Implemented movement and standing animation support for the new spritesheet based character. Replaced the old character with it.

This commit is contained in:
Relintai 2021-07-15 01:13:19 +02:00
parent fb3d7ea82a
commit 7d875f9d8d
5 changed files with 87 additions and 57 deletions

View File

@ -1,5 +1,19 @@
extends Sprite
enum Facing {
FACING_RIGHT = 0,
FACING_LEFT = 1,
FACING_FRONT = 2,
FACING_BACK = 3
}
enum Animations {
ANIMATION_RUN = 0,
ANIMATION_WALK = 1,
ANIMATION_CAST = 2,
ANIMATION_STAND = 3
}
export(bool) var enabled : bool = true
export(float) var timer : float = 0.13
@ -16,9 +30,13 @@ var y = 0
var _timer : float = 0
var _frame : int = 0
var _facing : int = Facing.FACING_RIGHT
var _current_animation : int = Animations.ANIMATION_STAND
# Called when the node enters the scene tree for the first time.
func _ready():
set_frame(_min_frame)
#set_frame(_min_frame)
update_animset()
#_sprite.set_position(Vector2(x, y))
func set_movement_vector(vector):
@ -35,6 +53,8 @@ func set_movement_vector(vector):
set_animset(num_slice)
func set_animset(animest_id):
if (animest_id >= _animset_count):
_animset = _animset_count - 1
@ -48,6 +68,9 @@ func set_animset(animest_id):
#_min_frame = _animset * _animset_size
#_max_frame = _animset * _animset_size + _animset_size
func update_animset():
_animset = _current_animation * 4 + (_facing)
func _process(delta):
#set_animset(_animset)
@ -55,10 +78,10 @@ func _process(delta):
set_process(false)
return
timer += delta
_timer += delta
if (timer > 0.05):
timer -= 0.05
if (_timer > timer):
_timer -= timer
_frame += 1
if _frame > _animset_size - 1:
@ -66,6 +89,39 @@ func _process(delta):
set_frame(_frame + (_animset * _animset_size))
func set_to_move():
if _current_animation != Animations.ANIMATION_RUN:
_current_animation = Animations.ANIMATION_RUN
_frame = 0
func set_facing(input_direction : Vector2) -> void:
var front : bool = abs(input_direction.dot(Vector2(0, 1))) > 0.9
if front:
if input_direction.y > 0:
_facing = Facing.FACING_FRONT
else:
_facing = Facing.FACING_BACK
else:
if input_direction.x > 0.01:
_facing = Facing.FACING_RIGHT
elif input_direction.x < -0.01:
_facing = Facing.FACING_LEFT
update_animset()
func set_to_stand():
if _current_animation != Animations.ANIMATION_STAND:
_current_animation = Animations.ANIMATION_STAND
_frame = 0
update_animset()
func set_to_cast():
if _current_animation != Animations.ANIMATION_CAST:
_current_animation = Animations.ANIMATION_CAST
_frame = 0
update_animset()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func a_process(delta):
#x += int(delta * 300)

View File

@ -3,6 +3,7 @@ extends CharacterSkeleton2D
export(NodePath) var sprite_path : NodePath
var _sprite : Sprite
var _standing = true
func _ready():
_sprite = get_node(sprite_path)
@ -10,4 +11,17 @@ func _ready():
func get_sprite() -> Sprite:
return _sprite
func move_dir(input_dir):
if _standing:
_standing = false
_sprite.set_to_move()
_sprite.set_facing(input_dir)
func stand():
if _standing:
return
_standing = true
_sprite.set_to_stand()

View File

@ -6,6 +6,7 @@
[node name="SheetCharacter" type="CharacterSkeleton2D"]
script = ExtResource( 3 )
sprite_path = NodePath("CharacterSprite")
[node name="CharacterSprite" type="Sprite" parent="."]
position = Vector2( 0, -11.906 )
@ -13,4 +14,4 @@ texture = ExtResource( 1 )
hframes = 16
vframes = 16
script = ExtResource( 2 )
timer = 0.05
timer = 0.07

