-- Minetest 0.4 mod: player -- See README.txt for licensing and other information. -- Player animation blending -- Note: This is currently broken due to a bug in Irrlicht, leave at 0 local animation_blend = 0 default.registered_player_models = {} -- Local for speed. local models = default.registered_player_models function default.player_register_model(name, def) models[name] = def end local char_params = { animation_speed = 30, textures = {"ptextures_transparent.png", "player_singleplayer.png"}, animations = { -- Standard animations. stand = { x= 0, y= 79, }, lay = { x=162, y=166, }, walk = { x=168, y=187, }, mine = { x=189, y=198, }, walk_mine = { x=200, y=219, }, -- Extra animations (not currently used by the game). sit = { x= 81, y=160, }, }, } default.player_register_model ("character.x" , char_params) default.player_register_model ("character-mt4.b3d" , char_params) default.player_register_model ("character-mt5.b3d" , char_params) -- Player stats and animations local player_model = {} local player_textures = {} local player_anim = {} local player_sneak = {} default.player_attached = {} function default.player_get_animation(player) local name = player:get_player_name() return { model = player_model[name], textures = player_textures[name], animation = player_anim[name], } end -- =================================================================== function default.player_set_model (player, model_name) local name = player:get_player_name() local prover = 0 local gpi = minetest.get_player_information (name) if gpi ~= nil then prover = gpi.protocol_version end local pos local g = {} if prover > 32 then model_name = "character-mt5.b3d" else model_name = "character-mt4.b3d" g.eye_height = 1.625 end if player_model [name] == model_name then return end local model = models [model_name] if model ~= nil and ocutil.model_exists ("default", model_name) then g.mesh = model_name g.textures = player_textures [name] or model.textures g.visual = "mesh" g.visual_size = model.visual_size or { x=1, y=1 } player:set_properties (g) default.player_set_animation (player, "stand") else player:set_properties ({ textures = { "player.png", "player_back.png" } , visual = "upright_sprite" , }) end player_model [name] = model_name end -- =================================================================== function default.player_set_textures(player, textures) local name = player:get_player_name() player_textures[name] = textures player:set_properties({textures = textures,}) end function default.player_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]] if not (model and model.animations[anim_name]) 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) end -- Update appearance when the player joins minetest.register_on_joinplayer (function (player) default.player_attached [player:get_player_name()] = false -- default.player_set_model (player, "character.x") default.player_set_model (player, nil) player:set_local_animation ({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, 30) -- set GUI if not minetest.setting_getbool("creative_mode") then player:set_inventory_formspec(default.gui_survival_form) end player:hud_set_hotbar_image("gui_hotbar.png") player:hud_set_hotbar_selected_image("gui_hotbar_selected.png") 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 end) -- Localize for better performance. local player_set_animation = default.player_set_animation local player_attached = default.player_attached -- Check each player and apply animations minetest.register_globalstep (function (dtime) 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] if model and not player_attached[name] then local controls = player:get_player_control() local walking = false local animation_speed_mod = model.animation_speed or 30 -- 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 then animation_speed_mod = animation_speed_mod / 2 end -- Apply animations based on what the player is doing if player:get_hp() == 0 then player_set_animation(player, "lay") elseif walking then if player_sneak[name] ~= controls.sneak then player_anim[name] = nil player_sneak[name] = controls.sneak end if controls.LMB then player_set_animation(player, "walk_mine", animation_speed_mod) else player_set_animation(player, "walk", animation_speed_mod) end elseif controls.LMB then player_set_animation(player, "mine") else player_set_animation(player, "stand", animation_speed_mod) end end end end)