Player Animation converted to Animation Tree
Level 1 Design Door Mechanism Core Gameplay Mechanism - In-Progress
This commit is contained in:
@@ -5,17 +5,18 @@ export (int) var jump_speed = -400
|
||||
export (int) var gravity = 1200
|
||||
export var entity_type = "PLAYER"
|
||||
export (int) var health = 90
|
||||
var hurt = false
|
||||
|
||||
export (int) var total_apples_need = 0
|
||||
var total_apples_collected = 0
|
||||
var velocity = Vector2()
|
||||
var jumping = false
|
||||
onready var sprite = $AnimatedSprite
|
||||
onready var state_machine = $AnimationTree.get("parameters/playback")
|
||||
var facing_right = true
|
||||
func get_input():
|
||||
velocity.x = 0
|
||||
var right = Input.is_action_pressed('right')
|
||||
var left = Input.is_action_pressed('left')
|
||||
var jump = Input.is_action_just_pressed('jump')
|
||||
var jump = Input.is_action_pressed('jump')
|
||||
|
||||
if facing_right == true:
|
||||
sprite.flip_h = false
|
||||
@@ -29,33 +30,37 @@ func get_input():
|
||||
if right:
|
||||
velocity.x += run_speed
|
||||
facing_right = true
|
||||
play_animation("run")
|
||||
state_machine.travel("run")
|
||||
elif left:
|
||||
velocity.x -= run_speed
|
||||
facing_right = false
|
||||
play_animation("run")
|
||||
else:
|
||||
play_animation("idle")
|
||||
state_machine.travel("run")
|
||||
|
||||
if velocity.length() == 0:
|
||||
state_machine.travel("idle")
|
||||
|
||||
if !jumping && !is_on_floor():
|
||||
play_animation("jump")
|
||||
state_machine.travel("jump")
|
||||
|
||||
func _physics_process(delta):
|
||||
get_input()
|
||||
velocity.y += gravity * delta
|
||||
if jumping and is_on_floor():
|
||||
jumping = false
|
||||
if total_apples_collected==total_apples_need:
|
||||
SignalBus.emit_signal("open_level_door",true)
|
||||
velocity = move_and_slide(velocity, Vector2(0, -1))
|
||||
print("Total Apples Needed",total_apples_need)
|
||||
|
||||
func _on_enemyHit(health):
|
||||
hurt = true
|
||||
play_animation("hit")
|
||||
func _on_enemyHit(_health):
|
||||
state_machine.travel("hit")
|
||||
|
||||
func _on_apples_collected(apple_count):
|
||||
total_apples_collected += apple_count
|
||||
|
||||
func _ready() -> void:
|
||||
SignalBus.connect("on_hit", self, "_on_enemyHit")
|
||||
SignalBus.connect("on_apples_collected", self, "_on_apples_collected")
|
||||
|
||||
func play_animation(animation_name):
|
||||
if $AnimatedSprite.get_animation()!=animation_name :
|
||||
#$AnimatedSprite.play(animation_name)
|
||||
#$AnimatedSprite/AnimationPlayer.stop()
|
||||
$AnimatedSprite/AnimationPlayer.play(animation_name)
|
||||
pass
|
||||
|
||||
Reference in New Issue
Block a user