diff --git a/mods/default/player.lua b/mods/default/player.lua index 9d33b78..ff85f0f 100644 --- a/mods/default/player.lua +++ b/mods/default/player.lua @@ -8,12 +8,23 @@ animation_speed = 30 animation_blend = 0 -- Default player appearance -player_model = "character.x" -player_texture = "character.png" +default_model = "character.x" +default_texture = "character.png" + +-- Player states +local player_model = {} +local player_anim = {} +local ANIM_STAND = 0 +local ANIM_WALK_FORWARD = 1 +local ANIM_WALK_BACKWARD = 2 +local ANIM_WALK_LEFT = 3 +local ANIM_WALK_RIGHT = 4 +local ANIM_MINE = 5 +local ANIM_DEATH = 6 -- Frame ranges for each player model function player_get_animations(model) - if(model == "character.x") then + if model == "character.x" then return { stand_START = 0, stand_END = 79, @@ -35,36 +46,59 @@ end -- Called whenever a player's appearance needs to be updated function player_update_visuals(player) + player_model[player:get_player_name()] = default_model + player_anim[player:get_player_name()] = ANIM_STAND + + local name = player:get_player_name() + local anim = player_get_animations(player_model[name]) prop = { - mesh = player_model, - textures = {player_texture, }, + mesh = default_model, + textures = {default_texture, }, visual = "mesh", visual_size = {x=1, y=1}, } player:set_properties(prop) - - local anim = player_get_animations(player_model) - player:set_animation({x=anim.stand_START, y=anim.stand_END}, animation_speed, animation_blend) + player:set_animation({x=anim.stand_START, y=anim.stand_END}, animation_speed, animation_blend) -- initial animation end -- Update appearance when the player joins minetest.register_on_joinplayer(player_update_visuals) --- Player states, used to know when to change animations -local player_anim = {} -local ANIM_STAND = 1 -local ANIM_WALK_FORWARD = 2 -local ANIM_WALK_BACKWARD = 3 -local ANIM_WALK_LEFT = 4 -local ANIM_WALK_RIGHT = 5 -local ANIM_MINE = 6 -local ANIM_DEATH = 7 - -- Global environment step function function on_step(dtime) - for _, obj in pairs(minetest.get_connected_players()) do - if(player_anim[obj:get_player_name()] == 0) then - print("on_step") + 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() + + if controls.up then + if player_anim[name] ~= ANIM_WALK_FORWARD then + pl:set_animation({x=anim.walk_forward_START, y=anim.walk_forward_END}, animation_speed, animation_blend) + player_anim[name] = ANIM_WALK_FORWARD + end + elseif controls.down then + if player_anim[name] ~= ANIM_WALK_BACKWARD then + pl:set_animation({x=anim.walk_backward_START, y=anim.walk_backward_END}, animation_speed, animation_blend) + player_anim[name] = ANIM_WALK_BACKWARD + end + elseif controls.left then + if player_anim[name] ~= ANIM_WALK_LEFT then + pl:set_animation({x=anim.walk_left_START, y=anim.walk_left_END}, animation_speed, animation_blend) + player_anim[name] = ANIM_WALK_LEFT + end + elseif controls.right then + if player_anim[name] ~= ANIM_WALK_RIGHT then + pl:set_animation({x=anim.walk_right_START, y=anim.walk_right_END}, animation_speed, animation_blend) + player_anim[name] = ANIM_WALK_RIGHT + 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, animation_blend) + player_anim[name] = ANIM_MINE + end + elseif player_anim[name] ~= ANIM_WALK_STAND then + pl:set_animation({x=anim.stand_START, y=anim.stand_END}, animation_speed, animation_blend) + player_anim[name] = ANIM_WALK_STAND end end end