X-Git-Url: https://git.librecmc.org/?a=blobdiff_plain;f=mods%2Fdefault%2Fplayer.lua;h=e4fb2adf25d907345e9ba1212d19149dc5479ba8;hb=6493e5fefb62b41c0641c565563665c6b74f069f;hp=44b73c6793e0d58620203c5efada09efc272cdba;hpb=04d40a5ce4d9175fa88f1706fef7cf4796642709;p=oweals%2Fminetest_game.git diff --git a/mods/default/player.lua b/mods/default/player.lua index 44b73c67..e4fb2adf 100644 --- a/mods/default/player.lua +++ b/mods/default/player.lua @@ -1,68 +1,159 @@ -- 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 - --- 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}, - } - - for _, obj in pairs(minetest.get_connected_players()) do - obj:set_properties(prop) - obj:set_animation({x=1, y=50}, 35, 0) - --obj:set_bone_position("", {x=0,y=0,z=0}, {x=0,y=0,z=0}) - end +-- Player animation blending +-- Note: This is currently broken due to a bug in Irrlicht, leave at 0 +local animation_blend = 0 - minetest.after(1.0, switch_player_visual) +default.registered_player_models = { } + +-- Local for speed. +local models = default.registered_player_models + +function default.player_register_model(name, def) + models[name] = def end -minetest.after(1.0, switch_player_visual) - --- 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 -test2 = { - collisionbox = { 0, 0, 0, 0, 0, 0 }, - visual = "cube" -} - -minetest.register_entity("default:test2", test2) - -function attachments() - prop = { - mesh = "player.x", - textures = {"player.png", }, - colors = {{255, 255, 255, 255}, }, - visual = "mesh", - visual_size = {x=1, y=1}, - } - local pos={x=0,y=0,z=0} - local newobject=minetest.env:add_entity(pos, "default:test2") - newobject:set_properties(prop) - newobject:set_animation({x=1, y=50}, 35, 0) - print ("Spawned test object") +-- 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, }, + }, +}) - for _, obj in pairs(minetest.get_connected_players()) do - if(obj:get_player_name() == "some_nick") then - newobject:set_attach(obj, "Bone.001", {x=0,y=3,z=0}, {x=0,y=45,z=0}) - print ("Attached test object to "..obj:get_player_name()) +-- 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], + } +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(5.0, function() detachments(newobject) end) +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, attachments) +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.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) --- Definitions made by this mod that other mods can use too -default = {} +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) --- Load other files -dofile(minetest.get_modpath("default").."/mapgen.lua") -dofile(minetest.get_modpath("default").."/leafdecay.lua") +-- Localize for better performance. +local player_set_animation = default.player_set_animation +local player_attached = default.player_attached --- END +-- 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)