232 lines
6.7 KiB
Lua
232 lines
6.7 KiB
Lua
-- Minetest 0.4 mod: player
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-- See README.txt for licensing and other information.
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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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default.registered_player_models = { }
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-- Local for speed.
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local models = default.registered_player_models
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function default.player_register_model(name, def)
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models[name] = def
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end
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-- setting player amour textures;
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--[[
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The first texture in the table is for 64x32 skins, the original Minecraft
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format.
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The second texture in the table is for 64x64 skins, introduced in
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Minecraft's offical 1.8 update, not the Beta.
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The thrid texture in the table is a 64x32 texture, which follows
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the same scheme as Minecrafts 64x32 texture, and the same layout.
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Use the head in the top left position and not the "hat layer".
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The fourth texture in the table is the same texture as above.
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Except, the chest has both the main body and arms. Same place
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as a normal 64x32 skin.
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The fifth texture in the table is the same texture as the helmet,
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but uses the top half of the legs texture - note that it does not
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use the last 4 pixels of the legs.
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The sixth texture in the table is the same texture as the helmet,
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but uses the final four pixels of the leg texture.
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The seventh texture in the table is teh shield - a 16x16 image
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that will cover your own or another's left arm.
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A demo texture for armour can be found at;
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https://jordach.net/Images/ProtonArt/base_armour.png
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Use "ptextures_transparent.png" when not using armour layers and
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or the 64x64 skin socket.
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--]]
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-- Default player appearance
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default.player_register_model("character.x", {
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animation_speed = 20,
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textures = {
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"ptextures_transparent.png",
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"(wardrobe_skin.png^[multiply:#ffffff)",
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"ptextures_transparent.png",
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"ptextures_transparent.png",
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"ptextures_transparent.png",
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"ptextures_transparent.png",
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"ptextures_transparent.png"
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},
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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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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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dead = { x= 221, y=225, },
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-- Utility animations (not currently used by the game; but still usable by mods).
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sit = { x= 81, y=160, },
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lay_bed = { x= 226, y=228, },
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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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stepheight = 0.6,
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})
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default.player_register_model("character.b3d", {
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animation_speed = 60,
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textures = {
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"(wardrobe_skin.png^[multiply:#ffffff)"
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},
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animations = {
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-- Standard animations.
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stand = { x= 0, y= 239, },
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lay = { x=162, y=166, },
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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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dead = { x= 221, y=225, },
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-- Utility animations (not currently used by the game; but still usable by mods).
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sit = { x= 81, y=160, },
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lay_bed = { x= 226, y=228, },
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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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stepheight = 0.6,
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})
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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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default.player_attached = {}
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function default.player_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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end
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-- Called when a player's appearance needs to be updated
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function default.player_set_model(player, model_name)
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local name = player:get_player_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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visual = "mesh",
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visual_size = model.visual_size or {x=1, y=1},
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})
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default.player_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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})
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end
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player_model[name] = model_name
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end
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function default.player_set_textures(player, textures)
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local name = player:get_player_name()
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player_textures[name] = textures
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player:set_properties({textures = textures,})
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end
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function default.player_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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if not (model and model.animations[anim_name]) then
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return
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end
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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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end
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-- Update appearance when the player joins
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minetest.register_on_joinplayer(function(player)
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default.player_attached[player:get_player_name()] = false
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default.player_set_model(player, "character.b3d")
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player:set_local_animation({x=0, y=239}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, 30)
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-- anim: stand, sit, lay, walk, mine, walk and mine
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player:set_properties({
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visual_size = {x=1, y=1},
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collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.77, 0.3},
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stepheight = 0.6,
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eye_height = 1.64,
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})
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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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end)
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-- Localize for better performance.
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local player_set_animation = default.player_set_animation
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local player_attached = default.player_attached
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-- Check each player and apply animations
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minetest.register_globalstep(function(dtime)
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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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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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end
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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, "dead")
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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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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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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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