Added 'punch2' 'shoot' animations, 'double_melee_attack' flag and tweaks to api

This commit is contained in:
TenPlus1 2016-05-08 18:08:25 +01:00
parent f362ced4da
commit 050dd1dbb0
2 changed files with 61 additions and 22 deletions

54
api.lua
View File

@ -85,13 +85,12 @@ set_animation = function(self, type)
and self.animation.current ~= "stand" then and self.animation.current ~= "stand" then
if self.animation.stand_start if self.animation.stand_start
and self.animation.stand_end and self.animation.stand_end then
and self.animation.speed_normal then
self.object:set_animation({ self.object:set_animation({
x = self.animation.stand_start, x = self.animation.stand_start,
y = self.animation.stand_end}, y = self.animation.stand_end},
self.animation.speed_normal, 0) (self.animation.speed_stand or self.animation.speed_normal), 0)
self.animation.current = "stand" self.animation.current = "stand"
end end
@ -100,13 +99,12 @@ set_animation = function(self, type)
and self.animation.current ~= "walk" then and self.animation.current ~= "walk" then
if self.animation.walk_start if self.animation.walk_start
and self.animation.walk_end and self.animation.walk_end then
and self.animation.speed_normal then
self.object:set_animation({ self.object:set_animation({
x = self.animation.walk_start, x = self.animation.walk_start,
y = self.animation.walk_end}, y = self.animation.walk_end},
self.animation.speed_normal, 0) (self.animation.speed_walk or self.animation.speed_normal), 0)
self.animation.current = "walk" self.animation.current = "walk"
end end
@ -115,8 +113,7 @@ set_animation = function(self, type)
and self.animation.current ~= "run" then and self.animation.current ~= "run" then
if self.animation.run_start if self.animation.run_start
and self.animation.run_end and self.animation.run_end then
and self.animation.speed_run then
self.object:set_animation({ self.object:set_animation({
x = self.animation.run_start, x = self.animation.run_start,
@ -130,8 +127,7 @@ set_animation = function(self, type)
and self.animation.current ~= "punch" then and self.animation.current ~= "punch" then
if self.animation.punch_start if self.animation.punch_start
and self.animation.punch_end and self.animation.punch_end then
and self.animation.speed_normal then
self.object:set_animation({ self.object:set_animation({
x = self.animation.punch_start, x = self.animation.punch_start,
@ -140,6 +136,32 @@ set_animation = function(self, type)
self.animation.current = "punch" self.animation.current = "punch"
end end
elseif type == "punch2"
and self.animation.current ~= "punch2" then
if self.animation.punch2_start
and self.animation.punch2_end then
self.object:set_animation({
x = self.animation.punch2_start,
y = self.animation.punch2_end},
(self.animation.speed_punch2 or self.animation.speed_normal), 0)
self.animation.current = "punch2"
end
elseif type == "shoot"
and self.animation.current ~= "shoot" then
if self.animation.shoot_start
and self.animation.shoot_end then
self.object:set_animation({
x = self.animation.shoot_start,
y = self.animation.shoot_end},
(self.animation.speed_shoot or self.animation.speed_normal), 0)
self.animation.current = "shoot"
end
end end
end end
@ -1333,6 +1355,8 @@ local do_states = function(self, dtime)
set_animation(self, "run") set_animation(self, "run")
else else
set_velocity(self, 0) set_velocity(self, 0)
set_animation(self, "punch")
self.timer = self.timer + dtime self.timer = self.timer + dtime
self.blinktimer = (self.blinktimer or 0) + dtime self.blinktimer = (self.blinktimer or 0) + dtime
@ -1535,6 +1559,13 @@ local do_states = function(self, dtime)
self.timer = 0 self.timer = 0
if self.double_melee_attack
and math.random(1, 2) == 1 then
set_animation(self, "punch")
else
set_animation(self, "punch2")
end
local p2 = p local p2 = p
local s2 = s local s2 = s
@ -1603,7 +1634,7 @@ local do_states = function(self, dtime)
and math.random(1, 100) <= 60 then and math.random(1, 100) <= 60 then
self.timer = 0 self.timer = 0
set_animation(self, "punch") set_animation(self, "shoot")
-- play shoot attack sound -- play shoot attack sound
if self.sounds.shoot_attack then if self.sounds.shoot_attack then
@ -2189,6 +2220,7 @@ minetest.register_entity(name, {
immune_to = def.immune_to or {}, immune_to = def.immune_to or {},
explosion_radius = def.explosion_radius, explosion_radius = def.explosion_radius,
custom_attack = def.custom_attack, custom_attack = def.custom_attack,
double_melee_attack = def.double_melee_attack,
on_blast = def.on_blast or do_tnt, on_blast = def.on_blast or do_tnt,

29
api.txt
View File

@ -80,6 +80,7 @@ This functions registers a new mob as a Minetest entity.
'explode' follows player in range and will flash and explode when in reach 'explode' follows player in range and will flash and explode when in reach
'dogshoot' shoots arrows when in range and one on one attack when in reach 'dogshoot' shoots arrows when in range and one on one attack when in reach
'custom_attack' is a function that is called when mob is in range to attack player, parameters are (self, to_attack) 'custom_attack' is a function that is called when mob is in range to attack player, parameters are (self, to_attack)
'double_melee_attack' if false then api will choose randomly between 'punch' and 'punch2' attack animations
'on_blast' is called when TNT explodes near mob, function uses (object, damage) and returns (do_damage, do_knockback, drops) 'on_blast' is called when TNT explodes near mob, function uses (object, damage) and returns (do_damage, do_knockback, drops)
'explosion_radius' radius of explosion attack (defaults to 1) 'explosion_radius' radius of explosion attack (defaults to 1)
'arrow' if the attack_type is "shoot" or "dogshoot" then the entity name of the arrow is required 'arrow' if the attack_type is "shoot" or "dogshoot" then the entity name of the arrow is required
@ -97,17 +98,23 @@ This functions registers a new mob as a Minetest entity.
'explode' sound when exploding 'explode' sound when exploding
'distance' maximum distance sounds are heard from (default is 10) 'distance' maximum distance sounds are heard from (default is 10)
'animation' a table with the animation ranges and speed of the model 'animation' a table with the animation ranges and speed of the model
'stand_start' 'stand_start' start frame of stand animation
'stand_end' 'stand_end' end frame of stand animation
'walk_start' 'walk_start' start frame of walk animation
'walk_end' 'walk_end' end frame of walk animation
'run_start' 'run_start' start frame of run animation
'run_end' 'run_end' end frame of run animation
'punch_start' 'punch_start' start frame of punch animation
'punch_end' 'punch_end' end frame of punch animation
'speed_normal' 'punch2_start' start frame of alt.punch animation
'speed_run' used when mob runs behind player to make animation faster 'punch2_end' end frame of alt.punch animation
'speed_punch' used when mob punches player to make animation faster 'shoot_start' start frame of shoot animation
'shoot_end' end frame of shoot animation
'speed_normal' normal animation speed
'speed_run' running animation speed
'speed_punch' punching animation speed
'speed_punch2' alternative punching animation speed
'speed_shoot' shooting animation speed
'replace_what' group if items to replace e.g. {"farming:wheat_8", "farming:carrot_8"} 'replace_what' group if items to replace e.g. {"farming:wheat_8", "farming:carrot_8"}
'replace_with' replace with what e.g. "air" or in chickens case "mobs:egg" 'replace_with' replace with what e.g. "air" or in chickens case "mobs:egg"
'replace_rate' how random should the replace rate be (typically 10) 'replace_rate' how random should the replace rate be (typically 10)