2019-09-18 17:29:24 -05:00
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--Helpers------------------------------------------
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local function round(num, numDecimalPlaces)
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local mult = 10 ^ (numDecimalPlaces or 0)
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return math.floor(num * mult + 0.5) / mult
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end
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local function clamp(num, lower, upper)
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return math.max(lower, math.min(upper, num))
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end
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local function get_player_2d_velocity_magnitude(player)
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local velocity = player:get_player_velocity()
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return math.sqrt(velocity.x * velocity.x + velocity.z * velocity.z);
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end
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local function get_player_3d_velocity_magnitude(player)
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local velocity = player:get_player_velocity()
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return math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y + velocity.z * velocity.z);
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end
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--Core---------------------------------------------
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first_person_shooter = {}
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2019-09-19 00:33:01 -05:00
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first_person_shooter.tick_rate = 60
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2019-09-18 17:40:03 -05:00
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first_person_shooter.last_update_time = 0
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2019-09-18 17:29:24 -05:00
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first_person_shooter.maximum_speed_smoothing_samples = 3
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first_person_shooter.players_metadata = {}
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first_person_shooter.registered_weapons = {}
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first_person_shooter.get_weapon_metadata = function(weapon_name)
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return first_person_shooter.registered_weapons[weapon_name]
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end
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first_person_shooter.weapon_state_animation_data_calculators = {
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["idle"] = function(player_metadata, weapon_metadata)
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local weapon_state_animation = weapon_metadata.animations[player_metadata.weapon_state]
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local frame_number = math.floor((player_metadata.weapon_state_time * weapon_metadata.animation_framerate % weapon_state_animation.total_frames) + 1)
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return {
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weapon_state_animation = weapon_state_animation,
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frame_number = frame_number,
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}
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end,
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["aim_idle"] = function(player_metadata, weapon_metadata)
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local weapon_state_animation = weapon_metadata.animations[player_metadata.weapon_state]
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local frame_number = math.floor((player_metadata.weapon_state_time * weapon_metadata.animation_framerate % weapon_state_animation.total_frames) + 1)
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return {
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weapon_state_animation = weapon_state_animation,
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frame_number = frame_number,
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}
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end,
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["aim_transition"] = function(player_metadata, weapon_metadata)
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local weapon_state_animation = weapon_metadata.animations[player_metadata.weapon_state]
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local frame_number = clamp(
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math.floor((player_metadata.weapon_state_time * weapon_metadata.animation_framerate) + 1),
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1,
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weapon_state_animation.total_frames
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)
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return {
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weapon_state_animation = weapon_state_animation,
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frame_number = frame_number,
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}
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end,
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["aim_transition_reverse"] = function(player_metadata, weapon_metadata)
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local weapon_state_animation = weapon_metadata.animations["aim_transition"]
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local frame_number = clamp(
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math.floor(weapon_state_animation.total_frames - (player_metadata.weapon_state_time * weapon_metadata.animation_framerate) + 1),
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1,
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weapon_state_animation.total_frames
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)
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return {
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weapon_state_animation = weapon_state_animation,
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frame_number = frame_number,
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}
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end,
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["fire"] = function(player_metadata, weapon_metadata)
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local weapon_state_animation = weapon_metadata.animations[player_metadata.weapon_state]
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local frame_number = clamp(
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math.floor((player_metadata.weapon_state_time * weapon_metadata.animation_framerate) + 1),
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1,
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weapon_state_animation.total_frames
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)
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return {
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weapon_state_animation = weapon_state_animation,
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frame_number = frame_number,
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}
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end,
