the problem is in skel component inside each character… its all coming from here. iam doing the rotations / transform, positions, etc.. in physics process even if its not at running every 60 fps it only updates when nextframe == true, with more than 30 enemies on screen the fps start to slow down…
#-------//----sets-parts-coord--//-------------------
func _ptSimplePath():
#------------------//-----------------------//---------------------------------
#-----------------//---UPPER-BODY-ROOT-1---//----------------------------------
#----------------//-----------------------//-----------------------------------
animFrame = clamp(animFrame, 0, root1.Fnum.size()-1 );
if ( rootUpperBodySet == false ):
#//-Left-Hand
#pt1_spr.texture.set_current_frame( root1.Fnum[animFrame].pt1.fm );
pt1_spr.texture = Lhand1[ root1.Fnum[animFrame].pt1.fm ];
pt1_spr.position = root1.Fnum[animFrame].pt1.pos;
bodyCollision.move_child ( pt1_spr, root1.Fnum[animFrame].pt1.pz );
pt1_spr.rotation = root1.Fnum[animFrame].pt1.pa * (PI/180);
pt1_up1.position = root1.Fnum[animFrame].pt1.up1;
pt1_up2.position = root1.Fnum[animFrame].pt1.up2;
pt1_up3.position = root1.Fnum[animFrame].pt1.up3;
pt1_md1.position = root1.Fnum[animFrame].pt1.md1;
pt1_md2.position = root1.Fnum[animFrame].pt1.md2;
pt1_md3.position = root1.Fnum[animFrame].pt1.md3;
pt1_dn1.position = root1.Fnum[animFrame].pt1.dn1;
pt1_dn2.position = root1.Fnum[animFrame].pt1.dn2;
pt1_dn3.position = root1.Fnum[animFrame].pt1.dn3;
#//-Left-armDown
#pt2_spr.texture.set_current_frame( root1.Fnum[animFrame].pt2.fm );
pt2_spr.texture = LarmDn1[ root1.Fnum[animFrame].pt2.fm ];
pt2_spr.position = root1.Fnum[animFrame].pt2.pos;
bodyCollision.move_child ( pt2_spr, root1.Fnum[animFrame].pt2.pz );
pt2_spr.rotation = root1.Fnum[animFrame].pt2.pa * (PI/180);
pt2_up1.position = root1.Fnum[animFrame].pt2.up1;
pt2_up2.position = root1.Fnum[animFrame].pt2.up2;
pt2_up3.position = root1.Fnum[animFrame].pt2.up3;
pt2_md1.position = root1.Fnum[animFrame].pt2.md1;
pt2_md2.position = root1.Fnum[animFrame].pt2.md2;
pt2_md3.position = root1.Fnum[animFrame].pt2.md3;
pt2_dn1.position = root1.Fnum[animFrame].pt2.dn1;
pt2_dn2.position = root1.Fnum[animFrame].pt2.dn2;
pt2_dn3.position = root1.Fnum[animFrame].pt2.dn3;
#//-Left-armUp
#pt3_spr.texture.set_current_frame( root1.Fnum[animFrame].pt3.fm );
pt3_spr.texture = LarmUp1[ root1.Fnum[animFrame].pt3.fm ];
pt3_spr.position = root1.Fnum[animFrame].pt3.pos;
bodyCollision.move_child ( pt3_spr, root1.Fnum[animFrame].pt3.pz );
pt3_spr.rotation = root1.Fnum[animFrame].pt3.pa * (PI/180);
pt3_up1.position = root1.Fnum[animFrame].pt3.up1;
pt3_up2.position = root1.Fnum[animFrame].pt3.up2;
pt3_up3.position = root1.Fnum[animFrame].pt3.up3;
pt3_md1.position = root1.Fnum[animFrame].pt3.md1;
pt3_md2.position = root1.Fnum[animFrame].pt3.md2;
pt3_md3.position = root1.Fnum[animFrame].pt3.md3;
pt3_dn1.position = root1.Fnum[animFrame].pt3.dn1;
