Implement basic mob walking animation test
parent
d07d0ae31c
commit
246bdf9707
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@ -299,10 +299,9 @@ function mobs:register_mob(name, def)
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pushable = def.pushable or true,
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--j4i stuff
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--automatic_rotate = 360,
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yaw = 0,
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automatic_face_movement_dir = def.rotate or 0, -- 0=front, 90=side, 180=back, 270=side2
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automatic_face_movement_max_rotation_per_sec = 270, --degrees
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automatic_face_movement_max_rotation_per_sec = 360, --degrees
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backface_culling = true,
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walk_timer = 0,
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stand_timer = 0,
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@ -20,6 +20,8 @@ local do_states = function(self, dtime)
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self.state_timer = math.random(0,2) + math.random()
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--let's do a random state
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self.yaw = (math_random() * (math.pi * 2))
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mobs.set_animation(self, "walk")
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end
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mobs.set_velocity(self,1)
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@ -46,7 +48,6 @@ local jump_check = function(self,dtime)
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local test_dir = vector.add(pos,dir)
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if minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0 then
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print("jump")
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mobs.jump(self)
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end
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end
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@ -3,7 +3,7 @@ local math_sin = math.sin
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local math_cos = math.cos
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-- set defined animation
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local set_animation = function(self, anim, fixed_frame)
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mobs.set_animation = function(self, anim, fixed_frame)
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if not self.animation or not anim then
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return
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end
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@ -13,9 +13,8 @@ local set_animation = function(self, anim, fixed_frame)
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self.animation.current = self.animation.current or ""
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if (anim == self.animation.current
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or not self.animation[anim .. "_start"]
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or not self.animation[anim .. "_end"]) and self.state ~= "die" then
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if (not self.animation[anim .. "_start"] or not self.animation[anim .. "_end"]) then
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print("largablarga")
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return
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end
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@ -37,12 +36,6 @@ local set_animation = function(self, anim, fixed_frame)
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end
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-- above function exported for mount.lua
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function mobs:set_animation(self, anim)
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set_animation(self, anim)
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end
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mobs.death_effect = function(pos, yaw, collisionbox, rotate)
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@ -194,7 +194,7 @@ mobs.mob_activate = function(self, staticdata, def, dtime)
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self.object:set_properties(self)
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--update_tag(self)
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--set_animation(self, "stand")
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--mobs.set_animation(self, "stand")
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-- run on_spawn function if found
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if self.on_spawn and not self.on_spawn_run then
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