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mirror of https://github.com/sys4-fr/server-nalc.git synced 2024-11-18 00:08:25 +01:00

Updated minetestforfun_game, final 5th part

- Updated textures
This commit is contained in:
LeMagnesium 2015-03-03 22:17:50 +01:00
parent 2c6e09ce1c
commit 4643e2cb52
24 changed files with 26 additions and 7534 deletions

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@ -1,55 +1,6 @@
-- Minetest 0.4 mod: player -- Minetest 0.4 mod: player
-- See README.txt for licensing and other information. -- See README.txt for licensing and other information.
--[[
API
---
default.player_register_model(name, def)
^ Register a new model to be used by players.
^ <name> is the model filename such as "character.x", "foo.b3d", etc.
^ See Model Definition below for format of <def>.
default.registered_player_models[name]
^ See Model Definition below for format.
default.player_set_model(player, model_name)
^ <player> is a PlayerRef.
^ <model_name> is a model registered with player_register_model.
default.player_set_animation(player, anim_name [, speed])
^ <player> is a PlayerRef.
^ <anim_name> is the name of the animation.
^ <speed> is in frames per second. If nil, default from the model is used
default.player_set_textures(player, textures)
^ <player> is a PlayerRef.
^ <textures> is an array of textures
^ If <textures> is nil, the default textures from the model def are used
default.player_get_animation(player)
^ <player> is a PlayerRef.
^ Returns a table containing fields "model", "textures" and "animation".
^ Any of the fields of the returned table may be nil.
Model Definition
----------------
model_def = {
animation_speed = 30, -- Default animation speed, in FPS.
textures = {"character.png", }, -- Default array of textures.
visual_size = {x = 1, y = 1,}, -- Used to scale the model.
animations = {
-- <anim_name> = { x =<start_frame>, y =<end_frame>, },
foo = { x = 0, y = 19, },
bar = { x = 20, y =39, },
-- ...
},
}
]]
-- Player animation blending -- Player animation blending
-- Note: This is currently broken due to a bug in Irrlicht, leave at 0 -- Note: This is currently broken due to a bug in Irrlicht, leave at 0
local animation_blend = 0 local animation_blend = 0
@ -64,16 +15,18 @@ function default.player_register_model(name, def)
end end
-- Default player appearance -- Default player appearance
default.player_register_model("character.x", { default.player_register_model("character.b3d", {
animation_speed = 35, animation_speed = 30,
textures = {"character.png", }, textures = {"character.png", },
animations = { animations = {
stand = {x = 0, y = 40}, -- Standard animations.
lay = {x = 162, y = 166}, stand = { x= 0, y= 79, },
walk = {x = 168, y = 187}, lay = { x=162, y=166, },
mine = {x = 189, y = 198}, walk = { x=168, y=187, },
walk_mine = {x = 200, y = 219}, mine = { x=189, y=198, },
sit = {x = 81, y = 160}, walk_mine = { x=200, y=219, },
-- Extra animations (not currently used by the game).
sit = { x= 81, y=160, },
}, },
}) })
@ -93,7 +46,7 @@ function default.player_get_animation(player)
} }
end end
-- Called when a player"s appearance needs to be updated -- Called when a player's appearance needs to be updated
function default.player_set_model(player, model_name) function default.player_set_model(player, model_name)
local name = player:get_player_name() local name = player:get_player_name()
local model = models[model_name] local model = models[model_name]
@ -105,7 +58,7 @@ function default.player_set_model(player, model_name)
mesh = model_name, mesh = model_name,
textures = player_textures[name] or model.textures, textures = player_textures[name] or model.textures,
visual = "mesh", visual = "mesh",
visual_size = model.visual_size or {x = 1, y = 1}, visual_size = model.visual_size or {x=1, y=1},
}) })
default.player_set_animation(player, "stand") default.player_set_animation(player, "stand")
else else
@ -140,19 +93,15 @@ end
-- Update appearance when the player joins -- Update appearance when the player joins
