Models allow multiple materials with multiple textures, so make the player texture field a list instead

This commit is contained in:
MirceaKitsune 2012-11-25 13:22:44 +02:00 committed by Perttu Ahola
parent 7a01de2f36
commit cb4bfa51a1
1 changed files with 9 additions and 9 deletions

View File

@ -14,7 +14,7 @@ animation_blend = 0
-- Default player appearance -- Default player appearance
default_model = "character.x" default_model = "character.x"
default_texture = "character.png" default_textures = {"character.png", }
-- Frame ranges for each player model -- Frame ranges for each player model
function player_get_animations(model) function player_get_animations(model)
@ -57,7 +57,7 @@ function player_update_visuals(pl)
player_sneak[name] = false player_sneak[name] = false
prop = { prop = {
mesh = default_model, mesh = default_model,
textures = {default_texture, }, textures = default_textures,
visual = "mesh", visual = "mesh",
visual_size = {x=1, y=1}, visual_size = {x=1, y=1},
} }
@ -74,7 +74,7 @@ function player_step(dtime)
local anim = player_get_animations(player_model[name]) local anim = player_get_animations(player_model[name])
local controls = pl:get_player_control() local controls = pl:get_player_control()
local walking = false local walking = false
local animation_speed_modified = animation_speed local animation_speed_mod = animation_speed
-- Determine if the player is walking -- Determine if the player is walking
if controls.up or controls.down or controls.left or controls.right then if controls.up or controls.down or controls.left or controls.right then
@ -83,7 +83,7 @@ function player_step(dtime)
-- Determine if the player is sneaking, and reduce animation speed if so -- 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 if controls.sneak and pl:get_hp() ~= 0 and (walking or controls.LMB) then
animation_speed_modified = animation_speed_modified / 2 animation_speed_mod = animation_speed_mod / 2
-- Refresh player animation below if sneak state changed -- Refresh player animation below if sneak state changed
if not player_sneak[name] then if not player_sneak[name] then
player_anim[name] = 0 player_anim[name] = 0
@ -101,26 +101,26 @@ function player_step(dtime)
if pl:get_hp() == 0 then if pl:get_hp() == 0 then
if player_anim[name] ~= ANIM_DEATH 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 -- 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) pl:set_animation({x=anim.death_START, y=anim.death_END}, animation_speed_mod, animation_blend)
player_anim[name] = ANIM_DEATH player_anim[name] = ANIM_DEATH
end end
elseif walking and controls.LMB then elseif walking and controls.LMB then
if player_anim[name] ~= ANIM_WALK_MINE 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) pl:set_animation({x=anim.walk_mine_START, y=anim.walk_mine_END}, animation_speed_mod, animation_blend)
player_anim[name] = ANIM_WALK_MINE player_anim[name] = ANIM_WALK_MINE
end end
elseif walking then elseif walking then
if player_anim[name] ~= ANIM_WALK then if player_anim[name] ~= ANIM_WALK then
pl:set_animation({x=anim.walk_START, y=anim.walk_END}, animation_speed_modified, animation_blend) pl:set_animation({x=anim.walk_START, y=anim.walk_END}, animation_speed_mod, animation_blend)
player_anim[name] = ANIM_WALK player_anim[name] = ANIM_WALK
end end
elseif controls.LMB then elseif controls.LMB then
if player_anim[name] ~= ANIM_MINE then if player_anim[name] ~= ANIM_MINE then
pl:set_animation({x=anim.mine_START, y=anim.mine_END}, animation_speed_modified, animation_blend) pl:set_animation({x=anim.mine_START, y=anim.mine_END}, animation_speed_mod, animation_blend)
player_anim[name] = ANIM_MINE player_anim[name] = ANIM_MINE
end end
elseif player_anim[name] ~= ANIM_STAND then elseif player_anim[name] ~= ANIM_STAND then
pl:set_animation({x=anim.stand_START, y=anim.stand_END}, animation_speed_modified, animation_blend) pl:set_animation({x=anim.stand_START, y=anim.stand_END}, animation_speed_mod, animation_blend)
player_anim[name] = ANIM_STAND player_anim[name] = ANIM_STAND
end end
end end