1 decade ago by Gamma
I've been trying hard to make it so that my character can shoot with a different animation while at the same time standing. I don't want my character just standing and shooting randomly. I'll be making animations for running while shooting and standing while shooting, but how do I implement the shooting animations for running and standing.
I tried adding;
[Update Function]
But it doesn't show the animation at all. If you guys want to know how I have my stuff set up here it is below.
[Update Function]
Thank you all in advance.
I tried adding;
[Update Function]
if(this.standing && ig.input.pressed('shoot')) {
this.currentAnim = this.anims.standshooting;
}
But it doesn't show the animation at all. If you guys want to know how I have my stuff set up here it is below.
[Update Function]
/ move left or right
var accel = this.standing ? this.accelGround : this.accelAir;
if( ig.input.state('left') ) {
this.accel.x = -accel;
this.flip = true;
}else if( ig.input.state('right') ) {
this.accel.x = accel;
this.flip = false;
}else if( ig.input.state('backwards') ) {
this.accel.x = -accel;
this.flip = false;
}else{
this.accel.x = 0;
}
// jump
if (ig.input.pressed('jump') && this.standing)
{
this.vel.y = -this.jump;
this.jumpX = 1;
}
if (ig.input.state('jump'))
{
this.vel.y -= this.jump*0.1*this.jumpX;
this.jumpX = (this.jumpX > 0.1 ? this.jumpX*0.89 : 0);
}
// shoot
if( ig.input.pressed('shoot') ) {
ig.game.spawnEntity( this.activeWeapon, this.pos.x, this.pos.y, {flip:this.flip} );
}
if( ig.input.pressed('switch') ) {
this.weapon ++;
if(this.weapon >= this.totalWeapons)
this.weapon = 0;
switch(this.weapon){
case(0):
this.activeWeapon = "EntityPistol";
break;
case(1):
this.activeWeapon = "EntityDouble";
break;
}
this.setupAnimation(this.weapon);
}
// set the current animation, based on the player's speed
if( this.vel.y < 0 ) {
this.currentAnim = this.anims.jump;
}else if( this.vel.y > 0 ) {
this.currentAnim = this.anims.fall;
}else if( this.vel.x > 0 ) {
this.currentAnim = this.anims.run;
}else if( this.vel.x < 0 ) {
this.currentAnim = this.anims.run;
}else{
this.currentAnim = this.anims.idle;
}
this.currentAnim.flip.x = this.flip;
// move!
this.currentAnim.flip.x = this.flip;
if( this.invincibleTimer.delta() > this.invincibleDelay ) {
this.invincible = false;
this.currentAnim.alpha = 1;
}
this.parent();
},
Thank you all in advance.
