Models allow multiple materials with multiple textures, so make the player texture field a list instead

This commit is contained in:
MirceaKitsune 2012-11-25 13:22:44 +02:00 committed by Perttu Ahola
parent 7a01de2f36
commit cb4bfa51a1
1 changed files with 9 additions and 9 deletions

View File

@ -14,7 +14,7 @@ animation_blend = 0
-- Default player appearance
default_model = "character.x"
default_texture = "character.png"
default_textures = {"character.png", }
-- Frame ranges for each player model
function player_get_animations(model)
@ -57,7 +57,7 @@ function player_update_visuals(pl)
player_sneak[name] = false
prop = {
mesh = default_model,
textures = {default_texture, },
textures = default_textures,
visual = "mesh",
visual_size = {x=1, y=1},
}
@ -74,7 +74,7 @@ function player_step(dtime)
local anim = player_get_animations(player_model[name])
local controls = pl:get_player_control()
local walking = false
local animation_speed_modified = animation_speed
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
@ -83,7 +83,7 @@ function player_step(dtime)
-- 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
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
@ -101,26 +101,26 @@ function player_step(dtime)
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
pl:set_animation({x=anim.death_START, y=anim.death_END}, animation_speed_modified, animation_blend)
pl:set_animation({x=anim.death_START, y=anim.death_END}, animation_speed_mod, animation_blend)
player_anim[name] = ANIM_DEATH
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_modified, animation_blend)
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_modified, animation_blend)
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_modified, animation_blend)
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_modified, animation_blend)
pl:set_animation({x=anim.stand_START, y=anim.stand_END}, animation_speed_mod, animation_blend)
player_anim[name] = ANIM_STAND
end
end