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Add a little animation when changing the wielded item
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PilzAdam committed May 19, 2013
1 parent bc66f46 commit 3e2efdf
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Showing 3 changed files with 58 additions and 13 deletions.
61 changes: 50 additions & 11 deletions src/camera.cpp
Expand Up @@ -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;

Expand Down Expand Up @@ -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;
Expand Down Expand Up @@ -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)
Expand Down Expand Up @@ -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;
}
}

Expand Down
8 changes: 7 additions & 1 deletion src/camera.h
Expand Up @@ -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.
Expand Down Expand Up @@ -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
2 changes: 1 addition & 1 deletion src/game.cpp
Expand Up @@ -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());
}

/*
Expand Down

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