nalc_game/mods/default/player.lua

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-- Minetest 0.4 mod: player
-- See README.txt for licensing and other information.
-- Animation speed
animation_speed = 30
-- Animation blending
-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
animation_blend = 0
-- Default player appearance
default_model = "character.x"
default_texture = "character.png"
-- Player states
local player_model = {}
local player_anim = {}
local ANIM_STAND = 0
local ANIM_WALK_FORWARD = 1
local ANIM_WALK_BACKWARD = 2
local ANIM_WALK_LEFT = 3
local ANIM_WALK_RIGHT = 4
local ANIM_MINE = 5
local ANIM_DEATH = 6
-- Frame ranges for each player model
function player_get_animations(model)
if model == "character.x" then
return {
stand_START = 0,
stand_END = 79,
walk_forward_START = 81,
walk_forward_END = 100,
walk_backward_START = 102,
walk_backward_END = 121,
walk_right_START = 123,
walk_right_END = 142,
walk_left_START = 144,
walk_left_END = 163,
mine_START = 165,
mine_END = 179,
death_START = 181,
death_END = 200
}
end
end
-- Called whenever a player's appearance needs to be updated
function player_update_visuals(player)
player_model[player:get_player_name()] = default_model
player_anim[player:get_player_name()] = ANIM_STAND
local name = player:get_player_name()
local anim = player_get_animations(player_model[name])
prop = {
mesh = default_model,
textures = {default_texture, },
visual = "mesh",
visual_size = {x=1, y=1},
}
player:set_properties(prop)
player:set_animation({x=anim.stand_START, y=anim.stand_END}, animation_speed, animation_blend) -- initial animation
end
-- Update appearance when the player joins
minetest.register_on_joinplayer(player_update_visuals)
-- Global environment step function
function on_step(dtime)
for _, pl in pairs(minetest.get_connected_players()) do
local name = pl:get_player_name()
local anim = player_get_animations(player_model[name])
local controls = pl:get_player_control()
if controls.up then
if player_anim[name] ~= ANIM_WALK_FORWARD then
pl:set_animation({x=anim.walk_forward_START, y=anim.walk_forward_END}, animation_speed, animation_blend)
player_anim[name] = ANIM_WALK_FORWARD
end
elseif controls.down then
if player_anim[name] ~= ANIM_WALK_BACKWARD then
pl:set_animation({x=anim.walk_backward_START, y=anim.walk_backward_END}, animation_speed, animation_blend)
player_anim[name] = ANIM_WALK_BACKWARD
end
elseif controls.left then
if player_anim[name] ~= ANIM_WALK_LEFT then
pl:set_animation({x=anim.walk_left_START, y=anim.walk_left_END}, animation_speed, animation_blend)
player_anim[name] = ANIM_WALK_LEFT
end
elseif controls.right then
if player_anim[name] ~= ANIM_WALK_RIGHT then
pl:set_animation({x=anim.walk_right_START, y=anim.walk_right_END}, animation_speed, animation_blend)
player_anim[name] = ANIM_WALK_RIGHT
end
elseif controls.LMB then
if player_anim[name] ~= ANIM_MINE then
pl:set_animation({x=anim.mine_START, y=anim.mine_END}, animation_speed, animation_blend)
player_anim[name] = ANIM_MINE
end
elseif player_anim[name] ~= ANIM_WALK_STAND then
pl:set_animation({x=anim.stand_START, y=anim.stand_END}, animation_speed, animation_blend)
player_anim[name] = ANIM_WALK_STAND
end
end
end
minetest.register_globalstep(on_step)
-- END