Animation tweaks.

This commit is contained in:
Nitsud Yarg 2024-06-15 08:35:12 -07:00
parent b510927667
commit 9d69d7df7d
7 changed files with 453 additions and 337 deletions

BIN
assets/Mega.png Normal file

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Width:  |  Height:  |  Size: 101 KiB

35
assets/Mega.png.import Normal file
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@ -0,0 +1,35 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/Mega.png-93dfe0790902b932f7b46f7b23c5d4e7.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/Mega.png"
dest_files=[ "res://.import/Mega.png-93dfe0790902b932f7b46f7b23c5d4e7.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
process/normal_map_invert_y=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

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@ -78,6 +78,10 @@ config/name="Mega Moves"
run/main_scene="res://Main.tscn" run/main_scene="res://Main.tscn"
config/icon="res://icon.png" config/icon="res://icon.png"
[aseprite]
animation/layers/exclusion_pattern="_"
[autoload] [autoload]
PlayerInfo="*res://src/singleton_autoloads/PlayerInfo.gd" PlayerInfo="*res://src/singleton_autoloads/PlayerInfo.gd"

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@ -130,7 +130,7 @@ actor_type = "Enemy"
position = Vector2( 11, -7 ) position = Vector2( 11, -7 )
frames = SubResource( 20 ) frames = SubResource( 20 )
animation = "idle" animation = "idle"
frame = 0 frame = 1
__meta__ = { __meta__ = {
"_aseprite_wizard_config_": { "_aseprite_wizard_config_": {
"layer": "", "layer": "",