pt3_dn2.position = root1.Fnum[animFrame].pt3.dn2;
pt3_dn3.position = root1.Fnum[animFrame].pt3.dn3;
#//-torso
#pt8_spr.texture.set_current_frame( root1.Fnum[animFrame].pt8.fm );
pt8_spr.texture = Torso1[ root1.Fnum[animFrame].pt8.fm ];
pt8_spr.position = root1.Fnum[animFrame].pt8.pos;
bodyCollision.move_child ( pt8_spr, root1.Fnum[animFrame].pt8.pz );
pt8_spr.rotation = root1.Fnum[animFrame].pt8.pa * (PI/180);
pt8_up1.position = root1.Fnum[animFrame].pt8.up1;
pt8_up2.position = root1.Fnum[animFrame].pt8.up2;
pt8_up3.position = root1.Fnum[animFrame].pt8.up3;
pt8_md1.position = root1.Fnum[animFrame].pt8.md1;
pt8_md2.position = root1.Fnum[animFrame].pt8.md2;
pt8_md3.position = root1.Fnum[animFrame].pt8.md3;
pt8_dn1.position = root1.Fnum[animFrame].pt8.dn1;
pt8_dn2.position = root1.Fnum[animFrame].pt8.dn2;
pt8_dn3.position = root1.Fnum[animFrame].pt8.dn3;
#//-head
#pt9_spr.texture.set_current_frame( root1.Fnum[animFrame].pt9.fm );
pt9_spr.texture = Head1[ root1.Fnum[animFrame].pt9.fm ];
pt9_spr.position = root1.Fnum[animFrame].pt9.pos;
bodyCollision.move_child ( pt9_spr, root1.Fnum[animFrame].pt9.pz );
pt9_spr.rotation = root1.Fnum[animFrame].pt9.pa * (PI/180);
pt9_up1.position = root1.Fnum[animFrame].pt9.up1;
pt9_up2.position = root1.Fnum[animFrame].pt9.up2;
pt9_up3.position = root1.Fnum[animFrame].pt9.up3;
pt9_md1.position = root1.Fnum[animFrame].pt9.md1;
pt9_md2.position = root1.Fnum[animFrame].pt9.md2;
pt9_md3.position = root1.Fnum[animFrame].pt9.md3;
pt9_dn1.position = root1.Fnum[animFrame].pt9.dn1;
pt9_dn2.position = root1.Fnum[animFrame].pt9.dn2;
pt9_dn3.position = root1.Fnum[animFrame].pt9.dn3;
#//-Right-Hand
#pt13_spr.texture.set_current_frame( root1.Fnum[animFrame].pt13.fm );
pt13_spr.texture = Rhand1[ root1.Fnum[animFrame].pt13.fm ];
pt13_spr.position = root1.Fnum[animFrame].pt13.pos;
bodyCollision.move_child ( pt13_spr, root1.Fnum[animFrame].pt13.pz );
pt13_spr.rotation = root1.Fnum[animFrame].pt13.pa * (PI/180);
pt13_up1.position = root1.Fnum[animFrame].pt13.up1;
pt13_up2.position = root1.Fnum[animFrame].pt13.up2;
pt13_up3.position = root1.Fnum[animFrame].pt13.up3;
pt13_md1.position = root1.Fnum[animFrame].pt13.md1;
pt13_md2.position = root1.Fnum[animFrame].pt13.md2;
pt13_md3.position = root1.Fnum[animFrame].pt13.md3;
pt13_dn1.position = root1.Fnum[animFrame].pt13.dn1;
pt13_dn2.position = root1.Fnum[animFrame].pt13.dn2;
pt13_dn3.position = root1.Fnum[animFrame].pt13.dn3;
#//-Right-armDown
#pt14_spr.texture.set_current_frame( root1.Fnum[animFrame].pt14.fm );
pt14_spr.texture = RarmDn1[ root1.Fnum[animFrame].pt14.fm ];
pt14_spr.position = root1.Fnum[animFrame].pt14.pos;
bodyCollision.move_child ( pt14_spr, root1.Fnum[animFrame].pt14.pz );
pt14_spr.rotation = root1.Fnum[animFrame].pt14.pa * (PI/180);
pt14_up1.position = root1.Fnum[animFrame].pt14.up1;
pt14_up2.position = root1.Fnum[animFrame].pt14.up2;
pt14_up3.position = root1.Fnum[animFrame].pt14.up3;
