Player Animation converted to Animation Tree

Level 1 Design
Door Mechanism
Core Gameplay Mechanism - In-Progress
This commit is contained in:
Indrajith K L
2022-04-18 01:21:58 +05:30
parent 31089507aa
commit 77b9080c3b
30 changed files with 433 additions and 177 deletions

View File

@@ -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