Update player_api (MTG)
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Minetest Game mod: player_api
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============================
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=============================
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See license.txt for license information.
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Provides an API to allow multiple mods to set player models and textures.
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Also sets the default model, texture, and player flags.
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This mod is only for content related to the Player API and the player object.
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Authors of source code
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----------------------
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Originally by celeron55, Perttu Ahola <celeron55@gmail.com> (LGPL 2.1)
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Various Minetest developers and contributors (LGPL 2.1)
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Originally by celeron55, Perttu Ahola <celeron55@gmail.com> (LGPLv2.1+)
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Various Minetest developers and contributors (LGPLv2.1+)
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Authors of media (textures, models and sounds)
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----------------------------------------------
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MirceaKitsune (CC BY-SA 3.0):
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character.x
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Original model by MirceaKitsune (CC BY-SA 3.0).
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Various alterations and fixes by kilbith, sofar, xunto, Rogier-5, TeTpaAka, Desour,
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stujones11, An0n3m0us (CC BY-SA 3.0):
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character.b3d
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character.blend
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Jordach (CC BY-SA 3.0):
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character.png
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celeron55, Perttu Ahola <celeron55@gmail.com> (CC BY-SA 3.0):
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player.png
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player_back.png
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@ -1,116 +1,192 @@
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-- Minetest 0.4 mod: player
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-- See README.txt for licensing and other information.
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player_api = {}
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-- Player animation blending
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-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
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local animation_blend = 0
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player_api.registered_models = { }
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player_api.registered_models = {}
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-- Local for speed.
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local models = player_api.registered_models
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local function collisionbox_equals(collisionbox, other_collisionbox)
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if collisionbox == other_collisionbox then
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return true
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end
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for index = 1, 6 do
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if collisionbox[index] ~= other_collisionbox[index] then
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return false
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end
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end
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return true
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end
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function player_api.register_model(name, def)
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models[name] = def
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def.visual_size = def.visual_size or {x = 1, y = 1}
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def.collisionbox = def.collisionbox or {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}
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def.stepheight = def.stepheight or 1.1
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def.eye_height = def.eye_height or 1.625
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-- Sort animations into property classes:
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-- Animations with same properties have the same _equals value
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for animation_name, animation in pairs(def.animations) do
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animation.eye_height = animation.eye_height or def.eye_height
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animation.collisionbox = animation.collisionbox or def.collisionbox
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animation.override_local = animation.override_local or false
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for _, other_animation in pairs(def.animations) do
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if other_animation._equals then
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if collisionbox_equals(animation.collisionbox, other_animation.collisionbox)
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and animation.eye_height == other_animation.eye_height then
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animation._equals = other_animation._equals
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break
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end
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end
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end
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animation._equals = animation._equals or animation_name
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end
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end
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-- Player stats and animations
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local player_model = {}
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local player_textures = {}
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local player_anim = {}
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local player_sneak = {}
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-- model, textures, animation
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local players = {}
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player_api.player_attached = {}
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local function get_player_data(player)
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return assert(players[player:get_player_name()])
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end
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function player_api.get_animation(player)
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local name = player:get_player_name()
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return {
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model = player_model[name],
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textures = player_textures[name],
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animation = player_anim[name],
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}
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return get_player_data(player)
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end
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-- Called when a player's appearance needs to be updated
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function player_api.set_model(player, model_name)
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local name = player:get_player_name()
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local player_data = get_player_data(player)
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if player_data.model == model_name then
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return
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end
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player_data.model = model_name
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local model = models[model_name]
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if model then
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if player_model[name] == model_name then
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return
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end
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player:set_properties({
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mesh = model_name,
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textures = player_textures[name] or model.textures,
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textures = player_data.textures or model.textures,
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visual = "mesh",
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visual_size = model.visual_size or {x = 1, y = 1},
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collisionbox = model.collisionbox or {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
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stepheight = model.stepheight or 0.6,
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eye_height = model.eye_height or 1.47,
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visual_size = model.visual_size,
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stepheight = model.stepheight
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})
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-- sets local_animation, collisionbox & eye_height
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player_api.set_animation(player, "stand")
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else
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player:set_properties({
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textures = {"player.png", "player_back.png"},
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visual = "upright_sprite",
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visual_size = {x = 1, y = 2},
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collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.75, 0.3},
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stepheight = 0.6,
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eye_height = 1.625,
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stepheight = 1.1,
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eye_height = 1.625,
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})
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end
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player_model[name] = model_name
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end
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function player_api.get_textures(player)
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local player_data = get_player_data(player)
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local model = models[player_data.model]
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return assert(player_data.textures or (model and model.textures))
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end
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function player_api.set_textures(player, textures)