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@ -1,4 +1,4 @@
[gd_scene load_steps=100 format=2] [gd_scene load_steps=113 format=2]
[ext_resource path="res://src/templates/Actor/ActorTemplate.tscn" type="PackedScene" id=1] [ext_resource path="res://src/templates/Actor/ActorTemplate.tscn" type="PackedScene" id=1]
[ext_resource path="res://src/playerD/movement_component.gd" type="Script" id=2] [ext_resource path="res://src/playerD/movement_component.gd" type="Script" id=2]
@ -11,404 +11,471 @@
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[ext_resource path="res://src/playerD/states/attack.gd" type="Script" id=10] [ext_resource path="res://src/playerD/states/attack.gd" type="Script" id=10]
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region = Rect2( 240, 1440, 240, 160 )
[sub_resource type="AtlasTexture" id=176]
atlas = SubResource( 90 )
region = Rect2( 480, 1440, 240, 160 )
[sub_resource type="AtlasTexture" id=177]
atlas = SubResource( 90 )
region = Rect2( 720, 1440, 240, 160 )
[sub_resource type="AtlasTexture" id=178]
atlas = SubResource( 90 )
region = Rect2( 960, 1440, 240, 160 )
[sub_resource type="AtlasTexture" id=179]
atlas = SubResource( 90 )
region = Rect2( 1200, 1440, 240, 160 )
[sub_resource type="AtlasTexture" id=180]
atlas = SubResource( 90 )
region = Rect2( 1440, 1440, 240, 160 )
[sub_resource type="AtlasTexture" id=181]
atlas = SubResource( 90 )
region = Rect2( 1680, 1440, 240, 160 )
[sub_resource type="AtlasTexture" id=182]
atlas = SubResource( 90 )
region = Rect2( 1920, 1440, 240, 160 )
[sub_resource type="AtlasTexture" id=183]
atlas = SubResource( 90 )
region = Rect2( 2160, 1440, 240, 160 )
[sub_resource type="AtlasTexture" id=184]
atlas = SubResource( 90 )
region = Rect2( 240, 0, 240, 160 )
[sub_resource type="AtlasTexture" id=185]
atlas = SubResource( 90 )
region = Rect2( 480, 0, 240, 160 )
[sub_resource type="AtlasTexture" id=186]
atlas = SubResource( 90 )
region = Rect2( 720, 0, 240, 160 )
[sub_resource type="AtlasTexture" id=187]
atlas = SubResource( 90 )
region = Rect2( 960, 0, 240, 160 )
[sub_resource type="AtlasTexture" id=188]
atlas = SubResource( 90 )
region = Rect2( 2160, 320, 240, 160 )
[sub_resource type="AtlasTexture" id=189]
atlas = SubResource( 90 )
region = Rect2( 0, 640, 240, 160 )
[sub_resource type="SpriteFrames" id=190]
animations = [ { animations = [ {
"frames": [ SubResource( 2 ), SubResource( 3 ), SubResource( 4 ), SubResource( 5 ), SubResource( 6 ), SubResource( 7 ), SubResource( 8 ), SubResource( 9 ), SubResource( 10 ), SubResource( 11 ) ], "frames": [ SubResource( 91 ), SubResource( 92 ), SubResource( 93 ), SubResource( 94 ), SubResource( 95 ), SubResource( 96 ), SubResource( 97 ), SubResource( 98 ), SubResource( 99 ), SubResource( 100 ) ],
"loop": true, "loop": true,
"name": "climb", "name": "climb",
"speed": 10.0 "speed": 10.0
}, { }, {
"frames": [ SubResource( 12 ), SubResource( 12 ), SubResource( 12 ), SubResource( 13 ), SubResource( 14 ), SubResource( 15 ), SubResource( 16 ), SubResource( 16 ), SubResource( 16 ) ], "frames": [ SubResource( 101 ), SubResource( 101 ), SubResource( 101 ), SubResource( 102 ), SubResource( 103 ), SubResource( 104 ), SubResource( 105 ), SubResource( 105 ), SubResource( 105 ) ],
"loop": true, "loop": true,
"name": "dash", "name": "dash",
"speed": 10.0 "speed": 10.0
}, { }, {
"frames": [ SubResource( 17 ), SubResource( 17 ), SubResource( 17 ), SubResource( 17 ), SubResource( 17 ), SubResource( 17 ), SubResource( 17 ), SubResource( 17 ), SubResource( 17 ), SubResource( 17 ), SubResource( 17 ), SubResource( 17 ), SubResource( 17 ), SubResource( 17 ), SubResource( 17 ), SubResource( 17 ), SubResource( 17 ), SubResource( 17 ), SubResource( 17 ), SubResource( 17 ), SubResource( 17 ), SubResource( 17 ), SubResource( 17 ), SubResource( 17 ), SubResource( 17 ), SubResource( 17 ), SubResource( 17 ), SubResource( 17 ), SubResource( 17 ), SubResource( 17 ), SubResource( 18 ), SubResource( 19 ), SubResource( 20 ), SubResource( 21 ), SubResource( 22 ) ], "frames": [ SubResource( 106 ), SubResource( 106 ), SubResource( 106 ), SubResource( 106 ), SubResource( 106 ), SubResource( 106 ), SubResource( 106 ), SubResource( 106 ), SubResource( 106 ), SubResource( 106 ), SubResource( 106 ), SubResource( 106 ), SubResource( 106 ), SubResource( 106 ), SubResource( 106 ), SubResource( 106 ), SubResource( 106 ), SubResource( 106 ), SubResource( 106 ), SubResource( 106 ), SubResource( 106 ), SubResource( 106 ), SubResource( 106 ), SubResource( 106 ), SubResource( 106 ), SubResource( 106 ), SubResource( 106 ), SubResource( 106 ), SubResource( 106 ), SubResource( 106 ), SubResource( 107 ), SubResource( 108 ), SubResource( 109 ), SubResource( 110 ), SubResource( 111 ) ],
"loop": true, "loop": true,
"name": "idle", "name": "idle",
"speed": 10.0 "speed": 10.0
}, { }, {
"frames": [ SubResource( 23 ), SubResource( 24 ), SubResource( 25 ), SubResource( 26 ), SubResource( 24 ), SubResource( 27 ), SubResource( 28 ), SubResource( 29 ) ], "frames": [ SubResource( 112 ), SubResource( 113 ), SubResource( 114 ), SubResource( 115 ), SubResource( 113 ), SubResource( 116 ), SubResource( 117 ), SubResource( 118 ) ],
"loop": false, "loop": false,
"name": "jump", "name": "jump",
