Animation updates Godot (old code) (might use later)
func update_animations(input_axis,delta):
if movement_data.slide_timer >= movement_data.slide_timer_max:
animated_sprite_2d.play("idle")
movement_data.actor_state = 0
print("actor state")
print(movement_data.actor_state)
if collisionShape[0].disabled == false:
disable_collision_node(1,false)
disable_collision_node(0,true)
change_sprite_position(0,-20)
if movement_data.actor_state == -2:
movement_data.animation_play_true = false
else:
movement_data.animation_play_true = true
if is_on_floor():
if Input.is_action_pressed("ui_left") == true or Input.is_action_pressed("ui_right") == true:
movement_data.actor_state = 0
if movement_data.actor_state == 0:
if Input.is_action_pressed("ui_left") == false and Input.is_action_pressed("ui_right") == false:
movement_data.actor_state = -2
if input_axis != 0:
animated_sprite_2d.flip_h = (input_axis < 0)
if movement_data.actor_state == 0:
animated_sprite_2d.play("run")
if movement_data.actor_state == -4:
animated_sprite_2d.play("jump")
if movement_data.actor_state == 0 or movement_data.actor_state == -4:
if collisionShape[0].disabled == true:
disable_collision_node(0,false)
disable_collision_node(1,true)
change_sprite_position(0,-20)
#if movement_data.actor_state == -7:
#print(movement_data.actor_state)
#animated_sprite_2d.play("slide")
#print("slide")
if input_axis == 0:
if movement_data.animation_play_true == true:
if movement_data.slide_timer >= (movement_data.slide_timer_max*delta):
disable_collision_node(0,false)
disable_collision_node(1,true)
change_sprite_position(0,-20)
movement_data.animation_play_true = false
movement_data.actor_state = -2
if animated_sprite_2d.frame == 4 and movement_data.actor_state == -3:
movement_data.animation_play_true = false
movement_data.actor_state = -2
if movement_data.actor_state == -4:
if animated_sprite_2d.frame == 2:
animated_sprite_2d.play("jump")
disable_collision_node(0,false)
disable_collision_node(1,true)
change_sprite_position(0,-20)
movement_data.animation_play_true = false
movement_data.actor_state = -2
if Input.is_action_just_pressed("shoot"):
animated_sprite_2d.play("shoot")
movement_data.animation_play_true = true
movement_data.actor_state = -3
if movement_data.animation_play_true == false and movement_data.actor_state == -2:
animated_sprite_2d.play("idle")
if Input.is_action_pressed("ui_down") and not Input.is_action_pressed("ui_accept"):
var wall_normal = get_wall_normal()
if movement_data.slide_timer >= (movement_data.slide_timer_max*delta):
if wall_normal.y >= position.y-32:
movement_data.animation_play_true = false
movement_data.actor_state = -2
print("idle")
else:
movement_data.actor_state = -7
print("slideRun")
#collisionShape[1].position.y = -20
if Input.is_action_just_released("ui_down"):
movement_data.actor_state = -2
animated_sprite_2d.play("idle")
if collisionShape[0].disabled == true:
disable_collision_node(0,false)
disable_collision_node(1,true)
change_sprite_position(0,-20)
if movement_data.slide_timer >= movement_data.slide_timer_max:
movement_data.animation_play_true = false
movement_data.actor_state = 0
if movement_data.actor_state == -7:
if movement_data.slide_timer < movement_data.slide_timer_max:
movement_data.animation_play_true = true
if movement_data.animation_play_true == true:
print(movement_data.slide_timer)
if collisionShape[0].disabled == false:
animated_sprite_2d.play("slide")
disable_collision_node(1,false)
disable_collision_node(0,true)
change_sprite_position(0,-20)
if not is_on_floor():
if movement_data.actor_state == -4 and animated_sprite_2d.frame == 2:
disable_collision_node(0,false)
disable_collision_node(1,true)
change_sprite_position(0,-20)
animated_sprite_2d.pause()
movement_data.actor_state = -2
if Input.is_action_just_pressed("ui_accept"):
movement_data.actor_state = -4
disable_collision_node(0,false)
disable_collision_node(1,true)
change_sprite_position(0,-20)
if collisionShape[0].disabled == false:
disable_collision_node(1,false)
disable_collision_node(0,true)
change_sprite_position(0,-20)
#collisionShape[1].position.y = -20
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