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local name = player:get_player_name()
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local model = models[player_model[name]]
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local model_textures = model and model.textures or nil
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player_textures[name] = textures or model_textures
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player:set_properties({textures = textures or model_textures,})
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local player_data = get_player_data(player)
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local model = models[player_data.model]
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local new_textures = assert(textures or (model and model.textures))
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player_data.textures = new_textures
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player:set_properties({textures = new_textures})
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end
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function player_api.set_texture(player, index, texture)
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local textures = table.copy(player_api.get_textures(player))
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textures[index] = texture
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player_api.set_textures(player, textures)
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end
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function player_api.set_animation(player, anim_name, speed)
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local name = player:get_player_name()
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if player_anim[name] == anim_name then
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return
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end
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local model = player_model[name] and models[player_model[name]]
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local player_data = get_player_data(player)
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local model = models[player_data.model]
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if not (model and model.animations[anim_name]) then
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return
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end
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speed = speed or model.animation_speed
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if player_data.animation == anim_name and player_data.animation_speed == speed then
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return
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end
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local previous_anim = model.animations[player_data.animation] or {}
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local anim = model.animations[anim_name]
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player_anim[name] = anim_name
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player:set_animation(anim, speed or model.animation_speed, animation_blend)
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player_data.animation = anim_name
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player_data.animation_speed = speed
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-- If necessary change the local animation (only seen by the client of *that* player)
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-- `override_local` <=> suspend local animations while this one is active
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-- (this is basically a hack, proper engine feature needed...)
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if anim.override_local ~= previous_anim.override_local then
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if anim.override_local then
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local none = {x=0, y=0}
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player:set_local_animation(none, none, none, none, 1)
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else
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local a = model.animations -- (not specific to the animation being set)
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player:set_local_animation(
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a.stand, a.walk, a.mine, a.walk_mine,
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model.animation_speed or 30
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)
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end
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end
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-- Set the animation seen by everyone else
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player:set_animation(anim, speed, animation_blend)
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-- Update related properties if they changed
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if anim._equals ~= previous_anim._equals then
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player:set_properties({
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collisionbox = anim.collisionbox,
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eye_height = anim.eye_height
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})
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end
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end
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minetest.register_on_joinplayer(function(player)
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local name = player:get_player_name()
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players[name] = {}
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player_api.player_attached[name] = false
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end)
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minetest.register_on_leaveplayer(function(player)
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local name = player:get_player_name()
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player_model[name] = nil
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player_anim[name] = nil
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player_textures[name] = nil
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players[name] = nil
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player_api.player_attached[name] = nil
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end)
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-- Localize for better performance.
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local player_set_animation = player_api.set_animation
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local player_attached = player_api.player_attached
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-- Prevent knockback for attached players
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local old_calculate_knockback = minetest.calculate_knockback
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function minetest.calculate_knockback(player, ...)
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if player_attached[player:get_player_name()] then
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return 0
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end
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return old_calculate_knockback(player, ...)
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end
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-- Check each player and apply animations
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minetest.register_globalstep(function(dtime)
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minetest.register_globalstep(function()
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for _, player in pairs(minetest.get_connected_players()) do
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local name = player:get_player_name()
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local model_name = player_model[name]
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local model = model_name and models[model_name]
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local player_data = players[name]
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local model = models[player_data.model]
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if model and not player_attached[name] then
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local controls = player:get_player_control()
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local walking = false
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local animation_speed_mod = model.animation_speed or 30
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-- Determine if the player is walking
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if controls.up or controls.down or controls.left or controls.right then
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walking = true
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end
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-- Determine if the player is sneaking, and reduce animation speed if so
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if controls.sneak then
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animation_speed_mod = animation_speed_mod / 2
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@ -119,21 +195,29 @@ minetest.register_globalstep(function(dtime)
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-- Apply animations based on what the player is doing
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if player:get_hp() == 0 then
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player_set_animation(player, "lay")
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elseif walking then
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if player_sneak[name] ~= controls.sneak then
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player_anim[name] = nil
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player_sneak[name] = controls.sneak
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end
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if controls.LMB then
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elseif controls.up or controls.down or controls.left or controls.right then
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if controls.LMB or controls.RMB then
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player_set_animation(player, "walk_mine", animation_speed_mod)
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else
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player_set_animation(player, "walk", animation_speed_mod)
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end
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elseif controls.LMB then
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player_set_animation(player, "mine")
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elseif controls.LMB or controls.RMB then
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player_set_animation(player, "mine", animation_speed_mod)
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else
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player_set_animation(player, "stand", animation_speed_mod)
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end
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end
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end
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end)
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for _, api_function in pairs({"get_animation", "set_animation", "set_model", "set_textures"}) do
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local original_function = player_api[api_function]
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player_api[api_function] = function(player, ...)
