From 99c3e57f028bf25ed131370cafebd0bc8a27846e Mon Sep 17 00:00:00 2001 From: Juraj Vajda Date: Tue, 27 Feb 2018 23:05:02 -0500 Subject: [PATCH] cleanup --- README.md | 13 +-- playeranim.lua | 262 ------------------------------------------------- 2 files changed, 1 insertion(+), 274 deletions(-) delete mode 100644 playeranim.lua diff --git a/README.md b/README.md index a48bad9..4fe4064 100644 --- a/README.md +++ b/README.md @@ -79,20 +79,9 @@ http://minetest.net/ DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION - 0. You just DO WHAT THE FUCK YOU WANT TO. + 0. You just DO WHAT THE FUCK YOU WANT TO. Teleport Request ----------------- This mod is released under WTFPL. It adds ability to teleport to other players with their permission by using the /tpr command which requires "interact" privilege and the /tphr command which requires the "interact " privilege. - - -playeranim ------------ -Makes the head, and the right arm when you’re mining, face the way you’re facing, similar to Minecraft. Compatible with 3d_armor. Forked from the animplus mod, which was an ugly hack. - -The head only turns up and down relative to the body, except it turns slightly to the right/left when you strafe right/left. When you turn the body turns with the head. - -Works in multiplayer, I tested it on a local server. - -Created by Rui914, this document was written by sloantothebone. diff --git a/playeranim.lua b/playeranim.lua deleted file mode 100644 index c9f21a8..0000000 --- a/playeranim.lua +++ /dev/null @@ -1,262 +0,0 @@ -local model = minetest.get_modpath("3d_armor") and "armor" or "normal" - --- Localize functions to avoid table lookups (better performance) -local vector_new = vector.new -local vector_add = vector.add -local vector_equals = vector.equals -local math_sin = math.sin -local math_deg = math.deg -local get_animation = default.player_get_animation -local get_connected_players = minetest.get_connected_players - --- Animation alias -local STAND = 1 -local WALK = 2 -local MINE = 3 -local WALK_MINE = 4 -local SIT = 5 -local LAY = 6 -local SNEAK = 7 -local RESET_BODY = 8 - --- Bone alias -local BODY = "Body" -local HEAD = "Head" -local CAPE = "Cape" -local LARM = "Arm_Left" -local RARM = "Arm_Right" -local LLEG = "Leg_Left" -local RLEG = "Leg_Right" - -local bone_position = { - normal = { - [BODY] = vector_new(0, -3.5, 0), - [HEAD] = vector_new(0, 6, 0), - [CAPE] = vector_new(0, 6.5, 1.5), - [LARM] = vector_new(-3.9, 6.5, 0), - [RARM] = vector_new(3.9, 6.5, 0), - [LLEG] = vector_new(-1, 0, 0), - [RLEG] = vector_new(1, 0, 0) - }, - armor = { - [BODY] = vector_new(0, -3.5, 0), - [HEAD] = vector_new(0, 6.75, 0), - [CAPE] = vector_new(0, 6.75, 1.5), - [LARM] = vector_new(2, 6.5, 0), - [RARM] = vector_new(-2, 6.5, 0), - [LLEG] = vector_new(1, 0, 0), - [RLEG] = vector_new(-1, 0, 0) - } -} - -local bone_rotation = { - normal = { - [BODY] = vector_new(0, 0, 0), - [HEAD] = vector_new(0, 0, 0), - [CAPE] = vector_new(0, 0, 180), - [LARM] = vector_new(180, 0, 0), - [RARM] = vector_new(180, 0, 0), - [LLEG] = vector_new(0, 0, 0), - [RLEG] = vector_new(0, 0, 0) - }, - armor = { - [BODY] = vector_new(0, 0, 0), - [HEAD] = vector_new(0, 0, 0), - [CAPE] = vector_new(180, 0, 180), - [LARM] = vector_new(180, 0, 9), - [RARM] = vector_new(180, 0, -9), - [LLEG] = vector_new(0, 0, 0), - [RLEG] = vector_new(0, 0, 0) - } -} - -local function rotate(player, bone, x, y, z) - local rotation = vector_add(vector_new(x or 0, y or 0, z or 0), bone_rotation[model][bone]) - player:set_bone_position(bone, bone_position[model][bone], rotation) -end - -local step = 0 -local animation_speed = {} -local look_pitch = {} - -local animations = { - [STAND] = function(player) - rotate(player, BODY) - rotate(player, CAPE) - rotate(player, LARM) - rotate(player, RARM) - rotate(player, LLEG) - rotate(player, RLEG) - end, - [WALK] = function(player) - local name = player:get_player_name() - local swing = math_sin(step * 4 * animation_speed[name]) - rotate(player, CAPE, swing * 30 + 35) - rotate(player, LARM, swing * -40) - rotate(player, RARM, swing * 40) - rotate(player, LLEG, swing * 40) - rotate(player, RLEG, swing * -40) - end, - [MINE] = function(player) - local name = player:get_player_name() - local pitch = look_pitch[name] - local swing = math_sin(step * 4 * animation_speed[name]) - local hand_swing = math_sin(step * 8 * animation_speed[name]) - rotate(player, CAPE, swing * 5 + 10) - rotate(player, LARM) - rotate(player, RARM, hand_swing * 20 + 80 + pitch) - rotate(player, LLEG) - rotate(player, RLEG) - end, - [WALK_MINE] = function(player) - local name = player:get_player_name() - local pitch = look_pitch[name] - local swing = math_sin(step * 4 * animation_speed[name]) - local hand_swing = math_sin(step * 8 * animation_speed[name]) - rotate(player, CAPE, swing * 30 + 35) - rotate(player, LARM, swing * -40) - rotate(player, RARM, hand_swing * 20 + 80 + pitch) - rotate(player, LLEG, swing * 40) - rotate(player, RLEG, swing * -40) - end, - [SIT] = function(player) - local body_pos = vector_new(bone_position[model][BODY]) - body_pos.y = body_pos.y - 6 - player:set_bone_position(BODY, body_pos, vector_new(0, 0, 0)) - rotate(player, LARM) - rotate(player, RARM) - rotate(player, LLEG, 90) - rotate(player, RLEG, 90) - end, - [LAY] = function(player) - player:set_bone_position(BODY, vector_new(0, -9, 0), vector_new(270, 0, 0)) - rotate(player, HEAD) - end, - [SNEAK] = function(player) - rotate(player, BODY, 5) - end, - [RESET_BODY] = function(player) - rotate(player, BODY) - end -} - -local function update_look_pitch(player) - local name = player:get_player_name() - local pitch = math_deg(player:get_look_pitch()) - - if look_pitch[name] ~= pitch then - look_pitch[name] = pitch - end -end - -local function set_animation_speed(player, bool_sneak) - local name = player:get_player_name() - local speed = bool_sneak and 0.75 or 2 - - if animation_speed[name] ~= speed then - animation_speed[name] = speed - end -end - -local current_animation = {} - -local function set_animation(player, anim) - local name = player:get_player_name() - - if anim == LAY or anim == SNEAK or anim == RESET_BODY then - if current_animation[name][1] ~= anim then - current_animation[name][1] = anim - animations[anim](player) - end - return - end - - if anim == WALK or anim == MINE or anim == WALK_MINE then - current_animation[name][2] = anim - animations[anim](player) - return - end - - if current_animation[name][2] ~= anim then - current_animation[name][2] = anim - animations[anim](player) - end -end - -local current_head = {} - -local function head_rotate(player, controls) - local name = player:get_player_name() - - local pitch = look_pitch[name] - local look = vector_new(pitch, 0, 0) - if controls.left ~= controls.right then - look.y = controls.right and 10 or -10 - end - - local old_pitch, old_look = current_head[name][1], current_head[name][2] - if old_pitch ~= pitch or (not old_look or not vector_equals(old_look, look)) then - current_head[name] = {pitch, look} - rotate(player, HEAD, look.x, look.y, look.z) - end -end - -local function set_sneak_animation(player, bool_sneak) - set_animation(player, bool_sneak and SNEAK or RESET_BODY) -end - -minetest.register_on_joinplayer(function(player) - local name = player:get_player_name() - current_head[name] = {} - current_animation[name] = {} -end) - -minetest.register_on_leaveplayer(function(player) - local name = player:get_player_name() - animation_speed[name] = nil - look_pitch[name] = nil - current_head[name] = nil - current_animation[name] = nil -end) - -minetest.register_globalstep(function(dtime) - step = step + dtime - if step >= 3600 then - step = 1 - end - - for _, player in ipairs(get_connected_players()) do - local animation = get_animation(player).animation - - if animation == "lay" then -- No head rotate - set_animation(player, STAND) -- Reset - set_animation(player, LAY) - else - local controls = player:get_player_control() - local bool_sneak = controls.sneak - - update_look_pitch(player) - - if animation == "walk" then - set_animation_speed(player, bool_sneak) - set_animation(player, WALK) - set_sneak_animation(player, bool_sneak) - elseif animation == "mine" then - set_animation_speed(player, bool_sneak) - set_animation(player, MINE) - set_sneak_animation(player, bool_sneak) - elseif animation == "walk_mine" then - set_animation_speed(player, bool_sneak) - set_animation(player, WALK_MINE) - set_sneak_animation(player, bool_sneak) - elseif animation == "sit" then - set_animation(player, SIT) - else - set_animation(player, STAND) - set_sneak_animation(player, bool_sneak) - end - - head_rotate(player, controls) - end - end -end)