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["aim_fire"] = function(player_metadata, weapon_metadata)
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local weapon_state_animation = weapon_metadata.animations[player_metadata.weapon_state]
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local frame_number = clamp(
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math.floor((player_metadata.weapon_state_time * weapon_metadata.animation_framerate) + 1),
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1,
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weapon_state_animation.total_frames
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)
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return {
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weapon_state_animation = weapon_state_animation,
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frame_number = frame_number,
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}
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end,
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["reload"] = function(player_metadata, weapon_metadata)
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local weapon_state_animation = weapon_metadata.animations[player_metadata.weapon_state]
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local frame_number = clamp(
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math.floor((player_metadata.weapon_state_time * weapon_metadata.animation_framerate) + 1),
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1,
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weapon_state_animation.total_frames
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)
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return {
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weapon_state_animation = weapon_state_animation,
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frame_number = frame_number,
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}
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end,
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}
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first_person_shooter.get_player_weapon_animation_data = function(player_metadata, weapon_metadata)
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return first_person_shooter.weapon_state_animation_data_calculators[player_metadata.weapon_state](player_metadata, weapon_metadata)
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end
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first_person_shooter.register_weapon = function(name, weapon_definition)
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first_person_shooter.registered_weapons[name] = weapon_definition
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minetest.register_tool(name, {
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description = weapon_definition.description,
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inventory_image = weapon_definition.icon,
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stack_max = 1,
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range = 0,
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liquids_pointable = false,
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on_use = function(itemstack, player, pointed_thing)
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2019-09-19 11:57:57 -05:00
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2019-09-18 17:29:24 -05:00
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end,
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on_secondary_use = function(itemstack, player, pointed_thing)
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local player_metadata = first_person_shooter.players_metadata[player:get_player_name()]
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if player_metadata.weapon_state == "idle" then
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player_metadata:set_weapon_state("aim_transition")
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else
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player_metadata:set_weapon_state("aim_transition_reverse")
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end
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end,
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})
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end
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2019-09-19 11:57:57 -05:00
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first_person_shooter.spawn_particles = function(position, particle_definition)
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particle_definition = particle_definition or {}
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minetest.add_particlespawner({
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amount = particle_definition.amount or 15,
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time = particle_definition.time or 0.3,
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minpos = particle_definition.minpos or vector.subtract(position, { x = -0.1, y = -0.1, z = -0.1 }),
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maxpos = particle_definition.maxpos or vector.add(position, { x = 0.1, y = 0.1, z = 0.1 }),
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minvel = particle_definition.minvel or { x = -1, y = 1, z = -1 },
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maxvel = particle_definition.maxvel or { x = 1, y = 5, z = 1 },
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minacc = particle_definition.minacc or { x = -2, y = -2, z = -2 },
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maxacc = particle_definition.maxacc or { x = 2, y = -2, z = 2 },
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minexptime = particle_definition.minexptime or 0.1,
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maxexptime = particle_definition.maxexptime or 0.75,
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minsize = particle_definition.minsize or 1,
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maxsize = particle_definition.maxsize or 2,
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collisiondetection = particle_definition.collisiondetection or false,
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texture = particle_definition.texture or "default_hit.png",
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})
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2019-09-19 00:33:01 -05:00
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end
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-- borrowed and modified from "shooter" mod by stu.
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first_person_shooter.play_node_sound = function(node, pos)
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local item = minetest.registered_items[node.name]
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if item then
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if item.sounds then
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local spec = item.sounds.dug
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if spec then
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spec.pos = pos
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minetest.sound_play(spec.name, spec)
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end
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end
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end
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end
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-- borrowed and modified from "shooter" mod by stu.
