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en:guides:beginners:running_and_standing [2018/06/28 04:38 (7 years ago)] – In line with init projects sausageen:guides:beginners:running_and_standing [2024/11/18 04:18 (4 months ago)] (current) – Highlights sausage
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 He needs to be able to stand still when not running. To do this, we need to add an idle animation. He needs to be able to stand still when not running. To do this, we need to add an idle animation.
  
-An idle animation would be simply playing hero frame 1 from the spritesheet over and over. Let's create a ''HeroIdle'' animation  in the HeroAnimationSet and set it as the starting animation:+An idle animation would be simply playing hero frame 1 from the spritesheet over and over. Let's create a ''HeroIdle'' animation  in the ''HeroAnimationSet'' and set it as the starting animation:
  
-<code=ini>+<code=ini [highlight_lines_extra="4,5,6"]>
 [HeroAnimationSet] [HeroAnimationSet]
 Texture = soldier_full.png Texture = soldier_full.png
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 Add all the possible links to ''HeroAnimationSet'': Add all the possible links to ''HeroAnimationSet'':
  
-<code=ini>+<code=ini [highlight_lines_extra="5,7,8"]>
 [HeroAnimationSet] [HeroAnimationSet]
 Texture = soldier_full.png Texture = soldier_full.png
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 ...means that when the ''HeroRun'' animation finishes, it could branch off to ''HeroRun'' again or ''HeroIdle'', depending what the current target animation is set to. ...means that when the ''HeroRun'' animation finishes, it could branch off to ''HeroRun'' again or ''HeroIdle'', depending what the current target animation is set to.
- 
-[KILL THIS PARA] A note on the Priorty = 7 property for the last link. All links have a priority of 8. When the hero stops running, we want it to calculate back to the HeroIdle animation. We don't know if HeroRunLinkLoop will execute or if HeroRunToIdleLink will. Lowering the priority of HeroRunToIdleLink will ensure our hero will play the idle animation. 
  
 When the right key is pressed, the run animation,''HeroRun'', needs to play by setting it as the target animation. And when right is released, the target is set to ''HeroIdle'', and the graph must calculate it's way back to "Idle" as the animation to play: When the right key is pressed, the run animation,''HeroRun'', needs to play by setting it as the target animation. And when right is released, the target is set to ''HeroIdle'', and the graph must calculate it's way back to "Idle" as the animation to play:
  
-<code=cpp>+<code=cpp [highlight_lines_extra="3,4,5,6"]>
 if (orxInput_IsActive("GoRight")) if (orxInput_IsActive("GoRight"))
 { {
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 That takes care of running and stopping while facing right. But what about left? That takes care of running and stopping while facing right. But what about left?
  
-Let try that now.+Let'try that now.
  
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en/guides/beginners/running_and_standing.1530185920.txt.gz · Last modified: 2018/06/28 07:38 (7 years ago) (external edit)