View File

@ -1,63 +1,17 @@
[gd_scene load_steps=11 format=2]
[gd_scene load_steps=4 format=2]
[ext_resource path="res://characters/Character.tscn" type="PackedScene" id=1]
[ext_resource path="res://scripts/item_visuals/CharacterAtlasEntry2D.gd" type="Script" id=2]
[ext_resource path="res://scripts/item_visuals/CharacterAtlas2D.gd" type="Script" id=3]
[ext_resource path="res://characters/char_t1_outline_split.png" type="Texture" id=5]
[ext_resource path="res://player/Body.gd" type="Script" id=6]
[ext_resource path="res://characters/SheetCharacter.tscn" type="PackedScene" id=7]
[sub_resource type="CharacterAtlasEntry" id=1]
script = ExtResource( 2 )
front_rect = Rect2( 101, 15, 9, 12 )
back_rect = Rect2( 74, 18, 9, 12 )
right_rect = Rect2( 8, 13, 9, 12 )
left_rect = Rect2( 8, 13, 9, 12 )
[sub_resource type="CharacterAtlasEntry" id=2]
script = ExtResource( 2 )
front_rect = Rect2( 102, 2, 7, 8 )
back_rect = Rect2( 75, 5, 7, 8 )
right_rect = Rect2( 9, 0, 7, 8 )
left_rect = Rect2( 9, 0, 7, 8 )
[sub_resource type="CharacterAtlas" id=3]
script = ExtResource( 3 )
comments = "HUMANOID_BONE_HIP = 0,
HUMANOID_BONE_TORSO = 1,
HUMANOID_BONE_LEG_R = 2,
HUMANOID_BONE_FOOT_R = 3,
HUMANOID_BONE_TOE_R = 4,
HUMANOID_BONE_LEG_L = 5,
HUMANOID_BONE_FOOT_L = 6,
HUMANOID_BONE_TOE_L = 7,
HUMANOID_BONE_ARM_R = 8,
#HUMANOID_BONE_SHOULDER_GUARD_R = 0,
HUMANOID_BONE_HAND_R = 9,
HUMANOID_BONE_FINGERS_R = 10,
HUMANOID_BONE_ARM_L = 11,
#HUMANOID_BONE_SHOULDER_GUARD_L = 0,
HUMANOID_BONE_HAND_L = 12,
HUMANOID_BONE_FINGERS_L = 13,
HUMANOID_BONE_HEAD = 14,
HUMANOID_BONE_HEAD_TOP = 15,
HUMANOID_BONES_MAX = 16,"
texture = ExtResource( 5 )
slots = [ null, SubResource( 1 ), null, null, null, null, null, null, null, null, null, null, null, null, SubResource( 2 ), null ]
[sub_resource type="CircleShape2D" id=4]
radius = 8.0
[node name="Body" type="KinematicBody2D"]
script = ExtResource( 6 )
model_path = NodePath("")
character_skeleton_path = NodePath("SheetCharacter")
[node name="SheetCharacter" parent="." instance=ExtResource( 7 )]
visible = false
[node name="Character" parent="." instance=ExtResource( 1 )]
front_node_path = NodePath("../../Body/Character/CharacterFrontModel")
side_node_path = NodePath("../../Body/Character/CharacterSideModel")
character_atlas = SubResource( 3 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource( 4 )

View File

@ -184,9 +184,14 @@ func process_input(delta: float) -> void:
if input_length > 0.1:
#handle_graphic_facing(abs(dir.dot(Vector2(0, 1))) > 0.9)
character_skeleton.update_facing(input_dir)
character_skeleton.move_dir(input_dir)
else:
character_skeleton.stand()
character_skeleton.get_animation_tree().set("parameters/walking/blend_amount", input_dir.length())
#character_skeleton.get_animation_tree().set("parameters/walking/blend_amount", input_dir.length())
#character_skeleton.set_
#character_skeleton.update_facing(input_dir)
func process_movement(delta : float) -> void: