-- Minetest 0.4 mod: player -- See README.txt for licensing and other information. mcl_player = {} -- Player animation blending -- Note: This is currently broken due to a bug in Irrlicht, leave at 0 local animation_blend = 0 mcl_player.registered_player_models = { } -- Local for speed. local models = mcl_player.registered_player_models function mcl_player.player_register_model(name, def) models[name] = def end -- Default player appearance mcl_player.player_register_model("character.b3d", { animation_speed = 30, textures = {"character.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}, sit = {x= 81, y=160}, sneak_stand = {x=222, y=302}, sneak_mine = {x=346, y=366}, sneak_walk = {x=304, y=323}, sneak_walk_mine = {x=325, y=344}, run_walk = {x=440, y=460}, run_walk_mine = {x=461, y=481}, }, }) -- Player stats and animations local player_model = {} local player_textures = {} local player_anim = {} local player_sneak = {} mcl_player.player_attached = {} function mcl_player.player_get_animation(player) local name = player:get_player_name() return { model = player_model[name], textures = player_textures[name], animation = player_anim[name], } end -- Called when a player's appearance needs to be updated function mcl_player.player_set_model(player, model_name) local name = player:get_player_name() local model = models[model_name] if model then if player_model[name] == model_name then return end player:set_properties({ mesh = model_name, textures = player_textures[name] or model.textures, visual = "mesh", visual_size = model.visual_size or {x=1, y=1}, damage_texture_modifier = "^[colorize:red:130", }) mcl_player.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 mcl_player.player_set_textures(player, textures, preview) local name = player:get_player_name() player_textures[name] = textures player:set_properties({textures = textures,}) if preview then player:get_meta():set_string("mcl_player:preview", preview) end end function mcl_player.player_get_preview(player) local preview = player:get_meta():get_string("mcl_player:preview") if preview == nil or preview == "" then return "player.png" else return preview end end function mcl_player.get_player_formspec_model(player, x, y, w, h, fsname) local name = player:get_player_name() local model = player_model[name] local anim = models[model].animations[player_anim[name]] return "model[" .. x .. "," .. y .. ";" .. w .. "," .. h .. ";" .. fsname .. ";" .. model .. ";" .. table.concat(player_textures[name], ",") .. ";0," .. 180 .. ";false;false;" .. anim.x .. "," .. anim.y .. "]" end function mcl_player.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) mcl_player.player_attached[player:get_player_name()] = false mcl_player.player_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) player:set_fov(86.1) -- see >>> 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 = mcl_player.player_set_animation local player_attached = mcl_player.player_attached -- Check each player and apply animations minetest.register_globalstep(function(dtime) for _, player in ipairs(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 -- ask if player is swiming local head_in_water = minetest.get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 -- ask if player is sprinting local is_sprinting = mcl_sprint.is_sprinting(name) local velocity = player:get_velocity() or player:get_player_velocity() -- Apply animations based on what the player is doing if player:get_hp() == 0 then player_set_animation(player, "lay") elseif walking and velocity.x > 0.35 or walking and velocity.x < -0.35 or walking and velocity.z > 0.35 or walking and velocity.z < -0.35 then if player_sneak[name] ~= controls.sneak then player_anim[name] = nil player_sneak[name] = controls.sneak end if controls.LMB and not controls.sneak and head_in_water and is_sprinting == true then player_set_animation(player, "swim_walk_mine", animation_speed_mod) elseif not controls.sneak and head_in_water and is_sprinting == true then player_set_animation(player, "swim_walk", animation_speed_mod) elseif is_sprinting == true and controls.LMB and not controls.sneak and not head_in_water then player_set_animation(player, "run_walk_mine", animation_speed_mod) elseif controls.LMB and not controls.sneak then player_set_animation(player, "walk_mine", animation_speed_mod) elseif controls.LMB and controls.sneak and is_sprinting ~= true then player_set_animation(player, "sneak_walk_mine", animation_speed_mod) elseif is_sprinting == true and not controls.sneak and not head_in_water then player_set_animation(player, "run_walk", animation_speed_mod) elseif controls.sneak and not controls.LMB then player_set_animation(player, "sneak_walk", animation_speed_mod) else player_set_animation(player, "walk", animation_speed_mod) end elseif controls.LMB and not controls.sneak and head_in_water and is_sprinting == true then player_set_animation(player, "swim_mine") elseif not controls.LMB and not controls.sneak and head_in_water and is_sprinting == true then player_set_animation(player, "swim_stand") elseif controls.LMB and not controls.sneak then player_set_animation(player, "mine") elseif controls.LMB and controls.sneak then player_set_animation(player, "sneak_mine") elseif not controls.sneak and head_in_water and is_sprinting == true then player_set_animation(player, "swim_stand", animation_speed_mod) elseif not controls.sneak then player_set_animation(player, "stand", animation_speed_mod) else player_set_animation(player, "sneak_stand", animation_speed_mod) end end end end) -- Don't change HP if the player falls in the water or through End Portal: minetest.register_on_player_hpchange(function(player, hp_change, reason) if reason and reason.type == "fall" and player then local pos = player:get_pos() local node = minetest.get_node(pos) local velocity = player:get_velocity() or player:get_player_velocity() or {x=0,y=-10,z=0} local v_axis_max = math.max(math.abs(velocity.x), math.abs(velocity.y), math.abs(velocity.z)) local step = {x = velocity.x / v_axis_max, y = velocity.y / v_axis_max, z = velocity.z / v_axis_max} for i = 1, math.ceil(v_axis_max/5)+1 do -- trace at least 1/5 of the way per second if not node or node.name == "ignore" then minetest.get_voxel_manip():read_from_map(pos, pos) node = minetest.get_node(pos) end if node then if minetest.registered_nodes[node.name].walkable then return hp_change end if minetest.get_item_group(node.name, "water") ~= 0 then return 0 end if node.name == "mcl_portals:portal_end" then if mcl_portals and mcl_portals.end_teleport then mcl_portals.end_teleport(player) end return 0 end end pos = vector.add(pos, step) node = minetest.get_node(pos) end end return hp_change end, true)