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2019-09-19 11:57:57 -05:00
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first_person_shooter.on_node_hit = function(node_position, hit_info)
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local node = minetest.get_node(node_position)
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2019-09-19 00:33:01 -05:00
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if not node then
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return
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end
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local item = minetest.registered_items[node.name]
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if not item then
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return
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end
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if item.groups then
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2019-09-19 11:57:57 -05:00
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local node_metadata = minetest.get_meta(node_position)
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local current_node_health = node_metadata:get_int("health")
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if current_node_health == 0 then
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current_node_health = 3 -- ToDo: look up default values based-on node type
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end
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local new_node_health = math.max(current_node_health - 1, 0) -- ToDo: reduce node health by projectile damage
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node_metadata:set_int("health", new_node_health)
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if new_node_health == 0 then
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minetest.remove_node(node_position)
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end
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minetest.check_for_falling(node_position)
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first_person_shooter.play_node_sound(node, node_position)
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2019-09-19 00:33:01 -05:00
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if item.tiles then
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if item.tiles[1] then
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2019-09-19 11:57:57 -05:00
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first_person_shooter.spawn_particles(
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node_position,
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{
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texture = item.tiles[1],
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amount = 10,
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time = 0.05,
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minvel = vector.add(vector.multiply(hit_info.muzzle_direction, hit_info.weapon_metadata.muzzle_velocity * -0.001), { x = -1, y = -1, z = -1 }),
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maxvel = vector.add(vector.multiply(hit_info.muzzle_direction, hit_info.weapon_metadata.muzzle_velocity * -0.05), { x = 1, y = 1, z = 1 }),
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minexptime = 0.05,
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maxexptime = 0.5,
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minsize = 0.25,
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maxsize = 2,
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})
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2019-09-19 00:33:01 -05:00
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end
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end
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--local object = minetest.add_item(position, item)
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--if object then
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-- object:set_velocity({
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-- x = math.random(-1, 1),
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-- y = 4,
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-- z = math.random(-1, 1)
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-- })
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--end
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end
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end
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2019-09-18 17:29:24 -05:00
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first_person_shooter.on_weapon_fire = function(player_metadata)
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local weapon_metadata = player_metadata:get_weapon_metadata()
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if not weapon_metadata then
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return
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end
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minetest.sound_play(
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weapon_metadata.sounds["fire"].sound_name,
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{
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object = player_metadata.player,
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gain = 1.0,
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max_hear_distance = 100,
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loop = false,
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}
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)
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2019-09-18 18:44:13 -05:00
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local muzzle_position = player_metadata:get_weapon_muzzle_position()
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local muzzle_direction = player_metadata:get_weapon_muzzle_direction()
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2019-09-19 00:33:01 -05:00
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local projectile_raycast = minetest.raycast(muzzle_position, vector.add(muzzle_position, vector.multiply(muzzle_direction, 100)), true, true)
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local hit_object = projectile_raycast:next() or { type = "nothing" }
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if hit_object.type == "node" then
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2019-09-19 11:57:57 -05:00
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local hit_node_position = minetest.get_pointed_thing_position(hit_object, false)
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first_person_shooter.on_node_hit(hit_node_position, {
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weapon_metadata = weapon_metadata,
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muzzle_position = muzzle_position,
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muzzle_direction = muzzle_direction,
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})
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2019-09-19 00:33:01 -05:00
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end
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2019-09-18 17:29:24 -05:00
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end
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--Register Weapons---------------------------------
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2019-09-18 23:47:08 -05:00
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first_person_shooter.register_weapon("first_person_shooter:m16a2", {
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description = "M16A2",
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icon = "m16a2_icon.png",
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2019-09-18 18:44:13 -05:00
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muzzle_velocity = 100,
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2019-09-19 11:57:57 -05:00
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is_automatic_fire = true,
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2019-09-18 23:47:08 -05:00
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animation_framerate = 120,
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2019-09-18 17:29:24 -05:00
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animations = {
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["idle"] = {
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2019-09-18 23:47:08 -05:00
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texture_prefix = "m16a2_idle",
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2019-09-18 17:29:24 -05:00
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total_frames = 1,
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},
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["aim_idle"] = {
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2019-09-18 23:47:08 -05:00
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texture_prefix = "m16a2_aimidle",
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2019-09-18 17:29:24 -05:00
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total_frames = 1,
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},
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["aim_transition"] = {
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2019-09-18 23:47:08 -05:00
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texture_prefix = "m16a2_aim",
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total_frames = 11,
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2019-09-18 17:29:24 -05:00
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},
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["fire"] = {
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2019-09-18 23:47:08 -05:00
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texture_prefix = "m16a2_fire",
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2019-09-18 17:29:24 -05:00
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total_frames = 12,
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},
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["aim_fire"] = {
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2019-09-18 23:47:08 -05:00
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texture_prefix = "m16a2_aimfire",
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2019-09-18 17:29:24 -05:00
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total_frames = 12,
