made animations modular for manual movement code
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@@ -7,7 +7,7 @@ public partial class player : CharacterBody2D
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public string playerName;
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[Export]
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public int speed = 400;
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public Vector2 velocity;
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public Vector2 movement;
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public AnimatedSprite2D animatedSprite;
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public override void _Ready()
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@@ -21,8 +21,8 @@ public partial class player : CharacterBody2D
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}
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public override void _PhysicsProcess(double delta)
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{
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velocity = Input.GetVector("move_left", "move_right", "move_up", "move_down").LimitLength(1);
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MoveAndCollide(velocity * speed * (float)delta);
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movement = Input.GetVector("move_left", "move_right", "move_up", "move_down");
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MoveAndCollide(movement * speed * (float)delta);
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}
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public override void _Process(double delta)
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{
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@@ -36,25 +36,25 @@ public partial class player : CharacterBody2D
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if (Input.IsActionJustPressed("ui_accept") && GetNode<RayCast2D>("ray_cast_2d").IsColliding())
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GetNode<RayCast2D>("ray_cast_2d").GetCollider().Call("OnInteraction", playerName);
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//animation system (with controller support wcih cant get normalized vector)
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if (velocity.Length() != 0)
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if (movement.Length() != 0)
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animatedSprite.Play();
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else
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{
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animatedSprite.Frame = 0;
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animatedSprite.Stop();
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}
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if (Input.IsActionPressed("move_right") || Input.IsActionPressed("move_left"))
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if (Math.Round(movement.x, 0) != 0)
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{
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animatedSprite.Animation = "move_side";
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animatedSprite.FlipH = velocity.x < 0.5;
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animatedSprite.SpeedScale = Math.Abs(velocity.x);
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animatedSprite.FlipH = movement.x < 0.5;
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animatedSprite.SpeedScale = Math.Abs(movement.x);
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}
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else if (Input.IsActionPressed("move_up") || Input.IsActionPressed("move_down"))
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else if (Math.Round(movement.y, 0) != 0)
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{
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if (velocity.y > 0.05) animatedSprite.Animation = "move_down";
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if (velocity.y < 0.05) animatedSprite.Animation = "move_up";
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if (movement.y > 0.05) animatedSprite.Animation = "move_down";
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if (movement.y < 0.05) animatedSprite.Animation = "move_up";
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animatedSprite.FlipH = false;
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animatedSprite.SpeedScale = Math.Abs(velocity.y);
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animatedSprite.SpeedScale = Math.Abs(movement.y);
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}
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}
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}
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