added new animation function
parent
36cf0693fe
commit
c1c17a6849
90
api.lua
90
api.lua
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@ -1,5 +1,5 @@
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-- Mobs Api (5th March 2017)
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-- Mobs Api (6th March 2017)
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mobs = {}
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mobs.mod = "redo"
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@ -133,85 +133,29 @@ get_velocity = function(self)
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end
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set_anim = function(self, anim_start, anim_end, anim_speed, anim_name)
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-- set defined animation
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set_animation = function(self, anim)
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if not anim_start or not anim_end then
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return
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end
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self.object:set_animation(
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{x = anim_start, y = anim_end}, anim_speed or 15, 0)
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self.animation.current = anim_name
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end
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set_animation = function(self, type)
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if not self.animation then
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return
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end
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if not self.animation then return end
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self.animation.current = self.animation.current or ""
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if type == "stand" and self.animation.current ~= "stand" then
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set_anim(self,
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self.animation.stand_start,
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self.animation.stand_end,
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self.animation.speed_stand, "stand")
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elseif type == "walk" and self.animation.current ~= "walk" then
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set_anim(self,
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self.animation.walk_start,
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self.animation.walk_end,
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self.animation.speed_walk, "walk")
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elseif type == "run" and self.animation.current ~= "run" then
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set_anim(self,
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self.animation.run_start,
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self.animation.run_end,
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self.animation.speed_run, "run")
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elseif type == "punch" and self.animation.current ~= "punch" then
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set_anim(self,
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self.animation.punch_start,
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self.animation.punch_end,
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self.animation.speed_punch, "punch")
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elseif type == "punch2" and self.animation.current ~= "punch2" then
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set_anim(self,
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self.animation.punch2_start,
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self.animation.punch2_end,
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self.animation.speed_punch2, "punch2")
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elseif type == "shoot" and self.animation.current ~= "shoot" then
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set_anim(self,
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self.animation.shoot_start,
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self.animation.shoot_end,
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self.animation.speed_shoot, "shoot")
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elseif type == "die" and self.animation.current ~= "die" then
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set_anim(self,
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self.animation.die_start,
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self.animation.die_end,
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self.animation.speed_die, "die")
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elseif type == "fly" and self.animation.current ~= "fly" then
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set_anim(self,
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self.animation.fly_start,
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self.animation.fly_end,
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self.animation.speed_fly, "fly")
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if anim == self.animation.current
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or not self.animation[anim .. "_start"]
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or not self.animation[anim .. "_end"] then
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return
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end
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self.animation.current = anim
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self.object:set_animation({
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x = self.animation[anim .. "_start"],
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y = self.animation[anim .. "_end"]
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}, self.animation[anim .. "_speed"] or self.animation.speed_normal or 15)
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end
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-- get distance
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local get_distance = function(a, b)
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40
api.txt
40
api.txt
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@ -1,5 +1,5 @@
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MOB API (21st February 2017)
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MOB API (6th March 2017)
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The mob api is a function that can be called on by other mods to add new animals or monsters into minetest.
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@ -102,35 +102,24 @@ This functions registers a new mob as a Minetest entity.
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'jump' sound when jumping
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'explode' sound when exploding
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'distance' maximum distance sounds are heard from (default is 10)
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'animation' a table with the animation ranges and speed of the model
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'stand_start' start frame of stand animation
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'stand_end' end frame of stand animation
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'walk_start' start frame of walk animation
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'walk_end' end frame of walk animation
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'run_start' start frame of run animation
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'run_end' end frame of run animation
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'punch_start' start frame of punch animation
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'punch_end' end frame of punch animation
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'punch2_start' start frame of alt.punch animation
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'punch2_end' end frame of alt.punch animation
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'shoot_start' start frame of shoot animation
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'shoot_end' end frame of shoot animation
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'die_start' start frame of die animation
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'die_end' end frame of die animation
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'speed_normal' normal animation speed
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'fly_start' start frame of fly animation
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'fly_end' end frame of fly animation
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'speed_run' running animation speed
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'speed_punch' punching animation speed
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'speed_punch2' alternative punching animation speed
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'speed_shoot' shooting animation speed
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'speed_die' die animation speed
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'speed_fly' fly animation speed
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'replace_what' group if items to replace e.g. {"farming:wheat_8", "farming:carrot_8"}
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'replace_with' replace with what e.g. "air" or in chickens case "mobs:egg"
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'replace_rate' how random should the replace rate be (typically 10)
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'replace_offset' +/- value to check specific node to replace
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Mob animation comes in three parts, start_frame, end_frame and frame_speed which
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can be added to the mob definition under pre-defined mob animation names like:
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'animation' a table with the animation ranges and speed of the model
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'stand_start', 'stand_end', 'stand_speed' when mob stands still
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'walk_start', 'walk_end', 'walk_speed' when mob walks
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'run_start', 'run_end', 'run_speed' when mob runs
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'fly_start', 'fly_end', 'fly_speed' when mob flies
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'punch_start', 'punch_end', 'punch_speed' when mob attacks
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'punch2_start', 'punch2_end', 'punch2_speed' when mob attacks (alternative)
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'die_start', 'die_end', 'die_speed' when mob dies
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also 'speed_normal' for compatibility with older mobs for animation speed (deprecated)
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The mob api also has some preset variables and functions that it will remember for each mob
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@ -139,6 +128,7 @@ The mob api also has some preset variables and functions that it will remember f
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'self.child' used for when breeding animals have child, will use child_texture and be half size
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'self.owner' string used to set owner of npc mobs, typically used for dogs
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'self.order' set to "follow" or "stand" so that npc will follow owner or stand it's ground
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'self.nametag' contains the name of the mob which it can show above
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'on_die' a function that is called when mob is killed
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'do_custom' a custom function that is called every tick while mob is active and which has access to all of the self.* variables e.g. (self.health for health or self.standing_in for node status), return with 'false' to skip remainder of mob API.
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