My attack animation is playing the first frame

4.3.stable

Question
I’m pretty new to Godot and my attack animation is playing the first frame, I tried many things, but it doesn’t work I used the base templet for the movement and added a few things to it the code, the game I’m working on is 2d. here is the code
extends CharacterBody2D
@onready var animated_sprite: AnimatedSprite2D = $AnimatedSprite2D

const SPEED = 300.0
const JUMP_VELOCITY = -400.0

func _physics_process(delta: float) → void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta

# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
	velocity.y = JUMP_VELOCITY

# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var direction := Input.get_axis("move_left", "move_right")
if direction:
	velocity.x = direction * SPEED
else:
	velocity.x = move_toward(velocity.x, 0, SPEED)

move_and_slide()




if direction == 0:
	animated_sprite.play("idle")
	
else:

	animated_sprite.play("run")

if direction < 0:
	animated_sprite.flip_h = true

if direction > 0:
	animated_sprite.flip_h = false








if Input.is_action_just_pressed("attack_action"):

	animated_sprite.animation = "attack"
1 Like

Its only playing the first frame, because in the next frame either “idle” or "run is getting called, which overwrites your old animation.
To fix this you should use a state-machine. There are many tutorials on youtube.

Another quick but ugly solution would be the following:

extends CharacterBody2D
@onready var animated_sprite: AnimatedSprite2D = $AnimatedSprite2D

const SPEED = 300.0
const JUMP_VELOCITY = -400.0

var attacking: bool = false

func _ready() -> void:
	animated_sprite.animation_finished.connect(_on_animation_finished)

func _physics_process(delta: float) → void:
	# Add the gravity.
	if not is_on_floor():
	velocity += get_gravity() * delta

	# Handle jump.
	if Input.is_action_just_pressed("ui_accept") and is_on_floor():
		velocity.y = JUMP_VELOCITY

	# Get the input direction and handle the movement/deceleration.
	# As good practice, you should replace UI actions with custom gameplay actions.
	var direction := Input.get_axis("move_left", "move_right")
	if direction:
		velocity.x = direction * SPEED
	else:
		velocity.x = move_toward(velocity.x, 0, SPEED)

	move_and_slide()



	if attacking:
		return

	if direction == 0:
		animated_sprite.play("idle")
	else:
		animated_sprite.play("run")

	if direction < 0:
		animated_sprite.flip_h = true

	if direction > 0:
		animated_sprite.flip_h = false



	if Input.is_action_just_pressed("attack_action"):
		attacking = true
		animated_sprite.animation = "attack"

func _on_animation_finished() -> void:
	if animated_sprite.animation == "attack":
		attacking = false

Note that you can still jump while attacking, you can stop that by checking if you are currently attacking

thank you for your help

1 Like

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.