forked from nalc/nalc_game
		
	Rewrite player.lua
This commit is contained in:
		| @@ -1,132 +1,190 @@ | ||||
| -- Minetest 0.4 mod: player | ||||
| -- See README.txt for licensing and other information. | ||||
|  | ||||
| -- | ||||
| -- Start of configuration area: | ||||
| -- | ||||
| --[[ | ||||
|  | ||||
| -- Player animation speed | ||||
| animation_speed = 30 | ||||
| API | ||||
| --- | ||||
|  | ||||
| default.player_register_model(name, def) | ||||
| ^ Register a new model to be used by players. | ||||
| ^ <name> is the model filename such as "character.x", "foo.b3d", etc. | ||||
| ^ See Model Definition below for format of <def>. | ||||
|  | ||||
| default.registered_player_models[name] | ||||
| ^ See Model Definition below for format. | ||||
|  | ||||
| default.player_set_model(player, model_name) | ||||
| ^ <player> is a PlayerRef. | ||||
| ^ <model_name> is a model registered with player_register_model. | ||||
|  | ||||
| default.player_set_animation(player, anim_name [, speed]) | ||||
| ^ <player> is a PlayerRef. | ||||
| ^ <anim_name> is the name of the animation. | ||||
| ^ <speed> is in frames per second. If nil, default from the model is used | ||||
|  | ||||
| default.player_set_textures(player, textures) | ||||
| ^ <player> is a PlayerRef. | ||||
| ^ <textures> is an array of textures | ||||
| ^ If <textures> is nil, the default textures from the model def are used | ||||
|  | ||||
| default.player_get_animation(player) | ||||
| ^ <player> is a PlayerRef. | ||||
| ^ Returns a table containing fields "model", "textures" and "animation". | ||||
| ^ Any of the fields of the returned table may be nil. | ||||
|  | ||||
| Model Definition | ||||
| ---------------- | ||||
|  | ||||
| model_def = { | ||||
| 	animation_speed = 30, -- Default animation speed, in FPS. | ||||
| 	textures = {"character.png", }, -- Default array of textures. | ||||
| 	visual_size = {x=1, y=1,}, -- Used to scale the model. | ||||
| 	animations = { | ||||
| 		-- <anim_name> = { x=<start_frame>, y=<end_frame>, }, | ||||
| 		foo = { x= 0, y=19, }, | ||||
| 		bar = { x=20, y=39, }, | ||||
| 		-- ... | ||||
| 	}, | ||||
| } | ||||
|  | ||||
| ]] | ||||
|  | ||||
| -- Player animation blending | ||||
| -- Note: This is currently broken due to a bug in Irrlicht, leave at 0 | ||||
| animation_blend = 0 | ||||
| local animation_blend = 0 | ||||
|  | ||||
| -- Default player appearance | ||||
| default_model = "character.x" | ||||
| default_textures = {"character.png", } | ||||
| default.registered_player_models = { } | ||||
|  | ||||
| -- Frame ranges for each player model | ||||
| function player_get_animations(model) | ||||
| 	if model == "character.x" then | ||||
| 		return { | ||||
| 		stand_START = 0, | ||||
| 		stand_END = 79, | ||||
| 		sit_START = 81, | ||||
| 		sit_END = 160, | ||||
| 		lay_START = 162, | ||||
| 		lay_END = 166, | ||||
| 		walk_START = 168, | ||||
| 		walk_END = 187, | ||||
| 		mine_START = 189, | ||||
| 		mine_END = 198, | ||||
| 		walk_mine_START = 200, | ||||
| 		walk_mine_END = 219 | ||||
| 		} | ||||
| 	end | ||||
| -- Local for speed. | ||||
| local models = default.registered_player_models | ||||
|  | ||||
| function default.player_register_model(name, def) | ||||
| 	models[name] = def | ||||
| end | ||||
|  | ||||
| -- | ||||
| -- End of configuration area. | ||||
| -- | ||||
| -- Default player appearance | ||||
| default.player_register_model("character.x", { | ||||
| 	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 = {} | ||||
| local ANIM_STAND = 1 | ||||
| local ANIM_SIT = 2 | ||||
| local ANIM_LAY = 3 | ||||
| local ANIM_WALK  = 4 | ||||
| local ANIM_WALK_MINE = 5 | ||||
| local ANIM_MINE = 6 | ||||
|  | ||||
| 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 player_update_visuals(pl) | ||||
| 	local name = pl:get_player_name() | ||||
| function default.player_set_model(player, model_name) | ||||
| 	local name = player:get_player_name() | ||||
| 	local model = models[model_name] | ||||
| 	if model then | ||||
| 		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") | ||||
| 	else | ||||
| 		player:set_properties({ | ||||
| 			textures = { "player.png", "player_back.png", }, | ||||
