X-Git-Url: https://git.librecmc.org/?a=blobdiff_plain;f=mods%2Fdefault%2Fplayer.lua;h=e4fb2adf25d907345e9ba1212d19149dc5479ba8;hb=1d6fbe04cda32b05d7d4398f657dba36b470ae73;hp=2def87245dfe5fbf1ee15f331c20a84822d72b39;hpb=f2a67871d2f44e32245716b91875e7bd94c107b7;p=oweals%2Fminetest_game.git diff --git a/mods/default/player.lua b/mods/default/player.lua index 2def8724..e4fb2adf 100644 --- a/mods/default/player.lua +++ b/mods/default/player.lua @@ -1,133 +1,159 @@ -- Minetest 0.4 mod: player -- See README.txt for licensing and other information. --- --- Start of configuration area: --- - --- Player animation speed -animation_speed = 30 - -- Player animation blending -- Note: This is currently broken due to a bug in Irrlicht, leave at 0 -animation_blend = 0 +local animation_blend = 0 --- Default player appearance -default_model = "character.x" -default_textures = {"character.png", } - --- Frame ranges for each player model -function player_get_animations(model) - if model == "character.x" then - return { - stand_START = 0, - stand_END = 79, - sit_START = 81, - sit_END = 160, - walk_START = 162, - walk_END = 181, - mine_START = 183, - mine_END = 192, - walk_mine_START = 194, - walk_mine_END = 213, - death_START = 215, - death_END = 234 - } - end +default.registered_player_models = { } + +-- Local for speed. +local models = default.registered_player_models + +function default.player_register_model(name, def) + models[name] = def end --- --- End of configuration area. --- +-- Default player appearance +default.player_register_model("character.b3d", { + 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 = {} -local ANIM_STAND = 1 -local ANIM_SIT = 2 -local ANIM_WALK = 3 -local ANIM_WALK_MINE = 4 -local ANIM_MINE = 5 -local ANIM_DEATH = 6 +default.player_attached = {} --- Called when a player's appearance needs to be updated -function player_update_visuals(pl) - local name = pl:get_player_name() - - player_model[name] = default_model - player_anim[name] = 0 -- Animation will be set further below immediately - player_sneak[name] = false - prop = { - mesh = default_model, - textures = default_textures, - visual = "mesh", - visual_size = {x=1, y=1}, +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], } - pl:set_properties(prop) +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 + +function default.player_set_textures(player, textures) + local name = player:get_player_name() + player_textures[name] = textures + player:set_properties({textures = textures,}) +end + +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(player_update_visuals) +minetest.register_on_joinplayer(function(player) + default.player_attached[player:get_player_name()] = false + default.player_set_model(player, "character.b3d") + 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_survival_form) + end + player:hud_set_hotbar_image("gui_hotbar.png") + player:hud_set_hotbar_selected_image("gui_hotbar_selected.png") +end) + +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) + +-- Localize for better performance. +local player_set_animation = default.player_set_animation +local player_attached = default.player_attached -- Check each player and apply animations -function player_step(dtime) - for _, pl in pairs(minetest.get_connected_players()) do - local name = pl:get_player_name() - local anim = player_get_animations(player_model[name]) - local controls = pl:get_player_control() - local walking = false - local animation_speed_mod = animation_speed - - -- Determine if the player is walking - if controls.up or controls.down or controls.left or controls.right then - walking = true - end +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 sneaking, and reduce animation speed if so - if controls.sneak and pl:get_hp() ~= 0 and (walking or controls.LMB) then - animation_speed_mod = animation_speed_mod / 2 - -- Refresh player animation below if sneak state changed - if not player_sneak[name] then - player_anim[name] = 0 - player_sneak[name] = true + -- Determine if the player is walking + if controls.up or controls.down or controls.left or controls.right then + walking = true end - else - -- Refresh player animation below if sneak state changed - if player_sneak[name] then - player_anim[name] = 0 - player_sneak[name] = false - end - end - -- Apply animations based on what the player is doing - if pl:get_hp() == 0 then - if player_anim[name] ~= ANIM_DEATH then - -- TODO: The death animation currently loops, we must make it play only once then stay at the last frame somehow - pl:set_animation({x=anim.death_START, y=anim.death_END}, animation_speed_mod, animation_blend) - player_anim[name] = ANIM_DEATH - end - elseif walking and controls.LMB then - if player_anim[name] ~= ANIM_WALK_MINE then - pl:set_animation({x=anim.walk_mine_START, y=anim.walk_mine_END}, animation_speed_mod, animation_blend) - player_anim[name] = ANIM_WALK_MINE - end - elseif walking then - if player_anim[name] ~= ANIM_WALK then - pl:set_animation({x=anim.walk_START, y=anim.walk_END}, animation_speed_mod, animation_blend) - player_anim[name] = ANIM_WALK + -- Determine if the player is sneaking, and reduce animation speed if so + if controls.sneak then + animation_speed_mod = animation_speed_mod / 2 end - elseif controls.LMB then - if player_anim[name] ~= ANIM_MINE then - pl:set_animation({x=anim.mine_START, y=anim.mine_END}, animation_speed_mod, animation_blend) - player_anim[name] = ANIM_MINE + + -- 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 - elseif player_anim[name] ~= ANIM_STAND then - pl:set_animation({x=anim.stand_START, y=anim.stand_END}, animation_speed_mod, animation_blend) - player_anim[name] = ANIM_STAND end end -end -minetest.register_globalstep(player_step) - --- END +end)