nalc_game/mods/default/player.lua

120 lines
3.5 KiB
Lua

-- 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 player_sneak = {}
local ANIM_STAND = 0
local ANIM_WALK = 1
local ANIM_WALK_MINE = 2
local ANIM_MINE = 3
local ANIM_DEATH = 4
-- Frame ranges for each player model
function player_get_animations(model)
if model == "character.x" then
return {
stand_START = 0,
stand_END = 79,
walk_START = 81,
walk_END = 100,
mine_START = 102,
mine_END = 111,
walk_mine_START = 113,
walk_mine_END = 132,
death_START = 134,
death_END = 153
}
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()
local walking = false
if controls.up or controls.down or controls.left or controls.right then
walking = true
end
local animation_speed_modified = animation_speed
if controls.sneak and pl:get_hp() ~= 0 and (walking or controls.LMB) then
animation_speed_modified = animation_speed_modified / 2
-- Refresh player animation below
if not player_sneak[name] then
player_anim[name] = -1
player_sneak[name] = true
end
else
-- Refresh player animation below
if player_sneak[name] then
player_anim[name] = -1
player_sneak[name] = false
end
end
if pl:get_hp() == 0 then
if player_anim[name] ~= ANIM_DEATH then
-- TODO: The death animation currently loops, we must make it play only once then stay at the last frame somehow
pl:set_animation({x=anim.death_START, y=anim.death_END}, animation_speed_modified, animation_blend)
player_anim[name] = ANIM_DEATH
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_modified, 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_modified, 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_modified, 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_modified, animation_blend)
player_anim[name] = ANIM_STAND
end
end
end
minetest.register_globalstep(on_step)
-- END