pt14_md1.position = root1.Fnum[animFrame].pt14.md1;
pt14_md2.position = root1.Fnum[animFrame].pt14.md2;
pt14_md3.position = root1.Fnum[animFrame].pt14.md3;
pt14_dn1.position = root1.Fnum[animFrame].pt14.dn1;
pt14_dn2.position = root1.Fnum[animFrame].pt14.dn2;
pt14_dn3.position = root1.Fnum[animFrame].pt14.dn3;
#//-Right-armUp
#pt15_spr.texture.set_current_frame( root1.Fnum[animFrame].pt15.fm );
pt15_spr.texture = RarmUp1[ root1.Fnum[animFrame].pt15.fm ];
pt15_spr.position = root1.Fnum[animFrame].pt15.pos;
bodyCollision.move_child ( pt15_spr, root1.Fnum[animFrame].pt15.pz );
pt15_spr.rotation = root1.Fnum[animFrame].pt15.pa * (PI/180);
pt15_up1.position = root1.Fnum[animFrame].pt15.up1;
pt15_up2.position = root1.Fnum[animFrame].pt15.up2;
pt15_up3.position = root1.Fnum[animFrame].pt15.up3;
pt15_md1.position = root1.Fnum[animFrame].pt15.md1;
pt15_md2.position = root1.Fnum[animFrame].pt15.md2;
pt15_md3.position = root1.Fnum[animFrame].pt15.md3;
pt15_dn1.position = root1.Fnum[animFrame].pt15.dn1;
pt15_dn2.position = root1.Fnum[animFrame].pt15.dn2;
pt15_dn3.position = root1.Fnum[animFrame].pt15.dn3;
#//-------head-MASK----------------
hEx1_spr.texture = HeadExt1[ root1.Fnum[animFrame].hEx.fm ];
hEx1_spr.position = root1.Fnum[animFrame].hEx.pos;
bodyCollision.move_child ( hEx1_spr, root1.Fnum[animFrame].hEx.pz );
hEx1_spr.rotation = root1.Fnum[animFrame].hEx.pa * (PI/180);
hEx1_spr.scale = root1.Fnum[animFrame].hEx.scl;
#//-------WEAPON----------------
wp1_spr.position = weapFollow.position + ( root1.Fnum[animFrame].wp1.pos * bodyCollision.scale );
wp1_spr.texture = wp1_spr.weapImg[ root1.Fnum[animFrame].wp1.fm ];
move_child ( wp1_spr, viewCon.get_index() + root1.Fnum[animFrame].wp1.pz );
wp1_spr.rotation = root1.Fnum[animFrame].wp1.pa * (PI/180);
wp1_spr.scale = Vector2(1, 1) + root1.Fnum[animFrame].wp1.scl;
else:
animFrame2 = clamp(animFrame2, 0, root2.Fnum.size()-1 );
#------------------//-----------------------//---------------------------------
#-----------------//---UPPER-BODY-ROOT-2---//----------------------------------
#----------------//-----------------------//-----------------------------------
#//-Left-Hand
#pt1_spr.texture.set_current_frame( root2.Fnum[animFrame2].pt1.fm );
pt1_spr.texture = Lhand1[ root1.Fnum[animFrame].pt1.fm ];
pt1_spr.position = root2.Fnum[animFrame2].pt1.pos;
bodyCollision.move_child ( pt1_spr, root2.Fnum[animFrame2].pt1.pz );
pt1_spr.rotation = root2.Fnum[animFrame2].pt1.pa * (PI/180);
pt1_up1.position = root2.Fnum[animFrame2].pt1.up1;
pt1_up2.position = root2.Fnum[animFrame2].pt1.up2;
pt1_up3.position = root2.Fnum[animFrame2].pt1.up3;
pt1_md1.position = root2.Fnum[animFrame2].pt1.md1;
pt1_md2.position = root2.Fnum[animFrame2].pt1.md2;
pt1_md3.position = root2.Fnum[animFrame2].pt1.md3;
pt1_dn1.position = root2.Fnum[animFrame2].pt1.dn1;
pt1_dn2.position = root2.Fnum[animFrame2].pt1.dn2;
pt1_dn3.position = root2.Fnum[animFrame2].pt1.dn3;
