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Illuna-Minetest
illuna-minetest
Commits
3e2efdf1
Commit
3e2efdf1
authored
11 years ago
by
PilzAdam
Browse files
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Plain Diff
Add a little animation when changing the wielded item
parent
bc66f463
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Changes
3
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3 changed files
src/camera.cpp
+50
-11
50 additions, 11 deletions
src/camera.cpp
src/camera.h
+7
-1
7 additions, 1 deletion
src/camera.h
src/game.cpp
+1
-1
1 addition, 1 deletion
src/game.cpp
with
58 additions
and
13 deletions
src/camera.cpp
+
50
−
11
View file @
3e2efdf1
...
...
@@ -71,7 +71,12 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
m_digging_anim
(
0
),
m_digging_button
(
-
1
),
m_dummymesh
(
createCubeMesh
(
v3f
(
1
,
1
,
1
)))
m_dummymesh
(
createCubeMesh
(
v3f
(
1
,
1
,
1
))),
m_wield_change_timer
(
0.125
),
m_wield_mesh_next
(
NULL
),
m_previous_playeritem
(
-
1
),
m_previous_itemname
(
""
)
{
//dstream<<__FUNCTION_NAME<<std::endl;
...
...
@@ -142,6 +147,21 @@ void Camera::step(f32 dtime)
m_view_bobbing_fall
=
-
1
;
// Mark the effect as finished
}
if
(
m_wield_change_timer
<
0.125
)
m_wield_change_timer
+=
dtime
;
if
(
m_wield_change_timer
>
0.125
)
m_wield_change_timer
=
0.125
;
if
(
m_wield_change_timer
>=
0
&&
m_wield_change_timer
-
dtime
<
0
)
{
if
(
m_wield_mesh_next
)
{
m_wieldnode
->
setMesh
(
m_wield_mesh_next
);
m_wieldnode
->
setVisible
(
true
);
}
else
{
m_wieldnode
->
setVisible
(
false
);
}
m_wield_mesh_next
=
NULL
;
}
if
(
m_view_bobbing_state
!=
0
)
{
//f32 offset = dtime * m_view_bobbing_speed * 0.035;
...
...
@@ -351,6 +371,10 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
v3f
wield_position
=
v3f
(
55
,
-
35
,
65
);
//v3f wield_rotation = v3f(-100, 120, -100);
v3f
wield_rotation
=
v3f
(
-
100
,
120
,
-
100
);
if
(
m_wield_change_timer
<
0
)
wield_position
.
Y
-=
40
+
m_wield_change_timer
*
320
;
else
wield_position
.
Y
-=
40
-
m_wield_change_timer
*
320
;
if
(
m_digging_anim
<
0.05
||
m_digging_anim
>
0.5
){
f32
frac
=
1.0
;
if
(
m_digging_anim
>
0.5
)
...
...
@@ -559,18 +583,33 @@ void Camera::setDigging(s32 button)
m_digging_button
=
button
;
}
void
Camera
::
wield
(
const
ItemStack
&
item
)
void
Camera
::
wield
(
const
ItemStack
&
item
,
u16
playeritem
)
{
IItemDefManager
*
idef
=
m_gamedef
->
idef
();
scene
::
IMesh
*
wield_mesh
=
idef
->
getWieldMesh
(
item
.
getDefinition
(
idef
).
name
,
m_gamedef
);
if
(
wield_mesh
)
{
m_wieldnode
->
setMesh
(
wield_mesh
);
m_wieldnode
->
setVisible
(
true
);
}
else
{
m_wieldnode
->
setVisible
(
false
);
std
::
string
itemname
=
item
.
getDefinition
(
idef
).
name
;
m_wield_mesh_next
=
idef
->
getWieldMesh
(
itemname
,
m_gamedef
);
if
(
playeritem
!=
m_previous_playeritem
)
{
m_previous_playeritem
=
playeritem
;
m_previous_itemname
=
itemname
;
if
(
m_wield_change_timer
>=
0.125
)
m_wield_change_timer
=
-
0.125
;
else
if
(
m_wield_change_timer
>
0
)
{
m_wield_change_timer
=
-
m_wield_change_timer
;
}
}
else
{
if
(
m_wield_mesh_next
)
{
m_wieldnode
->
setMesh
(
m_wield_mesh_next
);
m_wieldnode
->
setVisible
(
true
);
}
else
{
m_wieldnode
->
setVisible
(
false
);
}
m_wield_mesh_next
=
NULL
;
if
(
m_previous_itemname
!=
itemname
)
{
m_previous_itemname
=
itemname
;
m_wield_change_timer
=
0
;
}
else
m_wield_change_timer
=
0.125
;
}
}
...
...
This diff is collapsed.
Click to expand it.
src/camera.h
+
7
−
1
View file @
3e2efdf1
...
...
@@ -117,7 +117,7 @@ class Camera
void
setDigging
(
s32
button
);
// Replace the wielded item mesh
void
wield
(
const
ItemStack
&
item
);
void
wield
(
const
ItemStack
&
item
,
u16
playeritem
);
// Draw the wielded tool.
// This has to happen *after* the main scene is drawn.
...
...
@@ -178,6 +178,12 @@ class Camera
//dummymesh for camera
irr
::
scene
::
IAnimatedMesh
*
m_dummymesh
;
// Animation when changing wielded item
f32
m_wield_change_timer
;
scene
::
IMesh
*
m_wield_mesh_next
;
u16
m_previous_playeritem
;
std
::
string
m_previous_itemname
;
};
#endif
This diff is collapsed.
Click to expand it.
src/game.cpp
+
1
−
1
View file @
3e2efdf1
...
...
@@ -3084,7 +3084,7 @@ void the_game(
ItemStack
item
;
if
(
mlist
!=
NULL
)
item
=
mlist
->
getItem
(
client
.
getPlayerItem
());
camera
.
wield
(
item
);
camera
.
wield
(
item
,
client
.
getPlayerItem
()
);
}
/*
...
...
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