123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205 |
- -- Minetest 0.4 mod: player
- -- See README.txt for licensing and other information.
- --[[
- 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
- 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],
- }
- 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(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)
- player:hud_set_hotbar_image("hotbar.png")
- player:hud_set_hotbar_selected_image("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
- 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)
|