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},
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["reload"] = {
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2019-09-18 23:47:08 -05:00
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texture_prefix = "m16a2_idle",
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2019-09-18 17:29:24 -05:00
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total_frames = 1,
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},
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},
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sounds = {
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["fire"] = {
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2019-09-18 23:47:08 -05:00
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sound_name = "m16a2_fire",
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2019-09-18 17:29:24 -05:00
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}
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},
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})
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--Player-------------------------------------------
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first_person_shooter.initialize_player = function(player)
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local speed_smoothing_samples = {}
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for speed_smoothing_sample_index = 0, first_person_shooter.maximum_speed_smoothing_samples do
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speed_smoothing_samples[speed_smoothing_sample_index] = 0
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end
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first_person_shooter.players_metadata[player:get_player_name()] = {
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player = player,
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life_time = 0,
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weapon_state = "idle",
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weapon_state_time = 0,
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2019-09-19 11:57:57 -05:00
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has_requested_to_fire = false,
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has_handled_previous_fire_request = false,
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2019-09-18 17:29:24 -05:00
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movement_amount = 0,
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speed_smoothing_samples = speed_smoothing_samples,
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get_average_speed = function(this)
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local speed_sample_sum = 0
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for speed_smoothing_sample_index = 0, first_person_shooter.maximum_speed_smoothing_samples do
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speed_sample_sum = speed_sample_sum + this.speed_smoothing_samples[speed_smoothing_sample_index]
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end
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return math.ceil(speed_sample_sum / first_person_shooter.maximum_speed_smoothing_samples)
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end,
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|
set_weapon_state = function(this, weapon_state)
|
|
|
|
this.weapon_state = weapon_state
|
|
|
|
this.weapon_state_time = 0
|
|
|
|
first_person_shooter.on_weapon_state_begin(this)
|
|
|
|
end,
|
|
|
|
get_weapon_metadata = function(this)
|
|
|
|
return first_person_shooter.get_weapon_metadata(this.player:get_wielded_item():get_name())
|
|
|
|
end,
|
2019-09-18 18:44:13 -05:00
|
|
|
get_weapon_muzzle_position = function(this)
|
|
|
|
local horizontal_look_direction = this.player:get_look_horizontal() + math.pi / 2
|
|
|
|
local vertical_look_direction = this.player:get_look_vertical()
|
|
|
|
local player_position = this.player:get_pos()
|
|
|
|
return {
|
|
|
|
x = player_position.x + math.cos(horizontal_look_direction),
|
|
|
|
y = player_position.y + 1 - vertical_look_direction,
|
|
|
|
z = player_position.z + math.sin(horizontal_look_direction),
|
|
|
|
}
|
|
|
|
end,
|
|
|
|
get_weapon_muzzle_direction = function(this)
|
2019-09-19 00:33:01 -05:00
|
|
|
local aim_compensation = { x = 0, y = -math.pi * 0.03, z = 0 }
|
|
|
|
return vector.add(this.player:get_look_dir(), aim_compensation)
|
2019-09-18 18:44:13 -05:00
|
|
|
end,
|
2019-09-18 17:29:24 -05:00
|
|
|
}
|
|
|
|
end
|
|
|
|
|
|
|
|
first_person_shooter.next_weapon_state = {
|
|
|
|
["idle"] = "idle",
|
|
|
|
["aim_idle"] = "aim_idle",
|
|
|
|
["aim_transition"] = "aim_idle",
|
|
|
|
["aim_transition_reverse"] = "idle",
|
|
|
|
["fire"] = "idle",
|
|
|
|
["aim_fire"] = "aim_idle",
|
|
|
|
["reload"] = "idle",
|
|
|
|
}
|
|
|
|
|
|
|
|
first_person_shooter.weapon_state_begin_handlers = {
|
|
|
|
["idle"] = function(player_metadata)
|
|
|
|
|
|
|
|
end,
|
|
|
|
["aim_idle"] = function(player_metadata)
|
|
|
|
|
|
|
|
end,
|
|
|
|
["aim_transition"] = function(player_metadata)
|
|
|
|
|
|
|
|
end,
|
|
|
|
["aim_transition_reverse"] = function(player_metadata)
|
|
|
|
|
|
|
|
end,
|
|
|
|
["fire"] = function(player_metadata)
|
|
|
|
