At last, we have a player.

Consists of a simple standi animation currently being looped.

Compatible with any MineCraft skin, no texture included on GIT for licensing reasons.

Walk animations for the player (forward, backward, strafe left and strafe right). This commit removes other test cases from the default script, so that player.lua can be brought to what it's intended for

Punch / mine animation, and some consistency improvements to the player script
This commit is contained in:
MirceaKitsune 2012-11-14 21:31:55 +02:00 committed by Perttu Ahola
parent 04d40a5ce4
commit 609646b9b5
4 changed files with 9721 additions and 7024 deletions

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@ -3,6 +3,26 @@
-- The API documentation in here was moved into doc/lua_api.txt -- The API documentation in here was moved into doc/lua_api.txt
-- Default animation speed. Special animations (such as the walk animation) should be offset from this factor
animation_speed = 30
-- Animation blending / transitioning amount
animation_blend = 0
-- Animations frame ranges:
animation_stand_START = 0
animation_stand_END = 79
animation_walk_forward_START = 81
animation_walk_forward_END = 100
animation_walk_backward_START = 102
animation_walk_backward_END = 121
animation_walk_right_START = 123
animation_walk_right_END = 142
animation_walk_left_START = 144
animation_walk_left_END = 163
animation_mine_START = 165
animation_mine_END = 179
-- Set mesh for all players -- Set mesh for all players
function switch_player_visual() function switch_player_visual()
prop = { prop = {
@ -15,48 +35,12 @@ function switch_player_visual()
for _, obj in pairs(minetest.get_connected_players()) do for _, obj in pairs(minetest.get_connected_players()) do
obj:set_properties(prop) obj:set_properties(prop)
obj:set_animation({x=1, y=50}, 35, 0) obj:set_animation({x=animation_stand_START, y=animation_walk_forward_END}, animation_speed, animation_blend)
--obj:set_bone_position("", {x=0,y=0,z=0}, {x=0,y=0,z=0})
end end
minetest.after(1.0, switch_player_visual) minetest.after(10.0, switch_player_visual)
end end
minetest.after(1.0, switch_player_visual) minetest.after(10.0, switch_player_visual)
-- Test case for attachments: An object is spawned and attached to the player with the specified name (use your own playername there) 10 seconds after the server starts
test2 = {
collisionbox = { 0, 0, 0, 0, 0, 0 },
visual = "cube"
}
minetest.register_entity("default:test2", test2)
function attachments()
prop = {
mesh = "player.x",
textures = {"player.png", },
colors = {{255, 255, 255, 255}, },
visual = "mesh",
visual_size = {x=1, y=1},
}
local pos={x=0,y=0,z=0}
local newobject=minetest.env:add_entity(pos, "default:test2")
newobject:set_properties(prop)
newobject:set_animation({x=1, y=50}, 35, 0)
print ("Spawned test object")
for _, obj in pairs(minetest.get_connected_players()) do
if(obj:get_player_name() == "some_nick") then
newobject:set_attach(obj, "Bone.001", {x=0,y=3,z=0}, {x=0,y=45,z=0})
print ("Attached test object to "..obj:get_player_name())
end
end
minetest.after(5.0, function() detachments(newobject) end)
end
minetest.after(10.0, attachments)
-- Definitions made by this mod that other mods can use too -- Definitions made by this mod that other mods can use too
default = {} default = {}