Fixes
This commit is contained in:
@@ -1,6 +1,8 @@
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-- игрок
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actor_player = inherit_table(actor_base)
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actor_player.m_camera_offset_y = 0.5
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function actor_player:on_init()
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actor_base.on_init(self)
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@@ -14,7 +16,7 @@ function actor_player:on_init()
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self.m_weapon_entity_id = ent:get_id()
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self.m_in_reload = false
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--local ent2 = engine.get_entity_from_id(self.m_weapon_entity_id)
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--console.print(ent2:get_classname())
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end
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@@ -35,14 +37,15 @@ function actor_player:on_update(dt)
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if self:get_action() == ACTION_FIRE and self.m_in_reload == false then
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ent:play_animation(ent:find_animation("shoot1"), ANIM_PLAYBACK_NONE)
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engine.play_sound("data/sounds/weapons/ump45_shoot.wav")
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end
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if self:get_action() == ACTION_RELOAD and self.m_in_reload == false then
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ent:play_animation(ent:find_animation("reload"), ANIM_PLAYBACK_NONE)
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self.m_in_reload = true
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engine.play_sound("data/sounds/weapons/ump45_reload.wav")
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self.m_in_reload = true
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end
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if ent:get_current_animation() == ent:find_animation("shoot1") and
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ent:get_current_animation_time() >= ent:get_animation_time(ent:find_animation("shoot1")) then
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ent:play_animation(ent:find_animation("idle1"), ANIM_PLAYBACK_REPEAT)
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@@ -61,7 +64,3 @@ end
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function actor_player:on_collide(other)
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console.print(string.format("actor_player:on_collide: %s", other:get_classname()))
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end
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function play_sound( filename, is_3d, posx, posy, posz )
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-- body
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end
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65
data/scripts/help.lua
Normal file
65
data/scripts/help.lua
Normal file
@@ -0,0 +1,65 @@
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Globals:
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ACTION_FIRE = 0
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ACTION_ALT_FIRE = 1
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ACTION_RELOAD = 2
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ANIM_PLAYBACK_NONE = 0
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ANIM_PLAYBACK_REPEAT = 1
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engine.error(string message)
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engine.warning(string message)
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engine.create_entity(string classname) -- return an table to the new entity
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engine.add_entity_to_world(entity) -- add entity to the world
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engine.get_entity_from_id(integer id) -- return an entity table from
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engine.play_sound(string filename) -- play 2d sound
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camera.get_position() -- return x, y, z
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camera.get_front() -- return x, y, z
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camera.get_right() -- return x, y, z
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camera.get_up() -- return float
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camera.get_pitch() -- return float
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console.print(string message)
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Entity properties:
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string m_name
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integer m_id
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Entity methods:
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load_model(string filename)
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update_transform()
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translate(float x, float y, float z) -- addition to the current position
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set_position(float x, float y, float z) -- setting the position
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get_position() -- return x, y, z
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set_rotation(float x, float y, float z) -- setting the euler rotation
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set_rotation_from_vectors(float frontx, float fronty, float frontz,
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float rightx, float righty, float rightz,
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float upx, float upy, float upz) -- rotate around axis
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get_classname() -- return the classname of the entity
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get_id() -- return the id of the entity
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find_animation(string name) -- find a animation in the model
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play_animation(integer id, integer mode) -- play a animation with specified mode (ANIM_PLAYBACK_NONE, ANIM_PLAYBACK_REPEAT)
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get_current_animation() -- return the id to the current playing animation
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get_current_animation_time() -- return the current time of the current playing animation
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get_animation_time(integer id) -- return the time of a animation
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ActorBase methods:
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activate_camera()
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update_camera_look()
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update_camera_movement(float nubmer)
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create_body()
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update_body_movement(float nubmer)
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get_action() -- return an current mode (ACTION_FIRE, ACTION_ALT_FIRE, ACTION_RELOAD)
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@@ -27,10 +27,9 @@ function test_object:set_relative_position_to_camera( ent )
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local rightX, rightY, rightZ = camera.get_right()
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local upX, upY, upZ = camera.get_up()
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local yaw = camera.get_yaw()
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local pitch = camera.get_pitch()
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self:set_rotation(pitch, -yaw, 0.0)
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self:set_rotation_from_vectors(frontX, frontY, frontZ,
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rightX, rightY, rightZ,
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upX, upY, upZ)
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local offsetx = 0.0
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local offsety = 0.0
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