minetest.register_on_joinplayer(function(player) minetest.register_on_joinplayer(function(player)
default.player_attached[player:get_player_name()] = false default.player_attached[player:get_player_name()] = false
default.player_set_model(player, "character.x") default.player_set_model(player, "character.b3d")
player:set_local_animation({x = 0, y = 40}, {x = 168, y = 187}, {x = 189, y = 198}, {x = 200, y = 219}, 35) player:set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, 30)
-- set GUI -- set GUI
if minetest.setting_getbool("creative_mode") then if not minetest.setting_getbool("creative_mode") then
-- creative.set_creative_formspec(player, 0, 1)
else
player:set_inventory_formspec(default.gui_survival_form) player:set_inventory_formspec(default.gui_survival_form)
end end
minetest.after(0.5,function()
player:hud_set_hotbar_image("gui_hotbar.png") player:hud_set_hotbar_image("gui_hotbar.png")
player:hud_set_hotbar_selected_image("gui_hotbar_selected.png") player:hud_set_hotbar_selected_image("gui_hotbar_selected.png")
end)
end) end)
minetest.register_on_leaveplayer(function(player) minetest.register_on_leaveplayer(function(player)
@ -164,6 +113,7 @@ end)
-- Localize for better performance. -- Localize for better performance.
local player_set_animation = default.player_set_animation local player_set_animation = default.player_set_animation
local player_attached = default.player_attached
-- Check each player and apply animations -- Check each player and apply animations
minetest.register_globalstep(function(dtime) minetest.register_globalstep(function(dtime)
@ -171,10 +121,10 @@ minetest.register_globalstep(function(dtime)
local name = player:get_player_name() local name = player:get_player_name()
local model_name = player_model[name] local model_name = player_model[name]
local model = model_name and models[model_name] local model = model_name and models[model_name]
if model and not default.player_attached[name] then if model and not player_attached[name] then
local controls = player:get_player_control() local controls = player:get_player_control()
local walking = false local walking = false
local animation_speed_mod = model.animation_speed or 35 local animation_speed_mod = model.animation_speed or 30
-- Determine if the player is walking -- Determine if the player is walking
if controls.up or controls.down or controls.left or controls.right then if controls.up or controls.down or controls.left or controls.right then
@ -183,27 +133,26 @@ minetest.register_globalstep(function(dtime)
-- Determine if the player is sneaking, and reduce animation speed if so -- Determine if the player is sneaking, and reduce animation speed if so
if controls.sneak then if controls.sneak then
animation_speed_mod = animation_speed_mod * 0.5 animation_speed_mod = animation_speed_mod / 2
end end
-- Apply animations based on what the player is doing -- Apply animations based on what the player is doing
if player:get_hp() == 0 then if player:get_hp() == 0 then
player_set_animation(player, "lay", animation_speed_mod) player_set_animation(player, "lay")
player:set_eye_offset({x = 0, y = -10, z = 0}, {x = 0, y = -10, z = 0})
elseif walking then elseif walking then
if player_sneak[name] ~= controls.sneak then if player_sneak[name] ~= controls.sneak then
player_anim[name] = nil player_anim[name] = nil
player_sneak[name] = controls.sneak player_sneak[name] = controls.sneak
end end
if controls.LMB or controls.RMB then if controls.LMB then
player_set_animation(player, "walk_mine", animation_speed_mod) player_set_animation(player, "walk_mine", animation_speed_mod)
else else
player_set_animation(player, "walk", animation_speed_mod) player_set_animation(player, "walk", animation_speed_mod)
end end
elseif controls.LMB or controls.RMB then elseif controls.LMB then
player_set_animation(player, "mine", animation_speed_mod) player_set_animation(player, "mine")
else else
player_set_animation(player, "stand", animation_speed_mod * 0.4) player_set_animation(player, "stand", animation_speed_mod)
end end
end end
end end

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