"speed": 10.0 "speed": 10.0
}, { }, {
"frames": [ SubResource( 30 ), SubResource( 31 ), SubResource( 32 ), SubResource( 33 ), SubResource( 34 ), SubResource( 35 ), SubResource( 36 ), SubResource( 37 ), SubResource( 38 ), SubResource( 39 ), SubResource( 40 ), SubResource( 41 ), SubResource( 42 ), SubResource( 43 ), SubResource( 44 ), SubResource( 45 ), SubResource( 46 ), SubResource( 47 ), SubResource( 48 ) ], "frames": [ SubResource( 119 ), SubResource( 119 ), SubResource( 119 ), SubResource( 119 ), SubResource( 119 ), SubResource( 119 ), SubResource( 120 ), SubResource( 121 ) ],
"loop": true,
"name": "jump_shoot",
"speed": 10.0
}, {
"frames": [ SubResource( 122 ), SubResource( 123 ), SubResource( 124 ), SubResource( 125 ), SubResource( 126 ), SubResource( 127 ), SubResource( 128 ), SubResource( 129 ), SubResource( 130 ), SubResource( 131 ), SubResource( 132 ), SubResource( 133 ), SubResource( 134 ), SubResource( 135 ), SubResource( 136 ), SubResource( 137 ), SubResource( 138 ), SubResource( 139 ), SubResource( 140 ) ],
"loop": true, "loop": true,
"name": "roll", "name": "roll",
"speed": 10.0 "speed": 10.0
}, { }, {
"frames": [ SubResource( 49 ), SubResource( 50 ), SubResource( 51 ), SubResource( 52 ), SubResource( 53 ), SubResource( 54 ), SubResource( 55 ), SubResource( 56 ), SubResource( 57 ), SubResource( 58 ) ], "frames": [ SubResource( 141 ), SubResource( 142 ), SubResource( 143 ), SubResource( 144 ), SubResource( 145 ), SubResource( 146 ), SubResource( 147 ), SubResource( 148 ), SubResource( 149 ), SubResource( 150 ) ],
"loop": true, "loop": true,
"name": "run", "name": "run",
"speed": 10.0 "speed": 10.0
}, { }, {
"frames": [ SubResource( 59 ), SubResource( 60 ), SubResource( 61 ), SubResource( 62 ) ], "frames": [ SubResource( 151 ), SubResource( 152 ), SubResource( 153 ), SubResource( 154 ), SubResource( 155 ), SubResource( 156 ), SubResource( 157 ), SubResource( 158 ), SubResource( 159 ), SubResource( 160 ) ],
"loop": false, "loop": true,
"name": "run_shoot",
"speed": 10.0
}, {
"frames": [ SubResource( 161 ), SubResource( 162 ), SubResource( 163 ) ],
"loop": true,
"name": "shoot", "name": "shoot",
"speed": 10.0 "speed": 10.0
}, { }, {
"frames": [ SubResource( 63 ), SubResource( 64 ), SubResource( 65 ), SubResource( 65 ), SubResource( 66 ), SubResource( 67 ), SubResource( 68 ), SubResource( 69 ), SubResource( 69 ), SubResource( 70 ), SubResource( 71 ), SubResource( 72 ), SubResource( 73 ), SubResource( 74 ), SubResource( 75 ), SubResource( 76 ), SubResource( 77 ), SubResource( 78 ), SubResource( 79 ), SubResource( 80 ), SubResource( 81 ), SubResource( 82 ) ], "frames": [ SubResource( 164 ), SubResource( 165 ), SubResource( 166 ), SubResource( 166 ), SubResource( 167 ), SubResource( 168 ), SubResource( 169 ), SubResource( 170 ), SubResource( 170 ), SubResource( 171 ), SubResource( 172 ), SubResource( 173 ), SubResource( 174 ), SubResource( 175 ), SubResource( 176 ), SubResource( 177 ), SubResource( 178 ), SubResource( 179 ), SubResource( 180 ), SubResource( 181 ), SubResource( 182 ), SubResource( 183 ) ],
"loop": true, "loop": true,
"name": "slash", "name": "slash",
"speed": 10.0 "speed": 10.0
}, { }, {
"frames": [ SubResource( 18 ), SubResource( 83 ), SubResource( 84 ), SubResource( 85 ), SubResource( 86 ) ], "frames": [ SubResource( 107 ), SubResource( 184 ), SubResource( 185 ), SubResource( 186 ), SubResource( 187 ) ],
"loop": true, "loop": true,
"name": "stand", "name": "stand",
"speed": 1.0 "speed": 1.0
}, { }, {
"frames": [ SubResource( 87 ) ], "frames": [ SubResource( 188 ) ],
"loop": false, "loop": false,
"name": "step", "name": "step",
"speed": 10.0 "speed": 10.0
}, {
"frames": [ SubResource( 189 ) ],
"loop": true,
"name": "step_shoot",
"speed": 10.0
} ] } ]
[sub_resource type="RectangleShape2D" id=89] [sub_resource type="RectangleShape2D" id=89]
@ -421,9 +488,9 @@ player_number = 1
[node name="AnimatedSprite" parent="." index="0"] [node name="AnimatedSprite" parent="." index="0"]
position = Vector2( -1, -51 ) position = Vector2( -1, -51 )
frames = SubResource( 88 ) frames = SubResource( 190 )
animation = "idle" animation = "idle"
frame = 0 frame = 34
flip_h = false flip_h = false
__meta__ = { __meta__ = {
"_aseprite_wizard_config_": { "_aseprite_wizard_config_": {
@ -465,7 +532,7 @@ script = ExtResource( 8 )
animation_sequence = [ "jump" ] animation_sequence = [ "jump" ]
idle_node = NodePath("../idle") idle_node = NodePath("../idle")
fall_node = NodePath("../fall") fall_node = NodePath("../fall")
jump_force = 300.0 jump_force = 250.0
[node name="attack" type="Node" parent="movement_state_machine" index="4"] [node name="attack" type="Node" parent="movement_state_machine" index="4"]
script = ExtResource( 10 ) script = ExtResource( 10 )
@ -475,6 +542,7 @@ jump_node = NodePath("../jump")
idle_node = NodePath("../idle") idle_node = NodePath("../idle")
fall_node = NodePath("../fall") fall_node = NodePath("../fall")
move_node = NodePath("../move") move_node = NodePath("../move")
draw_weapon_node = NodePath("../draw_weapon")
[node name="landing" type="Node" parent="movement_state_machine" index="5"] [node name="landing" type="Node" parent="movement_state_machine" index="5"]
script = ExtResource( 9 ) script = ExtResource( 9 )

