forked from minetest/minetest_game
133 lines
3.6 KiB
Lua
133 lines
3.6 KiB
Lua
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-- Minetest 0.4 mod: player
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-- See README.txt for licensing and other information.
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--
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-- Start of configuration area:
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--
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-- Player animation speed
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animation_speed = 30
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-- Player animation blending
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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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-- Default player appearance
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default_model = "character.x"
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default_textures = {"character.png", }
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-- Frame ranges for each player model
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function player_get_animations(model)
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if model == "character.x" then
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return {
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stand_START = 0,
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stand_END = 79,
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sit_START = 81,
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sit_END = 160,
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lay_START = 162,
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lay_END = 166,
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walk_START = 168,
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walk_END = 187,
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mine_START = 189,
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mine_END = 198,
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walk_mine_START = 200,
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walk_mine_END = 219
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}
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end
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end
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--
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-- End of configuration area.
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--
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-- Player stats and animations
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local player_model = {}
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local player_anim = {}
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local player_sneak = {}
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local ANIM_STAND = 1
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local ANIM_SIT = 2
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local ANIM_LAY = 3
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local ANIM_WALK = 4
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local ANIM_WALK_MINE = 5
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local ANIM_MINE = 6
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-- Called when a player's appearance needs to be updated
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function player_update_visuals(pl)
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local name = pl:get_player_name()
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player_model[name] = default_model
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player_anim[name] = 0 -- Animation will be set further below immediately
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player_sneak[name] = false
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prop = {
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mesh = default_model,
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textures = default_textures,
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visual = "mesh",
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visual_size = {x=1, y=1},
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}
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pl:set_properties(prop)
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end
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-- Update appearance when the player joins
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minetest.register_on_joinplayer(player_update_visuals)
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-- Check each player and apply animations
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function player_step(dtime)
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for _, pl in pairs(minetest.get_connected_players()) do
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local name = pl:get_player_name()
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local anim = player_get_animations(player_model[name])
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local controls = pl:get_player_control()
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local walking = false
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local animation_speed_mod = animation_speed
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-- Determine if the player is walking
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if controls.up or controls.down or controls.left or controls.right then
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walking = true
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end
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-- Determine if the player is sneaking, and reduce animation speed if so
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if controls.sneak and pl:get_hp() ~= 0 and (walking or controls.LMB) then
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animation_speed_mod = animation_speed_mod / 2
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-- Refresh player animation below if sneak state changed
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if not player_sneak[name] then
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player_anim[name] = 0
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player_sneak[name] = true
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end
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else
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-- Refresh player animation below if sneak state changed
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if player_sneak[name] then
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player_anim[name] = 0
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player_sneak[name] = false
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end
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end
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-- Apply animations based on what the player is doing
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if pl:get_hp() == 0 then
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if player_anim[name] ~= ANIM_LAY then
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pl:set_animation({x=anim.lay_START, y=anim.lay_END}, animation_speed_mod, animation_blend)
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player_anim[name] = ANIM_LAY
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end
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elseif walking and controls.LMB then
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if player_anim[name] ~= ANIM_WALK_MINE then
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pl:set_animation({x=anim.walk_mine_START, y=anim.walk_mine_END}, animation_speed_mod, animation_blend)
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player_anim[name] = ANIM_WALK_MINE
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end
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elseif walking then
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if player_anim[name] ~= ANIM_WALK then
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pl:set_animation({x=anim.walk_START, y=anim.walk_END}, animation_speed_mod, animation_blend)
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player_anim[name] = ANIM_WALK
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end
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elseif controls.LMB then
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if player_anim[name] ~= ANIM_MINE then
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pl:set_animation({x=anim.mine_START, y=anim.mine_END}, animation_speed_mod, animation_blend)
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player_anim[name] = ANIM_MINE
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end
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elseif player_anim[name] ~= ANIM_STAND then
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pl:set_animation({x=anim.stand_START, y=anim.stand_END}, animation_speed_mod, animation_blend)
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player_anim[name] = ANIM_STAND
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end
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end
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end
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minetest.register_globalstep(player_step)
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-- END
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