Improve and optimize the player script and add better comments

This commit is contained in:
MirceaKitsune 2012-11-25 13:20:17 +02:00 committed by Perttu Ahola
parent c7a4a68d28
commit 7a01de2f36
1 changed files with 40 additions and 29 deletions

View File

@ -1,9 +1,14 @@
-- Minetest 0.4 mod: player
-- See README.txt for licensing and other information.
-- Animation speed
--
-- Start of configuration area:
--
-- Player animation speed
animation_speed = 30
-- Animation blending
-- Player animation blending
-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
animation_blend = 0
@ -11,16 +16,6 @@ animation_blend = 0
default_model = "character.x"
default_texture = "character.png"
-- Player states
local player_model = {}
local player_anim = {}
local player_sneak = {}
local ANIM_STAND = 0
local ANIM_WALK = 1
local ANIM_WALK_MINE = 2
local ANIM_MINE = 3
local ANIM_DEATH = 4
-- Frame ranges for each player model
function player_get_animations(model)
if model == "character.x" then
@ -39,54 +34,70 @@ function player_get_animations(model)
end
end
-- Called whenever a player's appearance needs to be updated
function player_update_visuals(player)
player_model[player:get_player_name()] = default_model
player_anim[player:get_player_name()] = ANIM_STAND
--
-- End of configuration area.
--
local name = player:get_player_name()
local anim = player_get_animations(player_model[name])
-- Player stats and animations
local player_model = {}
local player_anim = {}
local player_sneak = {}
local ANIM_STAND = 1
local ANIM_WALK = 2
local ANIM_WALK_MINE = 3
local ANIM_MINE = 4
local ANIM_DEATH = 5
-- 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_texture, },
visual = "mesh",
visual_size = {x=1, y=1},
}
player:set_properties(prop)
player:set_animation({x=anim.stand_START, y=anim.stand_END}, animation_speed, animation_blend) -- initial animation
pl:set_properties(prop)
end
-- Update appearance when the player joins
minetest.register_on_joinplayer(player_update_visuals)
-- Global environment step function
function on_step(dtime)
-- 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_modified = animation_speed
-- Determine if the player is walking
if controls.up or controls.down or controls.left or controls.right then
walking = true
end
local animation_speed_modified = animation_speed
-- 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_modified = animation_speed_modified / 2
-- Refresh player animation below
-- Refresh player animation below if sneak state changed
if not player_sneak[name] then
player_anim[name] = -1
player_anim[name] = 0
player_sneak[name] = true
end
else
-- Refresh player animation below
-- Refresh player animation below if sneak state changed
if player_sneak[name] then
player_anim[name] = -1
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_DEATH then
-- TODO: The death animation currently loops, we must make it play only once then stay at the last frame somehow
@ -114,6 +125,6 @@ function on_step(dtime)
end
end
end
minetest.register_globalstep(on_step)
minetest.register_globalstep(player_step)
-- END