forked from nalc/nalc_game
120 lines
3.5 KiB
Lua
120 lines
3.5 KiB
Lua
-- 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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animation_speed = 30
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-- 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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-- Default player appearance
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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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return {
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stand_START = 0,
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stand_END = 79,
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walk_START = 81,
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walk_END = 100,
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mine_START = 102,
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mine_END = 111,
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walk_mine_START = 113,
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walk_mine_END = 132,
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death_START = 134,
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death_END = 153
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}
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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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local name = player:get_player_name()
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local anim = player_get_animations(player_model[name])
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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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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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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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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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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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if not player_sneak[name] then
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player_anim[name] = -1
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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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if player_sneak[name] then
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player_anim[name] = -1
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player_sneak[name] = false
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end
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end
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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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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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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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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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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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player_anim[name] = ANIM_STAND
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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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-- END
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