minetest/mods/default/player.lua
Cy bbf47e4e67 Player animation bug
The thing in default/player.lua was causing a crash if anyone used a
player model besides character.x. kaeza said they also needed a way to
register animations for models. (an animation being constants for a
finite state machine inside the model, which cannot be introspected
from the model?) So now it assumes the character.x animation is the
right constants for all models, except those who have an animation
registered, instead of crashing for all models besides character.x
2013-10-18 11:41:11 -07:00

151 lines
4.1 KiB
Lua

-- Minetest 0.4 mod: player
-- See README.txt for licensing and other information.
--
-- Start of configuration area:
--
-- Player animation speed
animation_speed = 30
-- Player animation blending
-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
animation_blend = 0
-- Default player appearance
default_model = "character.x"
default_textures = {"character.png", }
if default.player == nil then
default.player = {}
end
-- Each model (character.x weild3d_character.x pony.x etc)
-- may have different uh... indexes(?) for the state changes
-- such as beginning to stand or done sitting.
local animations = {}
default.player.register_model_animation = function(model,animation)
animations[model] = animation
end
-- Frame ranges for each player model
function player_get_animations(model)
local animation = animations[model]
if animation then
return animation
end
if default.player.default_animation then
return default.player.default_animation
end
return {
stand_START = 0,
stand_END = 79,
sit_START = 81,
sit_END = 160,
lay_START = 162,
lay_END = 166,
walk_START = 168,
walk_END = 187,
mine_START = 189,
mine_END = 198,
walk_mine_START = 200,
walk_mine_END = 219
}
end
--
-- End of configuration area.
--
-- Player stats and animations
local player_model = {}
local player_anim = {}
local player_sneak = {}
local ANIM_STAND = 1
local ANIM_SIT = 2
local ANIM_LAY = 3
local ANIM_WALK = 4
local ANIM_WALK_MINE = 5
local ANIM_MINE = 6
-- Called when a player's appearance needs to be updated
function player_update_visuals(pl)
local name = pl:get_player_name()
player_model[name] = default_model
player_anim[name] = 0 -- Animation will be set further below immediately
player_sneak[name] = false
prop = {
mesh = default_model,
textures = default_textures,
visual = "mesh",
visual_size = {x=1, y=1},
}
pl:set_properties(prop)
end
-- Update appearance when the player joins
minetest.register_on_joinplayer(player_update_visuals)
-- Check each player and apply animations
function player_step(dtime)
for _, pl in pairs(minetest.get_connected_players()) do
local name = pl:get_player_name()
local anim = player_get_animations(player_model[name])
local controls = pl:get_player_control()
local walking = false
local animation_speed_mod = animation_speed
-- Determine if the player is walking
if controls.up or controls.down or controls.left or controls.right then
walking = true
end
-- Determine if the player is sneaking, and reduce animation speed if so
if controls.sneak and pl:get_hp() ~= 0 and (walking or controls.LMB) then
animation_speed_mod = animation_speed_mod / 2
-- Refresh player animation below if sneak state changed
if not player_sneak[name] then
player_anim[name] = 0
player_sneak[name] = true
end
else
-- Refresh player animation below if sneak state changed
if player_sneak[name] then
player_anim[name] = 0
player_sneak[name] = false
end
end
-- Apply animations based on what the player is doing
if pl:get_hp() == 0 then
if player_anim[name] ~= ANIM_LAY then
pl:set_animation({x=anim.lay_START, y=anim.lay_END}, animation_speed_mod, animation_blend)
player_anim[name] = ANIM_LAY
end
elseif walking and controls.LMB then
if player_anim[name] ~= ANIM_WALK_MINE then
pl:set_animation({x=anim.walk_mine_START, y=anim.walk_mine_END}, animation_speed_mod, animation_blend)
player_anim[name] = ANIM_WALK_MINE
end
elseif walking then
if player_anim[name] ~= ANIM_WALK then
pl:set_animation({x=anim.walk_START, y=anim.walk_END}, animation_speed_mod, animation_blend)
player_anim[name] = ANIM_WALK
end
elseif controls.LMB then
if player_anim[name] ~= ANIM_MINE then
pl:set_animation({x=anim.mine_START, y=anim.mine_END}, animation_speed_mod, animation_blend)
player_anim[name] = ANIM_MINE
end
elseif player_anim[name] ~= ANIM_STAND then
pl:set_animation({x=anim.stand_START, y=anim.stand_END}, animation_speed_mod, animation_blend)
player_anim[name] = ANIM_STAND
end
end
end
minetest.register_globalstep(player_step)
-- END