forked from nalc/nalc_game
Improve and optimize the player script and add better comments
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@ -1,9 +1,14 @@
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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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-- Animation speed
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--
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-- Start of configuration area:
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--
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-- Player animation speed
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animation_speed = 30
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-- Animation blending
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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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animation_blend = 0
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@ -11,16 +16,6 @@ animation_blend = 0
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default_model = "character.x"
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default_texture = "character.png"
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-- Player states
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local player_model = {}
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local player_anim = {}
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local player_sneak = {}
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local ANIM_STAND = 0
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local ANIM_WALK = 1
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local ANIM_WALK_MINE = 2
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local ANIM_MINE = 3
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local ANIM_DEATH = 4
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-- Frame ranges for each player model
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function player_get_animations(model)
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if model == "character.x" then
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@ -39,54 +34,70 @@ function player_get_animations(model)
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end
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end
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-- Called whenever a player's appearance needs to be updated
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function player_update_visuals(player)
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player_model[player:get_player_name()] = default_model
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player_anim[player:get_player_name()] = ANIM_STAND
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--
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-- End of configuration area.
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--
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local name = player:get_player_name()
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local anim = player_get_animations(player_model[name])
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-- Player stats and animations
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local player_model = {}
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local player_anim = {}
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local player_sneak = {}
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local ANIM_STAND = 1
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local ANIM_WALK = 2
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local ANIM_WALK_MINE = 3
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local ANIM_MINE = 4
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local ANIM_DEATH = 5
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-- Called when a player's appearance needs to be updated
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function player_update_visuals(pl)
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local name = pl:get_player_name()
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player_model[name] = default_model
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player_anim[name] = 0 -- Animation will be set further below immediately
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player_sneak[name] = false
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prop = {
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mesh = default_model,
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textures = {default_texture, },
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visual = "mesh",
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visual_size = {x=1, y=1},
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}
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player:set_properties(prop)
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player:set_animation({x=anim.stand_START, y=anim.stand_END}, animation_speed, animation_blend) -- initial animation
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pl:set_properties(prop)
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end
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-- Update appearance when the player joins
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minetest.register_on_joinplayer(player_update_visuals)
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-- Global environment step function
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function on_step(dtime)
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-- Check each player and apply animations
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function player_step(dtime)
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for _, pl in pairs(minetest.get_connected_players()) do
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local name = pl:get_player_name()
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local anim = player_get_animations(player_model[name])
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local controls = pl:get_player_control()
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local walking = false
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local animation_speed_modified = 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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local animation_speed_modified = animation_speed
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-- Determine if the player is sneaking, and reduce animation speed if so
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if controls.sneak and pl:get_hp() ~= 0 and (walking or controls.LMB) then
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animation_speed_modified = animation_speed_modified / 2
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-- Refresh player animation below
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-- Refresh player animation below if sneak state changed
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if not player_sneak[name] then
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player_anim[name] = -1
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player_anim[name] = 0
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player_sneak[name] = true
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end
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else
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-- Refresh player animation below
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-- Refresh player animation below if sneak state changed
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if player_sneak[name] then
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player_anim[name] = -1
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player_anim[name] = 0
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player_sneak[name] = false
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end
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end
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-- Apply animations based on what the player is doing
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if pl:get_hp() == 0 then
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if player_anim[name] ~= ANIM_DEATH then
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-- TODO: The death animation currently loops, we must make it play only once then stay at the last frame somehow
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@ -114,6 +125,6 @@ function on_step(dtime)
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end
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end
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end
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minetest.register_globalstep(on_step)
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minetest.register_globalstep(player_step)
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-- END
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