Go back to the old skeletal animation based character. Howewer I'll keep the new spritesheet whithout the outline. It looks better with the current setup. This also removed the lights from the characters. I'll add those back later, in a hopefully lot simpler and perofrmant way.

This commit is contained in:
Relintai 2022-02-20 21:07:31 +01:00
parent e3b9584296
commit 3bfdda8b28
2 changed files with 5 additions and 9 deletions

View File

@ -1,7 +1,7 @@
[gd_scene load_steps=4 format=2]
[ext_resource path="res://player/Body.gd" type="Script" id=1]
[ext_resource path="res://characters/SheetCharacter.tscn" type="PackedScene" id=2]
[ext_resource path="res://characters/Character.tscn" type="PackedScene" id=2]
[sub_resource type="CircleShape2D" id=1]
radius = 8.0
@ -9,9 +9,8 @@ radius = 8.0
[node name="Body" type="KinematicBody2D"]
script = ExtResource( 1 )
model_path = NodePath("")
character_skeleton_path = NodePath("SheetCharacter")
[node name="SheetCharacter" parent="." instance=ExtResource( 2 )]
[node name="Character" parent="." instance=ExtResource( 2 )]
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource( 1 )

View File

@ -186,13 +186,10 @@ func process_input(delta: float) -> void:
if input_length > 0.1:
#handle_graphic_facing(abs(dir.dot(Vector2(0, 1))) > 0.9)
character_skeleton.move_dir(input_dir)
else:
character_skeleton.stand()
character_skeleton.update_facing(input_dir)
#character_skeleton.get_animation_tree().set("parameters/walking/blend_amount", input_dir.length())
#character_skeleton.set_
character_skeleton.get_animation_tree().set("parameters/walking/blend_amount", input_dir.length())
#character_skeleton.update_facing(input_dir)