forked from nalc/nalc_game
Models allow multiple materials with multiple textures, so make the player texture field a list instead
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@ -14,7 +14,7 @@ animation_blend = 0
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-- Default player appearance
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default_model = "character.x"
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default_texture = "character.png"
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default_textures = {"character.png", }
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-- Frame ranges for each player model
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function player_get_animations(model)
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@ -57,7 +57,7 @@ function player_update_visuals(pl)
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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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textures = default_textures,
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visual = "mesh",
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visual_size = {x=1, y=1},
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}
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@ -74,7 +74,7 @@ function player_step(dtime)
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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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local animation_speed_mod = 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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@ -83,7 +83,7 @@ function player_step(dtime)
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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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animation_speed_mod = animation_speed_mod / 2
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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] = 0
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@ -101,26 +101,26 @@ function player_step(dtime)
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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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pl:set_animation({x=anim.death_START, y=anim.death_END}, animation_speed_modified, animation_blend)
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pl:set_animation({x=anim.death_START, y=anim.death_END}, animation_speed_mod, animation_blend)
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player_anim[name] = ANIM_DEATH
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end
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elseif walking and controls.LMB then
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if player_anim[name] ~= ANIM_WALK_MINE then
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pl:set_animation({x=anim.walk_mine_START, y=anim.walk_mine_END}, animation_speed_modified, animation_blend)
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pl:set_animation({x=anim.walk_mine_START, y=anim.walk_mine_END}, animation_speed_mod, animation_blend)
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player_anim[name] = ANIM_WALK_MINE
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end
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elseif walking then
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if player_anim[name] ~= ANIM_WALK then
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pl:set_animation({x=anim.walk_START, y=anim.walk_END}, animation_speed_modified, animation_blend)
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pl:set_animation({x=anim.walk_START, y=anim.walk_END}, animation_speed_mod, animation_blend)
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player_anim[name] = ANIM_WALK
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end
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elseif controls.LMB then
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if player_anim[name] ~= ANIM_MINE then
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pl:set_animation({x=anim.mine_START, y=anim.mine_END}, animation_speed_modified, animation_blend)
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pl:set_animation({x=anim.mine_START, y=anim.mine_END}, animation_speed_mod, animation_blend)
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player_anim[name] = ANIM_MINE
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end
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elseif player_anim[name] ~= ANIM_STAND then
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pl:set_animation({x=anim.stand_START, y=anim.stand_END}, animation_speed_modified, animation_blend)
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pl:set_animation({x=anim.stand_START, y=anim.stand_END}, animation_speed_mod, animation_blend)
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player_anim[name] = ANIM_STAND
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end
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end
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