-- Minetest 0.4 mod: player -- See README.txt for licensing and other information. --[[ 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 local animation_blend = 0 default.registered_player_models = { } -- Local for speed. local models = default.registered_player_models function default.player_register_model(name, def) models[name] = def end -- 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 = {} 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 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 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(function(player) default.player_set_model(player, "character.x") end) minetest.register_on_leaveplayer(function(player) local name = player:get_player_name() player_model[name] = nil player_anim[name] = nil player_textures[name] = nil end) -- Localize for better performance. local player_set_animation = default.player_set_animation -- Check each player and apply animations 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 sneaking, and reduce animation speed if so if controls.sneak then animation_speed_mod = animation_speed_mod / 2 end -- 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 end end end)