model = models[model_name]
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if player_model[name] == model_name then
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return
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end
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player:set_properties(
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{
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mesh = model_name,
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textures = player_textures[name] or model.textures,
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visual = "mesh",
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visual_size = model.visual_size or {x = 1, y = 1},
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})
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default.player_set_animation(player, "stand")
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player_model[name] = model_name
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end
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function default.player_get_textures(player)
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if player.get_properties ~= nil then
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return player:get_properties().textures
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else
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return player_textures[player:get_player_name()]
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end
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end
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function default.player_set_textures(player, textures)
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local name = player:get_player_name()
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player_textures[name] = textures
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player:set_properties({textures = textures})
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end
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function default.player_set_animation(player, anim_name, speed)
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local name = player:get_player_name()
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if player_anim[name] == anim_name then
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return
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end
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local model = player_model[name] and models[player_model[name]]
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if not (model and model.animations[anim_name]) then
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return
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end
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local anim = model.animations[anim_name]
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player_anim[name] = anim_name
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player:set_animation(anim, speed or model.animation_speed, animation_blend)
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end
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-- Localize for better performance.
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local player_set_animation = default.player_set_animation
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local player_attached = default.player_attached
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-- Update appearance when the player joins
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local function on_joinplayer(player)
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default.player_attached[player:get_player_name()] = false
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default.player_set_model(player, "character.b3d")
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player:set_local_animation(
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{x = 0, y = 79},
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{x = 168, y = 187},
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{x = 189, y = 198},
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{x = 200, y = 219},
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default.player_animation_speed)
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end
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local function on_leaveplayer(player)
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local name = player:get_player_name()
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player_model[name] = nil
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player_anim[name] = nil
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player_textures[name] = nil
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end
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local function on_globalstep(dtime)
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for _, player in pairs(minetest.get_connected_players()) do
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local name = player:get_player_name()
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local model_name = player_model[name]
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local model = model_name and models[model_name]
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local controls = player:get_player_control()
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if player_sneak[name] ~= controls.sneak then
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if controls.sneak then
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player:set_nametag_attributes(
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{
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color = {a = 30, r = 255, g = 255, b = 255}
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})
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else
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player:set_nametag_attributes(
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{
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color = {a = 255, r = 255, g = 255, b = 255}
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})
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end
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end
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if player_sneak[name] ~= controls.sneak then
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player_sneak[name] = controls.sneak
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end
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if model and not player_attached[name] then
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local walking = false
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local animation_speed_mod = model.animation_speed or player_animation_speed
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-- Determine if the player is walking
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if controls.up or controls.down or controls.left or controls.right then
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walking = true
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end
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-- Determine if the player is sneaking, and reduce animation speed if so
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if controls.sneak then
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animation_speed_mod = animation_speed_mod * 0.6
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end
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-- Apply animations based on what the player is doing
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if player:get_hp() == 0 then -- dead
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player_set_animation(player, "lay")
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elseif walking then -- walking
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if controls.LMB then -- Walking and mining
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player_set_animation(player, "walk_mine", animation_speed_mod)
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else -- Walking
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player_set_animation(player, "walk", animation_speed_mod)
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end
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elseif controls.LMB then -- Mining
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player_set_animation(player, "mine", animation_speed_mod)
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else -- Standing
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player_set_animation(player, "stand", animation_speed_mod)
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end
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end
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end
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end
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minetest.register_on_joinplayer(on_joinplayer)
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minetest.register_on_leaveplayer(on_leaveplayer)
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minetest.register_globalstep(on_globalstep)
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