forked from minetest/minetest_game
Redo player_api (#2745)
This commit is contained in:
parent
75f9575557
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26
game_api.txt
26
game_api.txt
@ -449,13 +449,13 @@ The player API can register player models and update the player's appearance.
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* `player_api.set_model(player, model_name)`
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* `player_api.set_model(player, model_name)`
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* Change a player's model
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* Change a player's model
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* `player`: PlayerRef
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* `player`: PlayerRef
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* `model_name`: model registered with player_api.register_model()
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* `model_name`: model registered with `player_api.register_model`
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* `player_api.set_animation(player, anim_name, speed)`
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* `player_api.set_animation(player, anim_name, speed)`
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* Applies an animation to a player
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* Applies an animation to a player if speed or anim_name differ from the currently playing animation
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* `player`: PlayerRef
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* `player`: PlayerRef
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* `anim_name`: name of the animation
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* `anim_name`: name of the animation
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* `speed`: frames per second. If nil, the default from the model def is used
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* `speed`: keyframes per second. If nil, the default from the model def is used
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* `player_api.set_textures(player, textures)`
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* `player_api.set_textures(player, textures)`
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* Sets player textures
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* Sets player textures
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@ -477,18 +477,18 @@ The player API can register player models and update the player's appearance.
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### Model Definition
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### Model Definition
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{
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{
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animation_speed = 30, -- Default animation speed, in FPS
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animation_speed = 30, -- Default animation speed, in keyframes per second
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textures = {"character.png", }, -- Default array of textures
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textures = {"character.png"}, -- Default array of textures
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visual_size = {x = 1, y = 1}, -- Used to scale the model
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animations = {
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animations = {
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-- <anim_name> = {x = <start_frame>, y = <end_frame>},
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-- [anim_name] = {x = <start_frame>, y = <end_frame>, collisionbox = model collisionbox, eye_height = model eye height},
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foo = {x = 0, y = 19},
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stand = ..., lay = ..., walk = ..., mine = ..., walk_mine = ..., -- required animations
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bar = {x = 20, y = 39},
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sit = ... -- used by boats and other MTG mods
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-- ...
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},
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},
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collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position
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-- Default object properties, see lua_api.txt
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stepheight = 0.6, -- In nodes
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visual_size = {x = 1, y = 1},
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eye_height = 1.47, -- In nodes above feet position
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collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
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stepheight = 0.6,
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eye_height = 1.47
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}
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}
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@ -116,8 +116,6 @@ local function lay_down(player, pos, bed_pos, state, skip)
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beds.bed_position[name] = bed_pos
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beds.bed_position[name] = bed_pos
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beds.player[name] = {physics_override = player:get_physics_override()}
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beds.player[name] = {physics_override = player:get_physics_override()}
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-- physics, eye_offset, etc
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player:set_eye_offset({x = 0, y = -13, z = 0}, {x = 0, y = 0, z = 0})
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local yaw, param2 = get_look_yaw(bed_pos)
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local yaw, param2 = get_look_yaw(bed_pos)
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player:set_look_horizontal(yaw)
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player:set_look_horizontal(yaw)
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local dir = minetest.facedir_to_dir(param2)
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local dir = minetest.facedir_to_dir(param2)
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@ -1,54 +1,88 @@
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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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player_api = {}
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player_api = {}
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-- Player animation blending
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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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-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
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local animation_blend = 0
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local animation_blend = 0
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player_api.registered_models = { }
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player_api.registered_models = {}
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-- Local for speed.
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-- Local for speed.