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if not players[player:get_player_name()] then
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-- HACK for keeping backwards compatibility
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minetest.log("warning", api_function .. " called on offline player")
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return
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end
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return original_function(player, ...)
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end
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end
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@ -3,32 +3,24 @@ dofile(minetest.get_modpath("player_api") .. "/api.lua")
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-- Default player appearance
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player_api.register_model("character.b3d", {
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animation_speed = 30,
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textures = {"character.png", },
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textures = {"character.png"},
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animations = {
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-- Standard animations.
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stand = {x = 0, y = 79},
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lay = {x = 162, y = 166},
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lay = {x = 162, y = 166, eye_height = 0.3, override_local = true,
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collisionbox = {-0.6, 0.0, -0.6, 0.6, 0.3, 0.6}},
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walk = {x = 168, y = 187},
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mine = {x = 189, y = 198},
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walk_mine = {x = 200, y = 219},
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sit = {x = 81, y = 160},
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sit = {x = 81, y = 160, eye_height = 0.8, override_local = true,
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collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.0, 0.3}}
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},
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collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.77, 0.3},
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collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
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stepheight = 1.1,
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eye_height = 1.625,
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eye_height = 1.625,
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})
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-- Update appearance when the player joins
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minetest.register_on_joinplayer(function(player)
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player_api.player_attached[player:get_player_name()] = false
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player_api.set_model(player, "character.b3d")
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player:set_local_animation(
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{x = 0, y = 79},
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{x = 168, y = 187},
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{x = 189, y = 198},
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{x = 200, y = 219},
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30
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)
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player:hud_set_hotbar_image("gui_hotbar.png")
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player:hud_set_hotbar_selected_image("gui_hotbar_selected.png")
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end)
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@ -0,0 +1,60 @@
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License of source code
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----------------------
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GNU Lesser General Public License, version 2.1
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Copyright (C) 2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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Copyright (C) 2011 Various Minetest developers and contributors
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This program is free software; you can redistribute it and/or modify it under the terms
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of the GNU Lesser General Public License as published by the Free Software Foundation;
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either version 2.1 of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU Lesser General Public License for more details:
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https://www.gnu.org/licenses/old-licenses/lgpl-2.1.html
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Licenses of media (textures, models and sounds)
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-----------------------------------------------
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Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
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Copyright (C) 2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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Copyright (C) 2012 MirceaKitsune
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Copyright (C) 2012 Jordach
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Copyright (C) 2015 kilbith
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Copyright (C) 2016 sofar
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Copyright (C) 2016 xunto
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Copyright (C) 2016 Rogier-5
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Copyright (C) 2017 TeTpaAka
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Copyright (C) 2017 Desour
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Copyright (C) 2018 stujones11
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Copyright (C) 2019 An0n3m0us
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You are free to:
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Share — copy and redistribute the material in any medium or format.
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Adapt — remix, transform, and build upon the material for any purpose, even commercially.
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The licensor cannot revoke these freedoms as long as you follow the license terms.
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Under the following terms:
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Attribution — You must give appropriate credit, provide a link to the license, and
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indicate if changes were made. You may do so in any reasonable manner, but not in any way
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that suggests the licensor endorses you or your use.
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ShareAlike — If you remix, transform, or build upon the material, you must distribute
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your contributions under the same license as the original.
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No additional restrictions — You may not apply legal terms or technological measures that
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legally restrict others from doing anything the license permits.
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Notices:
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You do not have to comply with the license for elements of the material in the public
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domain or where your use is permitted by an applicable exception or limitation.
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No warranties are given. The license may not give you all of the permissions necessary
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for your intended use. For example, other rights such as publicity, privacy, or moral
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rights may limit how you use the material.
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For more details:
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http://creativecommons.org/licenses/by-sa/3.0/
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@ -1,2 +1,2 @@
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name = player_api
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description = Minetest Game mod: player_api
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description = Minetest Game mod: Manages player visuals
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