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- -- Minetest 0.4 mod: player
- -- See README.txt for licensing and other information.
- player_api = {}
- -- Player animation blending
- -- Note: This is currently broken due to a bug in Irrlicht, leave at 0
- local animation_blend = 0
- player_api.registered_models = { }
- -- Local for speed.
- local models = player_api.registered_models
- function player_api.register_model(name, def)
- models[name] = def
- end
- -- Player stats and animations
- local player_model = {}
- local player_textures = {}
- local player_anim = {}
- local player_sneak = {}
- player_api.player_attached = {}
- function player_api.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 player_api.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},
- collisionbox = model.collisionbox or {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
- stepheight = model.stepheight or 0.6,
- eye_height = model.eye_height or 1.47,
- })
- player_api.set_animation(player, "stand")
- else
- player:set_properties({
- textures = {"player.png", "player_back.png"},
- visual = "upright_sprite",
- collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.75, 0.3},
- stepheight = 0.6,
- eye_height = 1.625,
- })
- end
- player_model[name] = model_name
- end
- function player_api.set_textures(player, textures)
- local name = player:get_player_name()
- local model = models[player_model[name]]
- local model_textures = model and model.textures or nil
- player_textures[name] = textures or model_textures
- player:set_properties({textures = textures or model_textures,})
- end
- function player_api.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
- 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 = player_api.set_animation
- local player_attached = player_api.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)
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