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local models = player_api.registered_models
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local models = player_api.registered_models
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local function collisionbox_equals(collisionbox, other_collisionbox)
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if collisionbox == other_collisionbox then
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return true
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end
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for index = 1, 6 do
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if collisionbox[index] ~= other_collisionbox[index] then
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return false
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end
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end
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return true
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end
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function player_api.register_model(name, def)
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function player_api.register_model(name, def)
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models[name] = def
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models[name] = def
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def.visual_size = def.visual_size or {x = 1, y = 1}
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def.collisionbox = def.collisionbox or {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}
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def.stepheight = def.stepheight or 0.6
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def.eye_height = def.eye_height or 1.47
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-- Sort animations into property classes:
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-- Animations with same properties have the same _equals value
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for animation_name, animation in pairs(def.animations) do
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animation.eye_height = animation.eye_height or def.eye_height
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animation.collisionbox = animation.collisionbox or def.collisionbox
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for _, other_animation in pairs(def.animations) do
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if other_animation._equals then
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if collisionbox_equals(animation.collisionbox, other_animation.collisionbox)
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and animation.eye_height == other_animation.eye_height then
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animation._equals = other_animation._equals
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break
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end
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end
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end
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animation._equals = animation._equals or animation_name
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end
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end
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end
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-- Player stats and animations
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-- Player stats and animations
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local player_model = {}
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-- model, textures, animation
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local player_textures = {}
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local players = {}
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local player_anim = {}
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local player_sneak = {}
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player_api.player_attached = {}
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player_api.player_attached = {}
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local function get_player_data(player)
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return assert(players[player:get_player_name()])
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end
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function player_api.get_animation(player)
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function player_api.get_animation(player)
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local name = player:get_player_name()
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return get_player_data(player)
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return {
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model = player_model[name],
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textures = player_textures[name],
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animation = player_anim[name],
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}
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end
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end
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-- Called when a player's appearance needs to be updated
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-- Called when a player's appearance needs to be updated
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function player_api.set_model(player, model_name)
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function player_api.set_model(player, model_name)
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local name = player:get_player_name()
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local player_data = get_player_data(player)
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local model = models[model_name]
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if player_data.model == model_name then
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if model then
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if player_model[name] == model_name then
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return
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return
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end
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end
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local model = models[model_name]
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if model then
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player:set_properties({
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player:set_properties({
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mesh = model_name,
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mesh = model_name,
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textures = player_textures[name] or model.textures,
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textures = player_data.textures or model.textures,
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visual = "mesh",
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visual = "mesh",
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visual_size = model.visual_size or {x = 1, y = 1},
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visual_size = model.visual_size,
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collisionbox = model.collisionbox or {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
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stepheight = model.stepheight
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stepheight = model.stepheight or 0.6,
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eye_height = model.eye_height or 1.47,
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})
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})
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local animations = model.animations
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player:set_local_animation(
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animations.stand,
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animations.walk,
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animations.mine,
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animations.walk_mine,
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model.animation_speed or 30
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)
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-- sets collisionbox & eye_height
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player_api.set_animation(player, "stand")
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player_api.set_animation(player, "stand")
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else
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else
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player:set_properties({
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player:set_properties({
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@ -60,37 +94,61 @@ function player_api.set_model(player, model_name)
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eye_height = 1.625,
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eye_height = 1.625,
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})
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})
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end
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end
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player_model[name] = model_name
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player_data.model = model_name
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end
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function player_api.get_textures(player)
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local player_data = get_player_data(player)
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local model = models[player_data.model]
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return assert(player_data.textures or (model and model.textures))
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end
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end
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function player_api.set_textures(player, textures)
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function player_api.set_textures(player, textures)
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local name = player:get_player_name()
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local player_data = get_player_data(player)
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local model = models[player_model[name]]
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local model = models[player_data.model]
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local model_textures = model and model.textures or nil
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local new_textures = assert(textures or (model and model.textures))
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player_textures[name] = textures or model_textures
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player_data.textures = new_textures
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player:set_properties({textures = textures or model_textures})
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player:set_properties({textures = new_textures})
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end
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function player_api.set_texture(player, index, texture)
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local textures = table.copy(player_api.get_textures(player))
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textures[index] = texture
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player_api.set_textures(player, textures)
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end
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end
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function player_api.set_animation(player, anim_name, speed)
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function player_api.set_animation(player, anim_name, speed)
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local name = player:get_player_name()
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local player_data = get_player_data(player)
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if player_anim[name] == anim_name then
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local model = models[player_data.model]
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return
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end
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local model = player_model[name] and models[player_model[name]]
