Rewrite player.lua

This commit is contained in:
kaeza 2013-11-08 22:12:56 -02:00
parent 4bd6bce86e
commit 4c0c7ae146

@ -1,83 +1,161 @@
-- Minetest 0.4 mod: player -- Minetest 0.4 mod: player
-- See README.txt for licensing and other information. -- See README.txt for licensing and other information.
-- --[[
-- Start of configuration area:
--
-- Player animation speed API
animation_speed = 30 ---
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 -- Player animation blending
-- Note: This is currently broken due to a bug in Irrlicht, leave at 0 -- 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.registered_player_models = { }
default_model = "character.x"
default_textures = {"character.png", }
-- Frame ranges for each player model -- Local for speed.
function player_get_animations(model) local models = default.registered_player_models
if model == "character.x" then
return { function default.player_register_model(name, def)
stand_START = 0, models[name] = def
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
end end
-- -- Default player appearance
-- End of configuration area. 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 -- Player stats and animations
local player_model = {} local player_model = {}
local player_textures = {}
local player_anim = {} local player_anim = {}
local player_sneak = {} local player_sneak = {}
local ANIM_STAND = 1
local ANIM_SIT = 2 function default.player_get_animation(player)
local ANIM_LAY = 3 local name = player:get_player_name()
local ANIM_WALK = 4 return {
local ANIM_WALK_MINE = 5 model = player_model[name],
local ANIM_MINE = 6 textures = player_textures[name],
animation = player_anim[name],
}
end
-- Called when a player's appearance needs to be updated -- Called when a player's appearance needs to be updated
function player_update_visuals(pl) function default.player_set_model(player, model_name)
local name = pl:get_player_name() local name = player:get_player_name()
local model = models[model_name]
player_model[name] = default_model if model then
player_anim[name] = 0 -- Animation will be set further below immediately if player_model[name] == model_name then
player_sneak[name] = false return
prop = { end
mesh = default_model, player:set_properties({
textures = default_textures, mesh = model_name,
textures = player_textures[name] or model.textures,
visual = "mesh", visual = "mesh",
visual_size = {x=1, y=1}, visual_size = model.visual_size or {x=1, y=1},
} })
pl:set_properties(prop) 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 end
-- Update appearance when the player joins -- 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 -- Check each player and apply animations
function player_step(dtime) minetest.register_globalstep(function(dtime)
for _, pl in pairs(minetest.get_connected_players()) do for _, player in pairs(minetest.get_connected_players()) do
local name = pl:get_player_name() local name = player:get_player_name()
local anim = player_get_animations(player_model[name]) local model_name = player_model[name]
local controls = pl:get_player_control() local model = model_name and models[model_name]
if model then
local controls = player:get_player_control()
local walking = false local walking = false
local animation_speed_mod = animation_speed local animation_speed_mod = model.animation_speed or 30
-- Determine if the player is walking -- Determine if the player is walking
if controls.up or controls.down or controls.left or controls.right then if controls.up or controls.down or controls.left or controls.right then
@ -85,48 +163,28 @@ function player_step(dtime)
end end
-- Determine if the player is sneaking, and reduce animation speed if so -- 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 if controls.sneak then
animation_speed_mod = animation_speed_mod / 2 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
end
end end
-- Apply animations based on what the player is doing -- Apply animations based on what the player is doing
if pl:get_hp() == 0 then if player:get_hp() == 0 then
if player_anim[name] ~= ANIM_LAY then player_set_animation(player, "lay")
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
end
elseif walking then elseif walking then
if player_anim[name] ~= ANIM_WALK then if player_sneak[name] ~= controls.sneak then
pl:set_animation({x=anim.walk_START, y=anim.walk_END}, animation_speed_mod, animation_blend) player_anim[name] = nil
player_anim[name] = ANIM_WALK 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 end
elseif controls.LMB then elseif controls.LMB then
if player_anim[name] ~= ANIM_MINE then player_set_animation(player, "mine")
pl:set_animation({x=anim.mine_START, y=anim.mine_END}, animation_speed_mod, animation_blend) else
player_anim[name] = ANIM_MINE 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 end
end end
minetest.register_globalstep(player_step) end)
-- END