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Reply From: |
exuin |
So I’m not sure exactly what you’re asking but I’ll try to answer.
The boot splash image can only be a static image, it can’t be animated.
However, if you want a custom loading screen between levels, you can looking into threads. Display the loading screen while you’re loading the level.
AnimatedSprite are AnimationPlayer are two different nodes. I’m not sure why you think you need to use them in conjunction.
So basically, I’ve created a loading page, with the following code:
extends ColorRect
onready var godotSprite = $Control/ComputerLoad
onready var tween = $Tween
onready var godotTXT = $Control/WordPig
func _ready():
tween.interpolate_property(godotTXT, ‘modulate’, Color(1,1,1,0), Color(1,1,1,1), 1, Tween.TRANS_BOUNCE, Tween.EASE_IN_OUT)
tween.start()
func _on_AnimationPlayTimer_timeout():
godotSprite.play()
func _on_ComputerLoad_animation_finished():
$ChangeSceneTimer.start()
func _on_ChangeSceneTimer_timeout():
get_tree().change_scene(“res://change_scenes/Level2.tscn”)
This is all fine, and I can get my loading to page to go to the next scene but only when I put Autoplay for the change scene timer, but not when I put autoplay for the animationPlay timer, therefore I can’t get my sprite to be animated, and then transition to the next scene. It can only be the static image of the animated sprite, without the animation and then transition.
I think its something to do with the inspector settings, because when I press autoplay for the ChangeSceneTimer it will do it, but not with the animation running.