first_person_shooter.on_weapon_fire(player_metadata)
|
|
|
|
end,
|
|
|
|
["aim_fire"] = function(player_metadata)
|
|
|
|
first_person_shooter.on_weapon_fire(player_metadata)
|
|
|
|
end,
|
|
|
|
["reload"] = function(player_metadata)
|
|
|
|
|
|
|
|
end,
|
|
|
|
}
|
|
|
|
|
|
|
|
first_person_shooter.on_weapon_state_begin = function(player_metadata)
|
|
|
|
first_person_shooter.weapon_state_begin_handlers[player_metadata.weapon_state](player_metadata)
|
|
|
|
end
|
|
|
|
|
|
|
|
first_person_shooter.on_weapon_state_end = function(player_metadata)
|
|
|
|
player_metadata:set_weapon_state(first_person_shooter.next_weapon_state[player_metadata.weapon_state])
|
|
|
|
end
|
|
|
|
|
|
|
|
first_person_shooter.update_players = function(deltaTime)
|
|
|
|
for player_name, player_metadata in pairs(first_person_shooter.players_metadata) do
|
|
|
|
local weapon_metadata = player_metadata:get_weapon_metadata()
|
|
|
|
if not weapon_metadata then
|
|
|
|
player_metadata.player:hud_remove(player_metadata.weapon_hud_element)
|
|
|
|
player_metadata.player:hud_set_flags({
|
|
|
|
hotbar = true,
|
|
|
|
healthbar = true,
|
|
|
|
crosshair = true,
|
|
|
|
wielditem = true,
|
|
|
|
breathbar = true,
|
|
|
|
})
|
|
|
|
return
|
|
|
|
else
|
|
|
|
player_metadata.player:hud_set_flags({
|
|
|
|
hotbar = false,
|
|
|
|
healthbar = false,
|
|
|
|
crosshair = false,
|
|
|
|
wielditem = false,
|
|
|
|
breathbar = false,
|
|
|
|
})
|
|
|
|
end
|
|
|
|
|
2019-09-19 11:58:56 -05:00
|
|
|
if player_metadata.player:get_player_control().LMB then
|
|
|
|
player_metadata.has_requested_to_fire = player_metadata.has_handled_previous_fire_request or weapon_metadata.is_automatic_fire
|
|
|
|
player_metadata.has_handled_previous_fire_request = false
|
|
|
|
else
|
|
|
|
player_metadata.has_requested_to_fire = false
|
|
|
|
player_metadata.has_handled_previous_fire_request = false
|
|
|
|
end
|
|
|
|
|
2019-09-19 11:57:57 -05:00
|
|
|
if player_metadata.has_requested_to_fire then
|
|
|
|
if player_metadata.weapon_state == "idle" then
|
|
|
|
player_metadata:set_weapon_state("fire")
|
|
|
|
else
|
|
|
|
if player_metadata.weapon_state == "aim_idle" then
|
|
|
|
player_metadata:set_weapon_state("aim_fire")
|
|
|
|
end
|
|
|
|
end
|
|
|
|
player_metadata.has_handled_previous_fire_request = true
|
|
|
|
end
|
|
|
|
|
2019-09-18 17:29:24 -05:00
|
|
|
player_metadata.life_time = player_metadata.life_time + deltaTime
|
|
|
|
player_metadata.weapon_state_time = player_metadata.weapon_state_time + deltaTime
|
|
|
|
|
|
|
|
local player_velocity_magnitude = get_player_2d_velocity_magnitude(player_metadata.player)
|
|
|
|
player_metadata.speed_smoothing_samples[math.floor(player_metadata.life_time * 100 % first_person_shooter.maximum_speed_smoothing_samples)] = player_velocity_magnitude
|
|
|
|
local average_speed = player_metadata:get_average_speed()
|
|
|
|
|
|
|
|
if average_speed == 0 then
|
|
|
|
player_metadata.movement_amount = player_metadata.movement_amount - deltaTime
|
|
|
|
else
|
|
|
|
player_metadata.movement_amount = player_metadata.movement_amount + deltaTime
|
|
|
|
end
|
|
|
|
player_metadata.movement_amount = clamp(player_metadata.movement_amount, 0, 1)
|
|
|
|
|
|
|
|
local breathing_x_offset = math.cos(player_metadata.life_time) * 0.002
|
|
|
|
local breathing_y_offset = math.sin(player_metadata.life_time * 1.25) * 0.005
|
|
|
|
local movement_x_offset = (math.sin(player_metadata.life_time * average_speed * 1.5) * 0.012) * player_metadata.movement_amount
|
|
|
|
local movement_y_offset = (math.sin(player_metadata.life_time * average_speed * 3) * 0.013) * player_metadata.movement_amount
|
|
|
|
|
|
|
|
local animation_data = first_person_shooter.get_player_weapon_animation_data(player_metadata, weapon_metadata)
|
|
|
|
player_metadata.player:hud_remove(player_metadata.weapon_hud_element)
|
|
|
|
player_metadata.weapon_hud_element = player_metadata.player:hud_add({
|
|
|
|
hud_elem_type = "image",
|
2019-09-18 23:47:08 -05:00
|
|
|
text = animation_data.weapon_state_animation.texture_prefix .. "." .. animation_data.frame_number .. ".png",
|
2019-09-18 17:29:24 -05:00
|
|
|
position = {
|
|
|
|
x = 0.5 - breathing_x_offset - movement_x_offset,
|
|
|
|
y = 0.55 - breathing_y_offset - movement_y_offset
|
|
|
|
},
|
|
|
|
scale = { x = -100, y = -100 },
|
|
|
|
alignment = { x = 0, y = 0 },
|
|
|
|
offset = { x = 0, y = 0 },
|
|
|
|
size = { x = 1280, y = 720 },
|
|
|
|
})
|
|
|
|
|
|
|
|
local animation_duration = (animation_data.weapon_state_animation.total_frames - 1) / weapon_metadata.animation_framerate
|
|
|
|
if player_metadata.weapon_state_time >= animation_duration then
|
|
|
|
first_person_shooter.on_weapon_state_end(player_metadata)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
first_person_shooter.update = function(deltaTime)
|
|
|
|
first_person_shooter.update_players(deltaTime)
|
2019-09-18 17:40:03 -05:00
|
|
|
local current_time = minetest.get_server_uptime()
|
|
|
|
minetest.after(1 / first_person_shooter.tick_rate, first_person_shooter.update, current_time - first_person_shooter.last_update_time)
|
|
|
|
first_person_shooter.last_update_time = current_time
|
2019-09-18 17:29:24 -05:00
|
|
|
end
|
|
|
|
|
|
|
|
minetest.register_on_joinplayer(first_person_shooter.initialize_player)
|
2019-09-18 17:40:03 -05:00
|
|
|
first_person_shooter.update()
|