extends CharacterBody2D
@onready var inv = get_parent().get_parent().get_node(“main/Inv”)
@onready var mod = get_parent().get_parent().get_node(“pauseing/ColorRect/CanvasModulate”)
@export var speed = 115
@export var kbpower = 5000
var bombs = 0
var dashed = false
var has_sword = true
var disable_movment = false
var hp = 100
var input_direction
var swordtime = 0
var paused = false
var damage = 5
func _ready():
$sword/swordcollision.disabled = true
$samsprite/hp_bar.get(“theme_override_styles/fill”).bg_color = Color.RED
func _physics_process(delta):
if bombs <=1 and Input.is_action_pressed(“bomb”):
bomb()
if disable_movment == false:
input_direction = Input.get_vector(“ui_left”, “ui_right”, “ui_up”, “ui_down”).normalized();
velocity=input_direction*speed
sword()
move_and_slide()
if input_direction == Vector2(0,0): #null
$samsprite.play(“default_down”)
$samsprite.flip_h = false
elif input_direction == Vector2(-1,0): #left
$samsprite.play(“right”)
$samsprite.flip_h = true
elif input_direction == Vector2(1,0): #right
$samsprite.play(“right”)
elif input_direction == Vector2(0,1): #down
$samsprite.play(“down”)
elif input_direction == Vector2(0,-1): #up
$samsprite.play(“up”)
if Input.is_action_just_pressed(“sword”) and has_sword == true:
disable_movment = true
$sword.show()
$sword/swordcollision.disabled = false
swordtime = 15
if swordtime != 0:
swordtime=swordtime - 1
if swordtime == 0:
disable_movment = false
$sword.hide()
$sword/swordcollision.disabled = true
if Input.is_action_pressed(“dash”) and dashed == false:
speed = 600
await get_tree().create_timer(.3).timeout
speed = 100.0
dashed = true
await get_tree().create_timer(.5).timeout
dashed = false
if Input.is_action_pressed(“pause”) and paused == false:
mod.show()
inv.show()
disable_movment = true
await get_tree().create_timer(.5).timeout
paused = true
if paused == true and Input.is_action_pressed(“pause”):
disable_movment = false
mod.hide()
inv.hide()
await get_tree().create_timer(.5).timeout
paused = false
func sword():
if input_direction == Vector2(1,0):
$sword.rotation_degrees = 180
$samsprite.play(“sword_left”)
$samsprite.flip_h = true
if input_direction == Vector2(-1,0):
$sword.rotation_degrees = 0
$samsprite.play(“sword_left”)
if input_direction == Vector2(0,1):
$sword.rotation_degrees = 270
$samsprite.play(“sword_down”)
if input_direction == Vector2(0,-1):
$sword.rotation_degrees = 90
$samsprite.play(“sword_up”)
func _on_hurtbox_area_entered(area):
if area.name == “hitbox”:
knockback(area.get_parent().velocity)
$samsprite.modulate = Color(1,1,1,0)
await get_tree().create_timer(.05).timeout
$samsprite.modulate = Color(1,1,1,1)
hp = hp - damage
$samsprite/hp_bar.value =hp
if hp <= 0:
get_tree().quit()
func knockback(EnemyVelocity: Vector2):
var knockbackdir = (EnemyVelocity-velocity).normalized()*kbpower
velocity = knockbackdir
move_and_slide()
func bomb():
pass
Please put this code in code tags (</> item on menu bar) so we can read it.
extends CharacterBody2D
@onready var inv = get_parent().get_parent().get_node("main/Inv")
@onready var mod = get_parent().get_parent().get_node("pauseing/ColorRect/CanvasModulate")
@export var speed = 115
@export var kbpower = 5000
var bombs = 0
var dashed = false
var has_sword = true
var disable_movment = false
var hp = 100
var input_direction
var swordtime = 0
var paused = false
var damage = 5
func _ready():
$sword/swordcollision.disabled = true
$samsprite/hp_bar.get("theme_override_styles/fill").bg_color = Color.RED
func _physics_process(delta):
if bombs <=1 and Input.is_action_pressed("bomb"):
bomb()
if disable_movment == false:
input_direction = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down").normalized();
velocity=input_direction*speed
sword()
move_and_slide()
if input_direction == Vector2(0,0): #null
$samsprite.play("default_down")
$samsprite.flip_h = false
elif input_direction == Vector2(-1,0): #left
$samsprite.play("right")
$samsprite.flip_h = true
elif input_direction == Vector2(1,0): #right
$samsprite.play("right")
elif input_direction == Vector2(0,1): #down
$samsprite.play("down")
elif input_direction == Vector2(0,-1): #up
$samsprite.play("up")
if Input.is_action_just_pressed("sword") and has_sword == true:
disable_movment = true
$sword.show()
$sword/swordcollision.disabled = false
swordtime = 15
if swordtime != 0:
swordtime=swordtime - 1
if swordtime == 0:
disable_movment = false
$sword.hide()
$sword/swordcollision.disabled = true
if Input.is_action_pressed("dash") and dashed == false:
speed = 600
await get_tree().create_timer(.3).timeout
speed = 100.0
dashed = true
await get_tree().create_timer(.5).timeout
dashed = false
if Input.is_action_pressed("pause") and paused == false:
mod.show()
inv.show()
disable_movment = true
await get_tree().create_timer(.5).timeout
paused = true
if paused == true and Input.is_action_pressed("pause"):
disable_movment = false
mod.hide()
inv.hide()
await get_tree().create_timer(.5).timeout
paused = false
func sword():
if input_direction == Vector2(1,0):
$sword.rotation_degrees = 180
$samsprite.play("sword_left")
$samsprite.flip_h = true
if input_direction == Vector2(-1,0):
$sword.rotation_degrees = 0
$samsprite.play("sword_left")
if input_direction == Vector2(0,1):
$sword.rotation_degrees = 270
$samsprite.play("sword_down")
if input_direction == Vector2(0,-1):
$sword.rotation_degrees = 90
$samsprite.play("sword_up")
func _on_hurtbox_area_entered(area):
if area.name == "hitbox":
knockback(area.get_parent().velocity)
$samsprite.modulate = Color(1,1,1,0)
await get_tree().create_timer(.05).timeout
$samsprite.modulate = Color(1,1,1,1)
hp = hp - damage
$samsprite/hp_bar.value =hp
if hp <= 0:
get_tree().quit()
func knockback(EnemyVelocity: Vector2):
var knockbackdir = (EnemyVelocity-velocity).normalized()*kbpower
velocity = knockbackdir
move_and_slide()
func bomb():
pass
@sancho2 fixed any ideas?
Which animation is short circuited?
This is an animated sprite correct?
It looks to me like you are playing one animation, in the sword()
function, and then immediately playing another animation for movement, effectively cancelling the sword animation.
PS: You can edit your posts using the pencil icon under it. You only have a limited time to do that though (a few days…not sure exactly).
you sure this is 4 if s? instead of 1 if, 3 elif?
also it does looks like you need the animation tree for this when you try to do more animation at once for a character in a state
@sancho2 @zdrmlpzdrmlp i just got it the sword function is being called at the top which is overwritting the moving animations boy i am dumb edit:nvm @sancho2 got it first i just didnt see his reply
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