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http://repo.or.cz/minetest_pyramids/tsm_pyramids.git
synced 2024-12-22 23:40:18 +01:00
Fix overwrtiting globals of animations
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b0d4fdd1d9
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44
mummy.lua
44
mummy.lua
@ -1,16 +1,16 @@
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--pyramids = {}
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walk_limit = 1
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chillaxin_speed = 1
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animation_speed = 10
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local mummy_walk_limit = 1
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local mummy_chillaxin_speed = 1
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local mummy_animation_speed = 10
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-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
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animation_blend = 0
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local mummy_animation_blend = 0
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-- Default player appearance
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mummy_mesh = "pyramids_mummy.x"
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mummy_texture = {"pyramids_mummy.png"}
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mummy_hp = 20
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mummy_drop = "default:papyrus"
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local mummy_mesh = "pyramids_mummy.x"
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local mummy_texture = {"pyramids_mummy.png"}
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local mummy_hp = 20
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local mummy_drop = "default:papyrus"
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local sound_normal = "mummy"
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local sound_hit = "mummy_hurt"
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@ -19,7 +19,7 @@ local sound_dead = "mummy_death"
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local spawner_range = 17
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local spawner_max_mobs = 6
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function get_animations_def()
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local function get_animations()
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return {
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stand_START = 74,
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stand_END = 74,
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@ -58,10 +58,10 @@ function hit(self)
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end)
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end
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function npc_update_visuals_def(self)
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function mummy_update_visuals_def(self)
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--local name = get_player_name()
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visual = default_model_def
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npc_anim = 0 -- Animation will be set further below immediately
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mummy_npc_anim = 0 -- Animation will be set further below immediately
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--npc_sneak[name] = false
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prop = {
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mesh = mummy_mesh,
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@ -109,7 +109,7 @@ spawner_DEF = {
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}
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spawner_DEF.on_activate = function(self)
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npc_update_visuals_def(self)
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mummy_update_visuals_def(self)
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self.object:setvelocity({x=0, y=0, z=0})
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self.object:setacceleration({x=0, y=0, z=0})
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self.object:set_armor_groups({immortal=1})
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@ -131,9 +131,9 @@ spawner_DEF.on_punch = function(self, hitter)
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end
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MUMMY_DEF.on_activate = function(self)
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npc_update_visuals_def(self)
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self.anim = get_animations_def()
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self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed, animation_blend)
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mummy_update_visuals_def(self)
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self.anim = get_animations()
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self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, mummy_animation_speed, mummy_animation_blend)
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self.npc_anim = ANIM_STAND
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self.object:setacceleration({x=0,y=-20,z=0})--20
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self.state = 1
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@ -168,7 +168,7 @@ MUMMY_DEF.on_punch = function(self, puncher, time_from_last_punch, tool_capabili
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--self.direction = dir
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self.direction = {x=self.object:getvelocity().x, y=self.object:getvelocity().y, z=self.object:getvelocity().z}
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self.punch_timer = 0
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self.object:setvelocity({x=dir.x*chillaxin_speed,y=5,z=dir.z*chillaxin_speed})--self.object:setvelocity({x=dir.x*4,y=5,z=dir.z*4})
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self.object:setvelocity({x=dir.x*mummy_chillaxin_speed,y=5,z=dir.z*mummy_chillaxin_speed})--self.object:setvelocity({x=dir.x*4,y=5,z=dir.z*4})
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if self.state == 1 then
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self.state = 8
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elseif self.state >= 2 then
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@ -241,7 +241,7 @@ MUMMY_DEF.on_step = function(self, dtime)
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if self.punch_timer > 0.15 then
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--self.direction = {x = math.sin(self.yaw)*-1, y = -20, z = math.cos(self.yaw)}
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if self.state == 9 then
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self.object:setvelocity({x=self.direction.x*chillaxin_speed,y=-20,z=self.direction.z*chillaxin_speed})
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self.object:setvelocity({x=self.direction.x*mummy_chillaxin_speed,y=-20,z=self.direction.z*mummy_chillaxin_speed})
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self.state = 2
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elseif self.state == 8 then
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self.object:setvelocity({x=0,y=-20,z=0})
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@ -278,8 +278,8 @@ MUMMY_DEF.on_step = function(self, dtime)
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end
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self.object:setvelocity({x=0,y=self.object:getvelocity().y,z=0})
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if self.npc_anim ~= ANIM_STAND then
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self.anim = get_animations_def()
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self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed, animation_blend)
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self.anim = get_animations()
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self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, mummy_animation_speed, mummy_animation_blend)
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self.npc_anim = ANIM_STAND
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end
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if self.attacker ~= "" then
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@ -291,7 +291,7 @@ MUMMY_DEF.on_step = function(self, dtime)
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if self.state == 2 then
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if self.direction ~= nil then
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self.object:setvelocity({x=self.direction.x*chillaxin_speed,y=self.object:getvelocity().y,z=self.direction.z*chillaxin_speed})
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self.object:setvelocity({x=self.direction.x*mummy_chillaxin_speed,y=self.object:getvelocity().y,z=self.direction.z*mummy_chillaxin_speed})
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end
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if self.turn_timer > math.random(1,4) and not self.attacker then
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self.yaw = 360 * math.random()
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@ -302,8 +302,8 @@ MUMMY_DEF.on_step = function(self, dtime)
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--self.object:setacceleration(self.direction)
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end
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if self.npc_anim ~= ANIM_WALK then
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self.anim = get_animations_def()
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self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed, animation_blend)
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self.anim = get_animations()
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self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, mummy_animation_speed, mummy_animation_blend)
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self.npc_anim = ANIM_WALK
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end
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--[[jump
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