Use Input Dotproduct based Animation Choosing for Player

This commit is contained in:
Snoweuph 2023-04-11 20:52:35 +02:00
parent 006e1046a3
commit 11e59ce070
2 changed files with 16 additions and 16 deletions

View file

@ -41,7 +41,7 @@
[ext_resource type="StyleBox" uid="uid://0jfr1uwuog0s" path="res://Assets/UI/Slider/v/background.tres" id="39_dl1e4"] [ext_resource type="StyleBox" uid="uid://0jfr1uwuog0s" path="res://Assets/UI/Slider/v/background.tres" id="39_dl1e4"]
[ext_resource type="FontFile" uid="uid://dqdeftjkwxe64" path="res://Assets/Fonts/Dogica/dogicapixel.ttf" id="40_bmcvq"] [ext_resource type="FontFile" uid="uid://dqdeftjkwxe64" path="res://Assets/Fonts/Dogica/dogicapixel.ttf" id="40_bmcvq"]
[sub_resource type="Image" id="Image_avfxn"] [sub_resource type="Image" id="Image_fjlcl"]
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@ -51,7 +51,7 @@ data = {
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[sub_resource type="ImageTexture" id="ImageTexture_g5bup"] [sub_resource type="ImageTexture" id="ImageTexture_g5bup"]
image = SubResource("Image_avfxn") image = SubResource("Image_fjlcl")
[sub_resource type="StyleBoxEmpty" id="StyleBoxEmpty_sj7h5"] [sub_resource type="StyleBoxEmpty" id="StyleBoxEmpty_sj7h5"]

View file

@ -25,20 +25,20 @@ func update_player_movement(delta : float):
# Update Objects Physics calculations # Update Objects Physics calculations
self.move_and_slide() self.move_and_slide()
pass pass
func update_player_animation(): func update_player_animation():
var move_vector = get_move_input_vector() match get_move_input_vector():
match move_vector:
Vector2.ZERO: animation_player.play("Idle") Vector2.ZERO: animation_player.play("Idle")
Vector2.LEFT: animation_player.play("MoveLeft") _:
Vector2.RIGHT: animation_player.play("MoveRight") var left_dot = Vector2.LEFT.dot(self.velocity)
Vector2.UP: animation_player.play("MoveUp") var right_dot = Vector2.RIGHT.dot(self.velocity)
Vector2.DOWN: animation_player.play("MoveDown") var up_dot = Vector2.UP.dot(self.velocity)
_: handle_diagonal_animations(move_vector) var down_dot = Vector2.DOWN.dot(self.velocity)
pass
var max_dot = maxf(left_dot, maxf(right_dot, maxf(up_dot, down_dot)))
func handle_diagonal_animations(dir : Vector2): match max_dot:
if (dir.y > 0 and dir.x < 0) or (dir.y < 0 and dir.x < 0): animation_player.play("MoveLeft") left_dot: animation_player.play("MoveLeft")
elif (dir.y > 0 and dir.x > 0) or (dir.y < 0 and dir.x > 0): animation_player.play("MoveRight") right_dot: animation_player.play("MoveRight")
else: animation_player.play("Idle") up_dot: animation_player.play("MoveUp")
down_dot: animation_player.play("MoveDown")
pass pass