Redo player_api

This commit is contained in:
Lars Mueller 2020-09-26 09:51:43 +02:00
parent dd91a1bfe5
commit e1b1c2a921
2 changed files with 51 additions and 59 deletions

View file

@ -1,13 +1,10 @@
-- Minetest 0.4 mod: player
-- See README.txt for licensing and other information.
player_api = {}
-- Player animation blending
-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
local animation_blend = 0
player_api.registered_models = { }
player_api.registered_models = {}
-- Local for speed.
local models = player_api.registered_models
@ -17,80 +14,90 @@ function player_api.register_model(name, def)
end
-- Player stats and animations
local player_model = {}
local player_textures = {}
local player_anim = {}
local player_sneak = {}
-- model, textures, animation
local players = {}
player_api.player_attached = {}
function player_api.get_animation(player)
local name = player:get_player_name()
return {
model = player_model[name],
textures = player_textures[name],
animation = player_anim[name],
}
return players[player:get_player_name()]
end
-- Called when a player's appearance needs to be updated
function player_api.set_model(player, model_name)
local name = player:get_player_name()
local player_data = players[player:get_player_name()]
if player_data.model == model_name then
return
end
local model = models[model_name]
if model then
if player_model[name] == model_name then
return
end
player:set_properties({
player:set_properties{
mesh = model_name,
textures = player_textures[name] or model.textures,
textures = player_data.textures or model.textures,
visual = "mesh",
visual_size = model.visual_size or {x = 1, y = 1},
collisionbox = model.collisionbox or {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
stepheight = model.stepheight or 0.6,
eye_height = model.eye_height or 1.47,
})
}
local animations = model.animations
player:set_local_animation(
animations.stand,
animations.walk,
animations.mine,
animations.walk_mine,
model.animation_speed or 30
)
player_api.set_animation(player, "stand")
else
player:set_properties({
player:set_properties{
textures = {"player.png", "player_back.png"},
visual = "upright_sprite",
visual_size = {x = 1, y = 2},
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.75, 0.3},
stepheight = 0.6,
eye_height = 1.625,
})
}
end
player_model[name] = model_name
player_data.model = model_name
end
function player_api.set_textures(player, textures)
local name = player:get_player_name()
local model = models[player_model[name]]
local model_textures = model and model.textures or nil
player_textures[name] = textures or model_textures
player:set_properties({textures = textures or model_textures})
local player_data = players[player:get_player_name()]
local model = models[player_data.model]
local new_textures = model and model.textures or textures
player_data.textures = new_textures
player:set_properties{textures = new_textures}
end
function player_api.set_animation(player, anim_name, speed)
local name = player:get_player_name()
if player_anim[name] == anim_name then
return
end
local model = player_model[name] and models[player_model[name]]
local player_data = players[player:get_player_name()]
local model = models[player_data.model]
if not (model and model.animations[anim_name]) then
return
end
speed = speed or model.animation_speed
if player_data.animation == anim_name and player_data.animation_speed == speed then
return
end
local anim = model.animations[anim_name]
player_anim[name] = anim_name
player:set_animation(anim, speed or model.animation_speed, animation_blend)
player_data.animation = anim_name
player_data.animation_speed = speed
player:set_animation(anim, speed, animation_blend)
player:set_properties{
collisionbox = anim.collisionbox or model.collisionbox,
eye_height = anim.eye_height or model.eye_height
}
end
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
players[name] = {}
player_api.player_attached[name] = false
end)
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
player_model[name] = nil
player_anim[name] = nil
player_textures[name] = nil
player_sneak[name] = nil
players[name] = nil
player_api.player_attached[name] = nil
end)
@ -111,8 +118,8 @@ end
minetest.register_globalstep(function()
for _, player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name()
local model_name = player_model[name]
local model = model_name and models[model_name]
local player_data = players[name]
local model = models[player_data.model]
if model and not player_attached[name] then
local controls = player:get_player_control()
local animation_speed_mod = model.animation_speed or 30
@ -125,12 +132,7 @@ minetest.register_globalstep(function()
-- Apply animations based on what the player is doing
if player:get_hp() == 0 then
player_set_animation(player, "lay")
-- Determine if the player is walking
elseif controls.up or controls.down or controls.left or controls.right then
if player_sneak[name] ~= controls.sneak then
player_anim[name] = nil
player_sneak[name] = controls.sneak
end
if controls.LMB or controls.RMB then
player_set_animation(player, "walk_mine", animation_speed_mod)
else

View file

@ -1,5 +1,3 @@
-- player/init.lua
dofile(minetest.get_modpath("player_api") .. "/api.lua")
-- Default player appearance
@ -9,11 +7,11 @@ player_api.register_model("character.b3d", {
animations = {
-- Standard animations.
stand = {x = 0, y = 79},
lay = {x = 162, y = 166},
lay = {x = 162, y = 166, collisionbox = {-0.6, 0.0, -0.6, 0.6, 0.3, 0.6}, eye_height = 0.3},
walk = {x = 168, y = 187},
mine = {x = 189, y = 198},
walk_mine = {x = 200, y = 219},
sit = {x = 81, y = 160},
sit = {x = 81, y = 160, collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.0, 0.3}, eye_height = 0.8}
},
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
stepheight = 0.6,
@ -22,13 +20,5 @@ player_api.register_model("character.b3d", {
-- Update appearance when the player joins
minetest.register_on_joinplayer(function(player)
player_api.player_attached[player:get_player_name()] = false
player_api.set_model(player, "character.b3d")
player:set_local_animation(
{x = 0, y = 79},
{x = 168, y = 187},
{x = 189, y = 198},
{x = 200, y = 219},
30
)
end)