forked from minetest/minetest_game
At last, we have a player.
Consists of a simple standi animation currently being looped. Compatible with any MineCraft skin, no texture included on GIT for licensing reasons. Walk animations for the player (forward, backward, strafe left and strafe right). This commit removes other test cases from the default script, so that player.lua can be brought to what it's intended for Punch / mine animation, and some consistency improvements to the player script
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mods/default/models/player.blend
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mods/default/models/player.blend
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@ -3,6 +3,26 @@
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-- The API documentation in here was moved into doc/lua_api.txt
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-- The API documentation in here was moved into doc/lua_api.txt
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-- Default animation speed. Special animations (such as the walk animation) should be offset from this factor
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animation_speed = 30
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-- Animation blending / transitioning amount
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animation_blend = 0
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-- Animations frame ranges:
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animation_stand_START = 0
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animation_stand_END = 79
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animation_walk_forward_START = 81
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animation_walk_forward_END = 100
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animation_walk_backward_START = 102
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animation_walk_backward_END = 121
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animation_walk_right_START = 123
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animation_walk_right_END = 142
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animation_walk_left_START = 144
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animation_walk_left_END = 163
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animation_mine_START = 165
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animation_mine_END = 179
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-- Set mesh for all players
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-- Set mesh for all players
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function switch_player_visual()
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function switch_player_visual()
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prop = {
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prop = {
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@ -15,48 +35,12 @@ function switch_player_visual()
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for _, obj in pairs(minetest.get_connected_players()) do
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for _, obj in pairs(minetest.get_connected_players()) do
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obj:set_properties(prop)
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obj:set_properties(prop)
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obj:set_animation({x=1, y=50}, 35, 0)
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obj:set_animation({x=animation_stand_START, y=animation_walk_forward_END}, animation_speed, animation_blend)
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--obj:set_bone_position("", {x=0,y=0,z=0}, {x=0,y=0,z=0})
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end
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end
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minetest.after(1.0, switch_player_visual)
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minetest.after(10.0, switch_player_visual)
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end
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end
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minetest.after(1.0, switch_player_visual)
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minetest.after(10.0, switch_player_visual)
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-- Test case for attachments: An object is spawned and attached to the player with the specified name (use your own playername there) 10 seconds after the server starts
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test2 = {
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collisionbox = { 0, 0, 0, 0, 0, 0 },
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visual = "cube"
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}
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minetest.register_entity("default:test2", test2)
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function attachments()
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prop = {
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mesh = "player.x",
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textures = {"player.png", },
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colors = {{255, 255, 255, 255}, },
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visual = "mesh",
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visual_size = {x=1, y=1},
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}
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local pos={x=0,y=0,z=0}
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local newobject=minetest.env:add_entity(pos, "default:test2")
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newobject:set_properties(prop)
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newobject:set_animation({x=1, y=50}, 35, 0)
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print ("Spawned test object")
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for _, obj in pairs(minetest.get_connected_players()) do
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if(obj:get_player_name() == "some_nick") then
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newobject:set_attach(obj, "Bone.001", {x=0,y=3,z=0}, {x=0,y=45,z=0})
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print ("Attached test object to "..obj:get_player_name())
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end
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end
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minetest.after(5.0, function() detachments(newobject) end)
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end
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minetest.after(10.0, attachments)
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-- Definitions made by this mod that other mods can use too
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-- Definitions made by this mod that other mods can use too
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default = {}
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default = {}
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