View File

@ -4,11 +4,14 @@ export (NodePath) var jump_node
export (NodePath) var idle_node export (NodePath) var idle_node
export (NodePath) var fall_node export (NodePath) var fall_node
export (NodePath) var move_node export (NodePath) var move_node
export (NodePath) var draw_weapon_node
onready var jump_state: State = get_node(jump_node) onready var jump_state: State = get_node(jump_node)
onready var idle_state: State = get_node(idle_node) onready var idle_state: State = get_node(idle_node)
onready var fall_state: State = get_node(fall_node) onready var fall_state: State = get_node(fall_node)
onready var move_state: State = get_node(move_node) onready var move_state: State = get_node(move_node)
onready var weapon_state_modifier: StateModifier = get_node(draw_weapon_node)
var can_fire = true var can_fire = true
signal do_attack() signal do_attack()
@ -17,9 +20,10 @@ func enter() -> void:
.enter() .enter()
state_timeout.start() state_timeout.start()
can_fire = true can_fire = true
if modifier_stack_ref.has($"../draw_weapon") == false: # if modifier_stack_ref.has($"../draw_weapon") == false:
$"../draw_weapon".enter() # $"../draw_weapon".enter()
modifier_stack_ref.push_front($"../draw_weapon") # modifier_stack_ref.push_front($"../draw_weapon")
push_animation_state_modifier(weapon_state_modifier)
func process_frame(delta: float) -> State: func process_frame(delta: float) -> State:
if animations.frame == 2: if animations.frame == 2:
@ -51,7 +55,8 @@ func process_physics(delta: float) -> State:
func exit() -> void: func exit() -> void:
# force timer reset # force timer reset
$"../draw_weapon".state_timeout.start() weapon_state_modifier.state_timeout.start()
#$"../draw_weapon".state_timeout.start()
return return

View File

@ -64,10 +64,10 @@ func enter() -> void:
move_component.current_movement_state = self.name move_component.current_movement_state = self.name
emit_signal("state_entered") emit_signal("state_entered")
#modifier_stack_ref = state_modifiers #modifier_stack_ref = state_modifiers
if modifier_stack_ref.empty() == false: if modifier_stack_ref.empty() == false: # a modifier is applied
if modifier_stack_ref[-1].animation_name != '': if modifier_stack_ref[-1].animation_name != '': # the first one has an animation
if modifier_stack_ref[-1].animation_suffix: if modifier_stack_ref[-1].animation_suffix: # it's a suffix type
if animation_sequence.size() > 0: if animation_sequence.size() > 0: # the current animation is multipart (sequence > 0)
animation_index = 0 animation_index = 0
current_animation_sequence = 0 current_animation_sequence = 0
# Guess I don't need this one anymore # Guess I don't need this one anymore
@ -134,3 +134,7 @@ func move_actor_as_desired(delta: float):
move_component.velocity.x = move_component.desired_movement_vector.x * move_speed move_component.velocity.x = move_component.desired_movement_vector.x * move_speed
move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1)) move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1))
func push_animation_state_modifier(modifier: StateModifier):
if modifier_stack_ref.has(modifier) == false:
modifier.enter()
modifier_stack_ref.push_front(modifier)