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if not (model and model.animations[anim_name]) then
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if not (model and model.animations[anim_name]) then
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return
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return
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end
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end
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speed = speed or model.animation_speed
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if player_data.animation == anim_name and player_data.animation_speed == speed then
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return
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end
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local previous_anim_equals = (model.animations[player_data.animation] or {})._equals
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local anim = model.animations[anim_name]
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local anim = model.animations[anim_name]
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player_anim[name] = anim_name
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player_data.animation = anim_name
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player:set_animation(anim, speed or model.animation_speed, animation_blend)
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player_data.animation_speed = speed
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player:set_animation(anim, speed, animation_blend)
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if anim._equals ~= previous_anim_equals then
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player:set_properties({
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collisionbox = anim.collisionbox,
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eye_height = anim.eye_height
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})
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end
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end
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end
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minetest.register_on_joinplayer(function(player)
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local name = player:get_player_name()
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players[name] = {}
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player_api.player_attached[name] = false
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end)
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minetest.register_on_leaveplayer(function(player)
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minetest.register_on_leaveplayer(function(player)
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local name = player:get_player_name()
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local name = player:get_player_name()
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player_model[name] = nil
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players[name] = nil
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player_anim[name] = nil
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player_textures[name] = nil
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player_sneak[name] = nil
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player_api.player_attached[name] = nil
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player_api.player_attached[name] = nil
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end)
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end)
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@ -111,8 +169,8 @@ end
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minetest.register_globalstep(function()
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minetest.register_globalstep(function()
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for _, player in pairs(minetest.get_connected_players()) do
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for _, player in pairs(minetest.get_connected_players()) do
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local name = player:get_player_name()
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local name = player:get_player_name()
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local model_name = player_model[name]
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local player_data = players[name]
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local model = model_name and models[model_name]
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local model = models[player_data.model]
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if model and not player_attached[name] then
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if model and not player_attached[name] then
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local controls = player:get_player_control()
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local controls = player:get_player_control()
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local animation_speed_mod = model.animation_speed or 30
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local animation_speed_mod = model.animation_speed or 30
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@ -125,12 +183,7 @@ minetest.register_globalstep(function()
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-- Apply animations based on what the player is doing
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-- Apply animations based on what the player is doing
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if player:get_hp() == 0 then
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if player:get_hp() == 0 then
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player_set_animation(player, "lay")
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player_set_animation(player, "lay")
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-- Determine if the player is walking
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elseif controls.up or controls.down or controls.left or controls.right then
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elseif controls.up or controls.down or controls.left or controls.right then
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if player_sneak[name] ~= controls.sneak then
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player_anim[name] = nil
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player_sneak[name] = controls.sneak
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end
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if controls.LMB or controls.RMB then
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if controls.LMB or controls.RMB then
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player_set_animation(player, "walk_mine", animation_speed_mod)
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player_set_animation(player, "walk_mine", animation_speed_mod)
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else
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else
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@ -144,3 +197,15 @@ minetest.register_globalstep(function()
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end
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end
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end
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end
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end)
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end)
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for _, api_function in pairs({"get_animation", "set_animation", "set_model", "set_textures"}) do
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local original_function = player_api[api_function]
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player_api[api_function] = function(player, ...)
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if not players[player:get_player_name()] then
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-- HACK for keeping backwards compatibility
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minetest.log("warning", api_function .. " called on offline player")
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return
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end
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original_function(player, ...)
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end
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end
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@ -1,5 +1,3 @@
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-- player/init.lua
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dofile(minetest.get_modpath("player_api") .. "/api.lua")
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dofile(minetest.get_modpath("player_api") .. "/api.lua")
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-- Default player appearance
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-- Default player appearance
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@ -9,11 +7,11 @@ player_api.register_model("character.b3d", {
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animations = {
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animations = {
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-- Standard animations.
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-- Standard animations.
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stand = {x = 0, y = 79},
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stand = {x = 0, y = 79},
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lay = {x = 162, y = 166},
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lay = {x = 162, y = 166, collisionbox = {-0.6, 0.0, -0.6, 0.6, 0.3, 0.6}, eye_height = 0.3},
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walk = {x = 168, y = 187},
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walk = {x = 168, y = 187},
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mine = {x = 189, y = 198},
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mine = {x = 189, y = 198},
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walk_mine = {x = 200, y = 219},
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walk_mine = {x = 200, y = 219},
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sit = {x = 81, y = 160},
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sit = {x = 81, y = 160, collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.0, 0.3}, eye_height = 0.8}
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},
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},
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collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
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collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
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stepheight = 0.6,
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stepheight = 0.6,
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@ -22,13 +20,5 @@ player_api.register_model("character.b3d", {
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-- Update appearance when the player joins
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-- Update appearance when the player joins
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minetest.register_on_joinplayer(function(player)
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minetest.register_on_joinplayer(function(player)
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player_api.player_attached[player:get_player_name()] = false
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player_api.set_model(player, "character.b3d")
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player_api.set_model(player, "character.b3d")
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player:set_local_animation(
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{x = 0, y = 79},
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{x = 168, y = 187},
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{x = 189, y = 198},
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{x = 200, y = 219},
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30
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)
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end)
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end)
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@ -1,2 +1,2 @@
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name = player_api
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name = player_api
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description = Minetest Game mod: player_api
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description = Minetest Game mod: Manages player visuals
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