-- Minetest 0.4 mod: player
-- See README.txt for licensing and other information.
---
--- Start of configuration area:
---
+--[[
--- Player animation speed
-animation_speed = 30
+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
-- 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,
- lay_START = 162,
- lay_END = 166,
- walk_START = 168,
- walk_END = 187,
- mine_START = 189,
- mine_END = 198,
- walk_mine_START = 200,
- walk_mine_END = 219
- }
- 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.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 = {}
-local ANIM_STAND = 1
-local ANIM_SIT = 2
-local ANIM_LAY = 3
-local ANIM_WALK = 4
-local ANIM_WALK_MINE = 5
-local ANIM_MINE = 6
--- 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_set_model(player, "character.x")
+end)
+
+-- Localize for better performance.
+local player_set_animation = default.player_set_animation
-- 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 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
- end
- else
- -- Refresh player animation below if sneak state changed
- if player_sneak[name] then
- player_anim[name] = 0
- player_sneak[name] = false
+ -- Determine if the player is walking
+ if controls.up or controls.down or controls.left or controls.right then
+ walking = true
end
- end
- -- Apply animations based on what the player is doing
- if pl:get_hp() == 0 then
- if player_anim[name] ~= ANIM_LAY then
- pl:set_animation({x=anim.lay_START, y=anim.lay_END}, animation_speed_mod, animation_blend)
- player_anim[name] = ANIM_LAY
- 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
+ -- 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 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
- 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)