fix: tweaked AnimationTree for Blobby

This commit is contained in:
Jakob Feldmann 2023-04-10 17:51:57 +02:00
parent 77b6ca3b7b
commit 4fd7452f94
2 changed files with 28 additions and 14 deletions

View File

@ -1,4 +1,4 @@
[gd_scene load_steps=118 format=2] [gd_scene load_steps=122 format=2]
[ext_resource path="res://assets/blobby/blobby-effects-spritesheet.png" type="Texture" id=1] [ext_resource path="res://assets/blobby/blobby-effects-spritesheet.png" type="Texture" id=1]
[ext_resource path="res://src/Actors/Blobby/DeathShader.tres" type="Material" id=2] [ext_resource path="res://src/Actors/Blobby/DeathShader.tres" type="Material" id=2]
@ -167,18 +167,23 @@ switch_mode = 2
auto_advance = true auto_advance = true
[sub_resource type="AnimationNodeStateMachineTransition" id=147] [sub_resource type="AnimationNodeStateMachineTransition" id=147]
priority = 5
[sub_resource type="AnimationNodeStateMachineTransition" id=148] [sub_resource type="AnimationNodeStateMachineTransition" id=148]
switch_mode = 2 switch_mode = 2
auto_advance = true auto_advance = true
priority = 0
[sub_resource type="AnimationNodeStateMachineTransition" id=149] [sub_resource type="AnimationNodeStateMachineTransition" id=149]
[sub_resource type="AnimationNodeStateMachineTransition" id=150] [sub_resource type="AnimationNodeStateMachineTransition" id=150]
switch_mode = 2
priority = 0
[sub_resource type="AnimationNodeStateMachineTransition" id=151] [sub_resource type="AnimationNodeStateMachineTransition" id=151]
switch_mode = 2 switch_mode = 2
auto_advance = true auto_advance = true
priority = 0
[sub_resource type="AnimationNodeStateMachineTransition" id=152] [sub_resource type="AnimationNodeStateMachineTransition" id=152]
@ -209,13 +214,16 @@ priority = 2
priority = 2 priority = 2
[sub_resource type="AnimationNodeStateMachineTransition" id=163] [sub_resource type="AnimationNodeStateMachineTransition" id=163]
switch_mode = 2
[sub_resource type="AnimationNodeStateMachineTransition" id=164] [sub_resource type="AnimationNodeStateMachineTransition" id=164]
priority = 2 priority = 2
[sub_resource type="AnimationNodeStateMachineTransition" id=165] [sub_resource type="AnimationNodeStateMachineTransition" id=165]
switch_mode = 2
[sub_resource type="AnimationNodeStateMachineTransition" id=166] [sub_resource type="AnimationNodeStateMachineTransition" id=166]
switch_mode = 2
[sub_resource type="AnimationNodeStateMachineTransition" id=167] [sub_resource type="AnimationNodeStateMachineTransition" id=167]
xfade_time = 0.1 xfade_time = 0.1
@ -258,36 +266,44 @@ priority = 0
[sub_resource type="AnimationNodeStateMachineTransition" id=189] [sub_resource type="AnimationNodeStateMachineTransition" id=189]
[sub_resource type="AnimationNodeStateMachineTransition" id=193]
[sub_resource type="AnimationNodeStateMachineTransition" id=194]
[sub_resource type="AnimationNodeStateMachineTransition" id=195]
[sub_resource type="AnimationNodeStateMachineTransition" id=196]
[sub_resource type="AnimationNodeStateMachine" id=47] [sub_resource type="AnimationNodeStateMachine" id=47]
states/duckTurn/node = SubResource( 126 ) states/duckTurn/node = SubResource( 126 )
states/duckTurn/position = Vector2( 1795.54, 241 ) states/duckTurn/position = Vector2( 1795.54, 241 )
states/ducking/node = SubResource( 110 ) states/ducking/node = SubResource( 110 )
states/ducking/position = Vector2( 1795.54, 129.009 ) states/ducking/position = Vector2( 1795.54, 129.009 )
states/falling/node = SubResource( 113 ) states/falling/node = SubResource( 113 )