| 			visual = "upright_sprite", | ||||
| 		}) | ||||
| 	end | ||||
| 	player_model[name] = model_name | ||||
| end | ||||
|  | ||||
| 	player_model[name] = default_model | ||||
| 	player_anim[name] = 0 -- Animation will be set further below immediately | ||||
| 	player_sneak[name] = false | ||||
| 	prop = { | ||||
| 		mesh = default_model, | ||||
| 		textures = default_textures, | ||||
| 		visual = "mesh", | ||||
| 		visual_size = {x=1, y=1}, | ||||
| 	} | ||||
| 	pl:set_properties(prop) | ||||
| 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(player_update_visuals) | ||||
| minetest.register_on_joinplayer(function(player) | ||||
| 	default.player_set_model(player, "character.x") | ||||
| end) | ||||
|  | ||||
| -- Localize for better performance. | ||||
| local player_set_animation = default.player_set_animation | ||||
|  | ||||
| -- Check each player and apply animations | ||||
| function player_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() | ||||
| 		local walking = false | ||||
| 		local animation_speed_mod = animation_speed | ||||
| 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] | ||||
| 		if model then | ||||
| 			local controls = player:get_player_control() | ||||
| 			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 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 and pl:get_hp() ~= 0 and (walking or controls.LMB) then | ||||
| 			animation_speed_mod = animation_speed_mod / 2 | ||||
| 			-- Refresh player animation below if sneak state changed | ||||
| 			if not player_sneak[name] then | ||||
| 				player_anim[name] = 0 | ||||
| 				player_sneak[name] = true | ||||
| 			-- Determine if the player is sneaking, and reduce animation speed if so | ||||
| 			if controls.sneak then | ||||
| 				animation_speed_mod = animation_speed_mod / 2 | ||||
| 			end | ||||
| 		else | ||||
| 			-- Refresh player animation below if sneak state changed | ||||
| 			if player_sneak[name] then | ||||
| 				player_anim[name] = 0 | ||||
| 				player_sneak[name] = false | ||||
| 			end | ||||
| 		end | ||||
|  | ||||
| 		-- Apply animations based on what the player is doing | ||||
| 		if pl:get_hp() == 0 then | ||||
| 			if player_anim[name] ~= ANIM_LAY then | ||||
| 				pl:set_animation({x=anim.lay_START, y=anim.lay_END}, animation_speed_mod, animation_blend) | ||||
| 				player_anim[name] = ANIM_LAY | ||||
| 			-- Apply animations based on what the player is doing | ||||
| 			if player:get_hp() == 0 then | ||||
| 				player_set_animation(player, "lay") | ||||
| 			elseif walking then | ||||
| 				if player_sneak[name] ~= controls.sneak then | ||||
| 					player_anim[name] = nil | ||||
| 					player_sneak[name] = controls.sneak | ||||
| 				end | ||||
| 				if controls.LMB then | ||||
| 					player_set_animation(player, "walk_mine", animation_speed_mod) | ||||
| 				else | ||||
| 					player_set_animation(player, "walk", animation_speed_mod) | ||||
| 				end | ||||
| 			elseif controls.LMB then | ||||
| 				player_set_animation(player, "mine") | ||||
| 			else | ||||
| 				player_set_animation(player, "stand", animation_speed_mod) | ||||
| 			end | ||||
| 		elseif walking and controls.LMB then | ||||
| 			if player_anim[name] ~= ANIM_WALK_MINE then | ||||
| 				pl:set_animation({x=anim.walk_mine_START, y=anim.walk_mine_END}, animation_speed_mod, animation_blend) | ||||
| 				player_anim[name] = ANIM_WALK_MINE | ||||
| 			end | ||||
| 		elseif walking then | ||||
| 			if player_anim[name] ~= ANIM_WALK then | ||||
| 				pl:set_animation({x=anim.walk_START, y=anim.walk_END}, animation_speed_mod, animation_blend) | ||||
| 				player_anim[name] = ANIM_WALK | ||||
| 			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_mod, animation_blend) | ||||
| 				player_anim[name] = ANIM_MINE | ||||
| 			end | ||||
| 		elseif player_anim[name] ~= ANIM_STAND then | ||||
| 			pl:set_animation({x=anim.stand_START, y=anim.stand_END}, animation_speed_mod, animation_blend) | ||||
| 			player_anim[name] = ANIM_STAND | ||||
| 		end | ||||
| 	end | ||||
| end | ||||
| minetest.register_globalstep(player_step) | ||||
|  | ||||
| -- END | ||||
| end) | ||||
|   | ||||
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