-- Minetest 0.4 mod: player
-- See README.txt for licensing and other information.
--- The API documentation in here was moved into doc/lua_api.txt
-
--- Default animation speed. Special animations (such as the walk animation) should be offset from this factor
-animation_speed = 30
-
--- Animation blending / transitioning amount
-animation_blend = 0
-
--- Animations frame ranges:
-animation_stand_START = 0
-animation_stand_END = 79
-animation_walk_forward_START = 81
-animation_walk_forward_END = 100
-animation_walk_backward_START = 102
-animation_walk_backward_END = 121
-animation_walk_right_START = 123
-animation_walk_right_END = 142
-animation_walk_left_START = 144
-animation_walk_left_END = 163
-animation_mine_START = 165
-animation_mine_END = 179
-
--- Set mesh for all players
-function switch_player_visual()
- prop = {
- mesh = "player.x",
- textures = {"player.png", },
- colors = {{255, 255, 255, 255}, },
- visual = "mesh",
- visual_size = {x=1, y=1},
+-- Player animation blending
+-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
+local animation_blend = 0
+
+default.registered_player_models = { }
+
+-- Local for speed.
+local models = default.registered_player_models
+
+function default.player_register_model(name, def)
+ models[name] = def
+end
+
+-- Default player appearance
+default.player_register_model("character.x", {
+ animation_speed = 30,
+ textures = {"character.png", },
+ animations = {
+ -- Standard animations.
+ stand = { x= 0, y= 79, },
+ lay = { x=162, y=166, },
+ walk = { x=168, y=187, },
+ mine = { x=189, y=198, },
+ walk_mine = { x=200, y=219, },
+ -- Extra animations (not currently used by the game).
+ sit = { x= 81, y=160, },
+ },
+})
+
+-- Player stats and animations
+local player_model = {}
+local player_textures = {}
+local player_anim = {}
+local player_sneak = {}
+default.player_attached = {}
+
+function default.player_get_animation(player)
+ local name = player:get_player_name()
+ return {
+ model = player_model[name],
+ textures = player_textures[name],
+ animation = player_anim[name],
}
-
- for _, obj in pairs(minetest.get_connected_players()) do
- obj:set_properties(prop)
- obj:set_animation({x=animation_stand_START, y=animation_walk_forward_END}, animation_speed, animation_blend)
+end
+
+-- Called when a player's appearance needs to be updated
+function default.player_set_model(player, model_name)
+ local name = player:get_player_name()
+ local model = models[model_name]
+ if model then
+ if player_model[name] == model_name then
+ return
+ end
+ player:set_properties({
+ mesh = model_name,
+ textures = player_textures[name] or model.textures,
+ visual = "mesh",
+ visual_size = model.visual_size or {x=1, y=1},
+ })
+ default.player_set_animation(player, "stand")
+ else
+ player:set_properties({
+ textures = { "player.png", "player_back.png", },
+ visual = "upright_sprite",
+ })
end
+ player_model[name] = model_name
+end
- minetest.after(10.0, switch_player_visual)
+function default.player_set_textures(player, textures)
+ local name = player:get_player_name()
+ player_textures[name] = textures
+ player:set_properties({textures = textures,})
end
-minetest.after(10.0, switch_player_visual)
--- Definitions made by this mod that other mods can use too
-default = {}
+function default.player_set_animation(player, anim_name, speed)
+ local name = player:get_player_name()
+ if player_anim[name] == anim_name then
+ return
+ end
+ local model = player_model[name] and models[player_model[name]]
+ if not (model and model.animations[anim_name]) then
+ return
+ end
+ local anim = model.animations[anim_name]
+ player_anim[name] = anim_name
+ player:set_animation(anim, speed or model.animation_speed, animation_blend)
+end
+
+-- Update appearance when the player joins
+minetest.register_on_joinplayer(function(player)
+ default.player_attached[player:get_player_name()] = false
+ default.player_set_model(player, "character.x")
+ player:set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, 30)
+
+ -- set GUI
+ if not minetest.setting_getbool("creative_mode") then
+ player:set_inventory_formspec(default.gui_suvival_form)
+ end
+ player:hud_set_hotbar_image("gui_hotbar.png")
+ player:hud_set_hotbar_selected_image("gui_hotbar_selected.png")
+end)
--- Load other files
-dofile(minetest.get_modpath("default").."/mapgen.lua")
-dofile(minetest.get_modpath("default").."/leafdecay.lua")
+minetest.register_on_leaveplayer(function(player)
+ local name = player:get_player_name()
+ player_model[name] = nil
+ player_anim[name] = nil
+ player_textures[name] = nil
+end)
--- END
+-- Localize for better performance.
+local player_set_animation = default.player_set_animation
+local player_attached = default.player_attached
+
+-- Check each player and apply animations
+minetest.register_globalstep(function(dtime)
+ for _, player in pairs(minetest.get_connected_players()) do
+ local name = player:get_player_name()
+ local model_name = player_model[name]
+ local model = model_name and models[model_name]
+ if model and not player_attached[name] then
+ local controls = player:get_player_control()
+ local walking = false
+ local animation_speed_mod = model.animation_speed or 30
+
+ -- Determine if the player is walking
+ if controls.up or controls.down or controls.left or controls.right then
+ walking = true
+ end
+
+ -- Determine if the player is sneaking, and reduce animation speed if so
+ if controls.sneak then
+ animation_speed_mod = animation_speed_mod / 2
+ end
+
+ -- Apply animations based on what the player is doing
+ if player:get_hp() == 0 then
+ player_set_animation(player, "lay")
+ elseif walking then
+ if player_sneak[name] ~= controls.sneak then
+ player_anim[name] = nil
+ player_sneak[name] = controls.sneak
+ end
+ if controls.LMB then
+ player_set_animation(player, "walk_mine", animation_speed_mod)
+ else
+ player_set_animation(player, "walk", animation_speed_mod)
+ end
+ elseif controls.LMB then
+ player_set_animation(player, "mine")
+ else
+ player_set_animation(player, "stand", animation_speed_mod)
+ end
+ end
+ end
+end)