states/falling/position = Vector2( 2118.54, 129.009 ) states/falling/position = Vector2( 2119.49, 129.011 )
states/idleTurn/node = SubResource( 127 ) states/idleTurn/node = SubResource( 127 )
states/idleTurn/position = Vector2( 1375.54, -193.991 ) states/idleTurn/position = Vector2( 1375.54, -193.991 )
states/idling/node = SubResource( 116 ) states/idling/node = SubResource( 116 )
states/idling/position = Vector2( 1375.54, -54 ) states/idling/position = Vector2( 1375.63, -53.9546 )
states/jumpToFall/node = SubResource( 119 ) states/jumpToFall/node = SubResource( 119 )
states/jumpToFall/position = Vector2( 1795.54, 306.009 ) states/jumpToFall/position = Vector2( 1795.36, 322.199 )
states/jumping/node = SubResource( 125 ) states/jumping/node = SubResource( 125 )
states/jumping/position = Vector2( 1375.54, 117.009 ) states/jumping/position = Vector2( 1375.54, 117.961 )
states/runToJump/node = SubResource( 146 ) states/runToJump/node = SubResource( 146 )
states/runToJump/position = Vector2( 1191.54, 36 ) states/runToJump/position = Vector2( 2191.5, 650.286 )
states/running/node = SubResource( 122 ) states/running/node = SubResource( 122 )
states/running/position = Vector2( 2266.54, -54 ) states/running/position = Vector2( 2273.2, -53.7278 )
states/turnToRun/node = SubResource( 130 ) states/turnToRun/node = SubResource( 130 )
states/turnToRun/position = Vector2( 1795.54, -308.991 ) states/turnToRun/position = Vector2( 1795.54, -308.991 )
states/walking/node = SubResource( 133 ) states/walking/node = SubResource( 133 )
states/walking/position = Vector2( 1795.54, -54 ) states/walking/position = Vector2( 1795.54, -54 )
states/wallslideToJump/node = SubResource( 136 ) states/wallslideToJump/node = SubResource( 136 )
states/wallslideToJump/position = Vector2( 1375.54, 343.009 ) states/wallslideToJump/position = Vector2( 1374.76, 343.009 )
states/wallsliding/node = SubResource( 96 ) states/wallsliding/node = SubResource( 96 )
states/wallsliding/position = Vector2( 1795.54, 493.009 ) states/wallsliding/position = Vector2( 1795.54, 493.009 )
transitions = [ "falling", "wallsliding", SubResource( 138 ), "wallsliding", "idling", SubResource( 139 ), "wallsliding", "wallslideToJump", SubResource( 140 ), "wallslideToJump", "jumping", SubResource( 141 ), "idling", "jumping", SubResource( 147 ), "runToJump", "jumping", SubResource( 148 ), "ducking", "jumping", SubResource( 149 ), "jumping", "jumpToFall", SubResource( 150 ), "jumpToFall", "falling", SubResource( 151 ), "ducking", "duckTurn", SubResource( 152 ), "duckTurn", "ducking", SubResource( 153 ), "falling", "ducking", SubResource( 154 ), "ducking", "falling", SubResource( 155 ), "ducking", "walking", SubResource( 156 ), "walking", "ducking", SubResource( 157 ), "idling", "ducking", SubResource( 158 ), "ducking", "idling", SubResource( 159 ), "ducking", "running", SubResource( 160 ), "running", "ducking", SubResource( 161 ), "running", "falling", SubResource( 162 ), "falling", "running", SubResource( 163 ), "walking", "falling", SubResource( 164 ), "falling", "walking", SubResource( 165 ), "falling", "idling", SubResource( 166 ), "idling", "walking", SubResource( 167 ), "walking", "idling", SubResource( 168 ), "walking", "turnToRun", SubResource( 169 ), "turnToRun", "walking", SubResource( 170 ), "running", "turnToRun", SubResource( 171 ), "turnToRun", "running", SubResource( 172 ), "idling", "idleTurn", SubResource( 173 ), "walking", "idleTurn", SubResource( 174 ), "idleTurn", "walking", SubResource( 175 ), "idling", "turnToRun", SubResource( 176 ), "turnToRun", "idling", SubResource( 177 ), "running", "runToJump", SubResource( 178 ), "wallsliding", "falling", SubResource( 137 ), "jumping", "wallsliding", SubResource( 189 ) ] transitions = [ "falling", "wallsliding", SubResource( 138 ), "wallsliding", "idling", SubResource( 139 ), "wallsliding", "wallslideToJump", SubResource( 140 ), "wallslideToJump", "jumping", SubResource( 141 ), "idling", "jumping", SubResource( 147 ), "runToJump", "jumping", SubResource( 148 ), "ducking", "jumping", SubResource( 149 ), "jumping", "jumpToFall", SubResource( 150 ), "jumpToFall", "falling", SubResource( 151 ), "ducking", "duckTurn", SubResource( 152 ), "duckTurn", "ducking", SubResource( 153 ), "falling", "ducking", SubResource( 154 ), "ducking", "falling", SubResource( 155 ), "ducking", "walking", SubResource( 156 ), "walking", "ducking", SubResource( 157 ), "idling", "ducking", SubResource( 158 ), "ducking", "idling", SubResource( 159 ), "ducking", "running", SubResource( 160 ), "running", "ducking", SubResource( 161 ), "running", "falling", SubResource( 162 ), "falling", "running", SubResource( 163 ), "walking", "falling", SubResource( 164 ), "falling", "walking", SubResource( 165 ), "falling", "idling", SubResource( 166 ), "idling", "walking", SubResource( 167 ), "walking", "idling", SubResource( 168 ), "walking", "turnToRun", SubResource( 169 ), "turnToRun", "walking", SubResource( 170 ), "running", "turnToRun", SubResource( 171 ), "turnToRun", "running", SubResource( 172 ), "idling", "idleTurn", SubResource( 173 ), "walking", "idleTurn", SubResource( 174 ), "idleTurn", "walking", SubResource( 175 ), "idling", "turnToRun", SubResource( 176 ), "turnToRun", "idling", SubResource( 177 ), "running", "runToJump", SubResource( 178 ), "wallsliding", "falling", SubResource( 137 ), "jumping", "wallsliding", SubResource( 189 ), "jumping", "idling", SubResource( 193 ), "jumping", "walking", SubResource( 194 ), "runToJump", "wallsliding", SubResource( 195 ), "jumpToFall", "idling", SubResource( 196 ) ]
start_node = "idling" start_node = "idling"
graph_offset = Vector2( 1100.54, -208.991 ) graph_offset = Vector2( 1105.54, -34.431 )
[sub_resource type="AnimationNodeStateMachinePlayback" id=48] [sub_resource type="AnimationNodeStateMachinePlayback" id=48]
@ -1227,7 +1243,7 @@ tracks/2/keys = {
} }
[sub_resource type="Animation" id=6] [sub_resource type="Animation" id=6]
length = 0.1 length = 0.13
loop = true loop = true
tracks/0/type = "value" tracks/0/type = "value"
tracks/0/path = NodePath(".:frame") tracks/0/path = NodePath(".:frame")
@ -1376,7 +1392,7 @@ tracks/11/keys = {
[sub_resource type="Animation" id=106] [sub_resource type="Animation" id=106]
resource_name = "fallingLeft" resource_name = "fallingLeft"
length = 0.1 length = 0.13
loop = true loop = true
tracks/0/type = "value" tracks/0/type = "value"
tracks/0/path = NodePath(".:frame") tracks/0/path = NodePath(".:frame")

View File

@ -15,7 +15,6 @@ onready var slope_raycast = get_node("%SlopeRaycast")
var facing = 1 var facing = 1
var didTurn var didTurn
var state_time := 0.0
# Adds the intial states # Adds the intial states
func _ready(): func _ready():
@ -139,7 +138,6 @@ func _get_transition(delta):
# + String(round(parent.velocity.y / 10)) # + String(round(parent.velocity.y / 10))
) )
var new_state var new_state
state_time += delta
if !parent.is_on_floor(): if !parent.is_on_floor():
if parent.velocity.y < 0: if parent.velocity.y < 0:
new_state = states.jump new_state = states.jump