mirror of
https://github.com/Relintai/broken_seals_2d.git
synced 2025-02-18 02:54:20 +01:00
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:
parent
e3b9584296
commit
3bfdda8b28
@ -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 )
|
||||
|
@ -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)
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user