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Add boat paddling animation

objects
Wuzzy 2017-07-08 17:26:07 +02:00
parent 4c1bf8d978
commit 381147edab
1 changed files with 28 additions and 6 deletions

View File

@ -45,18 +45,13 @@ local boat = {
mesh = "mcl_boats_boat.b3d", mesh = "mcl_boats_boat.b3d",
textures = {"mcl_boats_texture_oak_boat.png"}, textures = {"mcl_boats_texture_oak_boat.png"},
visual_size = boat_visual_size, visual_size = boat_visual_size,
animation = {
speed_normal = 25, speed_run = 50,
stand_start = 0, stand_end = 0,
walk_start = 0, walk_end = 40,
run_start = 0, run_end = 40,
},
_driver = nil, -- Attached driver (player) or nil if none _driver = nil, -- Attached driver (player) or nil if none
_v = 0, -- Speed _v = 0, -- Speed
_last_v = 0, -- Temporary speed variable _last_v = 0, -- Temporary speed variable
_removed = false, -- If true, boat entity is considered removed (e.g. after punch) and should be ignored _removed = false, -- If true, boat entity is considered removed (e.g. after punch) and should be ignored
_itemstring = "mcl_boats:boat", -- Itemstring of the boat item (implies boat type) _itemstring = "mcl_boats:boat", -- Itemstring of the boat item (implies boat type)
_animation = 0, -- 0: not animated; 1: paddling forwards; -1: paddling forwards
} }
function boat.on_rightclick(self, clicker) function boat.on_rightclick(self, clicker)
@ -139,6 +134,7 @@ function boat.on_punch(self, puncher)
end end
end end
local paddling_speed = 22
function boat.on_step(self, dtime) function boat.on_step(self, dtime)
self._v = get_v(self.object:getvelocity()) * get_sign(self._v) self._v = get_v(self.object:getvelocity()) * get_sign(self._v)
@ -146,9 +142,29 @@ function boat.on_step(self, dtime)
local ctrl = self._driver:get_player_control() local ctrl = self._driver:get_player_control()
local yaw = self.object:getyaw() local yaw = self.object:getyaw()
if ctrl.up then if ctrl.up then
-- Forwards
self._v = self._v + 0.1 self._v = self._v + 0.1
-- Paddling animation
if self._animation ~= 1 then
self.object:set_animation({x=0, y=40}, paddling_speed, 0, true)
self._animation = 1
end
elseif ctrl.down then elseif ctrl.down then
-- Backwards
self._v = self._v - 0.1 self._v = self._v - 0.1
-- Paddling animation, reversed
if self._animation ~= -1 then
self.object:set_animation({x=0, y=40}, -paddling_speed, 0, true)
self._animation = -1
end
else
-- Stop paddling animation if no control pressed
if self._animation ~= 0 then
self.object:set_animation({x=0, y=40}, 0, 0, true)
self._animation = 0
end
end end
if ctrl.left then if ctrl.left then
if self._v < 0 then if self._v < 0 then
@ -163,6 +179,12 @@ function boat.on_step(self, dtime)
self.object:setyaw(yaw - (1 + dtime) * 0.03) self.object:setyaw(yaw - (1 + dtime) * 0.03)
end end
end end
else
-- Stop paddling without driver
if self._animation ~= 0 then
self.object:set_animation({x=0, y=40}, 0, 0, true)
self._animation = 0
end
end end
local velo = self.object:getvelocity() local velo = self.object:getvelocity()
if self._v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then if self._v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then