diff --git a/mods/default/player.lua b/mods/default/player.lua index bf08149b..cad11059 100644 --- a/mods/default/player.lua +++ b/mods/default/player.lua @@ -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. +^ is the model filename such as "character.x", "foo.b3d", etc. +^ See Model Definition below for format of . + +default.registered_player_models[name] +^ See Model Definition below for format. + +default.player_set_model(player, model_name) +^ is a PlayerRef. +^ is a model registered with player_register_model. + +default.player_set_animation(player, anim_name [, speed]) +^ is a PlayerRef. +^ is the name of the animation. +^ is in frames per second. If nil, default from the model is used + +default.player_set_textures(player, textures) +^ is a PlayerRef. +^ is an array of textures +^ If is nil, the default textures from the model def are used + +default.player_get_animation(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 = { + -- = { x=, y=, }, + 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)