Add sound for chorus fruit teleport
[MineClone/MineClone2.git] / mods / PLAYER / mcl_player / init.lua
blob599acd65a159147fef713674bf9662477a47e1f1
1 -- Minetest 0.4 mod: player
2 -- See README.txt for licensing and other information.
3 mcl_player = {}
5 -- Player animation blending
6 -- Note: This is currently broken due to a bug in Irrlicht, leave at 0
7 local animation_blend = 0
9 mcl_player.registered_player_models = { }
11 -- Local for speed.
12 local models = mcl_player.registered_player_models
14 function mcl_player.player_register_model(name, def)
15 models[name] = def
16 end
18 -- Default player appearance
19 mcl_player.player_register_model("character.b3d", {
20 animation_speed = 30,
21 textures = {"character.png", },
22 animations = {
23 -- Standard animations.
24 stand = { x= 0, y= 79, },
25 lay = { x=162, y=166, },
26 walk = { x=168, y=187, },
27 mine = { x=189, y=198, },
28 walk_mine = { x=200, y=219, },
29 sit = { x= 81, y=160, },
33 -- Player stats and animations
34 local player_model = {}
35 local player_textures = {}
36 local player_anim = {}
37 local player_sneak = {}
38 mcl_player.player_attached = {}
40 function mcl_player.player_get_animation(player)
41 local name = player:get_player_name()
42 return {
43 model = player_model[name],
44 textures = player_textures[name],
45 animation = player_anim[name],
47 end
49 -- Called when a player's appearance needs to be updated
50 function mcl_player.player_set_model(player, model_name)
51 local name = player:get_player_name()
52 local model = models[model_name]
53 if model then
54 if player_model[name] == model_name then
55 return
56 end
57 player:set_properties({
58 mesh = model_name,
59 textures = player_textures[name] or model.textures,
60 visual = "mesh",
61 visual_size = model.visual_size or {x=1, y=1},
63 mcl_player.player_set_animation(player, "stand")
64 else
65 player:set_properties({
66 textures = { "player.png", "player_back.png", },
67 visual = "upright_sprite",
69 end
70 player_model[name] = model_name
71 end
73 function mcl_player.player_set_textures(player, textures)
74 local name = player:get_player_name()
75 player_textures[name] = textures
76 player:set_properties({textures = textures,})
77 end
79 function mcl_player.player_set_animation(player, anim_name, speed)
80 local name = player:get_player_name()
81 if player_anim[name] == anim_name then
82 return
83 end
84 local model = player_model[name] and models[player_model[name]]
85 if not (model and model.animations[anim_name]) then
86 return
87 end
88 local anim = model.animations[anim_name]
89 player_anim[name] = anim_name
90 player:set_animation(anim, speed or model.animation_speed, animation_blend)
91 end
93 -- Update appearance when the player joins
94 minetest.register_on_joinplayer(function(player)
95 mcl_player.player_attached[player:get_player_name()] = false
96 mcl_player.player_set_model(player, "character.b3d")
97 player:set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, 30)
98 end)
100 minetest.register_on_leaveplayer(function(player)
101 local name = player:get_player_name()
102 player_model[name] = nil
103 player_anim[name] = nil
104 player_textures[name] = nil
105 end)
107 -- Localize for better performance.
108 local player_set_animation = mcl_player.player_set_animation
109 local player_attached = mcl_player.player_attached
111 -- Check each player and apply animations
112 minetest.register_globalstep(function(dtime)
113 for _, player in pairs(minetest.get_connected_players()) do
114 local name = player:get_player_name()
115 local model_name = player_model[name]
116 local model = model_name and models[model_name]
117 if model and not player_attached[name] then
118 local controls = player:get_player_control()
119 local walking = false
120 local animation_speed_mod = model.animation_speed or 30
122 -- Determine if the player is walking
123 if controls.up or controls.down or controls.left or controls.right then
124 walking = true
127 -- Determine if the player is sneaking, and reduce animation speed if so
128 if controls.sneak then
129 animation_speed_mod = animation_speed_mod / 2
132 -- Apply animations based on what the player is doing
133 if player:get_hp() == 0 then
134 player_set_animation(player, "lay")
135 elseif walking then
136 if player_sneak[name] ~= controls.sneak then
137 player_anim[name] = nil
138 player_sneak[name] = controls.sneak
140 if controls.LMB then
141 player_set_animation(player, "walk_mine", animation_speed_mod)
142 else
143 player_set_animation(player, "walk", animation_speed_mod)
145 elseif controls.LMB then
146 player_set_animation(player, "mine")
147 else
148 player_set_animation(player, "stand", animation_speed_mod)
152 end)