#//-Left-armDown
#pt2_spr.texture.set_current_frame( root2.Fnum[animFrame2].pt2.fm );
pt2_spr.texture = LarmDn1[ root1.Fnum[animFrame].pt2.fm ];
pt2_spr.position = root2.Fnum[animFrame2].pt2.pos;
bodyCollision.move_child ( pt2_spr, root2.Fnum[animFrame2].pt2.pz );
pt2_spr.rotation = root2.Fnum[animFrame2].pt2.pa * (PI/180);
pt2_up1.position = root2.Fnum[animFrame2].pt2.up1;
pt2_up2.position = root2.Fnum[animFrame2].pt2.up2;
pt2_up3.position = root2.Fnum[animFrame2].pt2.up3;
pt2_md1.position = root2.Fnum[animFrame2].pt2.md1;
pt2_md2.position = root2.Fnum[animFrame2].pt2.md2;
pt2_md3.position = root2.Fnum[animFrame2].pt2.md3;
pt2_dn1.position = root2.Fnum[animFrame2].pt2.dn1;
pt2_dn2.position = root2.Fnum[animFrame2].pt2.dn2;
pt2_dn3.position = root2.Fnum[animFrame2].pt2.dn3;
#//-Left-armUp
#pt3_spr.texture.set_current_frame( root2.Fnum[animFrame2].pt3.fm );
pt3_spr.texture = LarmUp1[ root1.Fnum[animFrame].pt3.fm ];
pt3_spr.position = root2.Fnum[animFrame2].pt3.pos;
bodyCollision.move_child ( pt3_spr, root2.Fnum[animFrame2].pt3.pz );
pt3_spr.rotation = root2.Fnum[animFrame2].pt3.pa * (PI/180);
pt3_up1.position = root2.Fnum[animFrame2].pt3.up1;
pt3_up2.position = root2.Fnum[animFrame2].pt3.up2;
pt3_up3.position = root2.Fnum[animFrame2].pt3.up3;
pt3_md1.position = root2.Fnum[animFrame2].pt3.md1;
pt3_md2.position = root2.Fnum[animFrame2].pt3.md2;
pt3_md3.position = root2.Fnum[animFrame2].pt3.md3;
pt3_dn1.position = root2.Fnum[animFrame2].pt3.dn1;
pt3_dn2.position = root2.Fnum[animFrame2].pt3.dn2;
pt3_dn3.position = root2.Fnum[animFrame2].pt3.dn3;
#//-torso
#pt8_spr.texture.set_current_frame( root2.Fnum[animFrame2].pt8.fm );
pt8_spr.texture = Torso1[ root1.Fnum[animFrame].pt8.fm ];
pt8_spr.position = root2.Fnum[animFrame2].pt8.pos;
bodyCollision.move_child ( pt8_spr, root2.Fnum[animFrame2].pt8.pz );
pt8_spr.rotation = root2.Fnum[animFrame2].pt8.pa * (PI/180);
pt8_up1.position = root2.Fnum[animFrame2].pt8.up1;
pt8_up2.position = root2.Fnum[animFrame2].pt8.up2;
pt8_up3.position = root2.Fnum[animFrame2].pt8.up3;
pt8_md1.position = root2.Fnum[animFrame2].pt8.md1;
pt8_md2.position = root2.Fnum[animFrame2].pt8.md2;
pt8_md3.position = root2.Fnum[animFrame2].pt8.md3;
pt8_dn1.position = root2.Fnum[animFrame2].pt8.dn1;
pt8_dn2.position = root2.Fnum[animFrame2].pt8.dn2;
pt8_dn3.position = root2.Fnum[animFrame2].pt8.dn3;
#//-head
#pt9_spr.texture.set_current_frame( root2.Fnum[animFrame2].pt9.fm );
pt9_spr.texture = Head1[ root1.Fnum[animFrame].pt9.fm ];
pt9_spr.position = root2.Fnum[animFrame2].pt9.pos;
bodyCollision.move_child ( pt9_spr, root2.Fnum[animFrame2].pt9.pz );
pt9_spr.rotation = root2.Fnum[animFrame2].pt9.pa * (PI/180);
pt9_up1.position = root2.Fnum[animFrame2].pt9.up1;
pt9_up2.position = root2.Fnum[animFrame2].pt9.up2;
pt9_up3.position = root2.Fnum[animFrame2].pt9.up3;
pt9_md1.position = root2.Fnum[animFrame2].pt9.md1;
pt9_md2.position = root2.Fnum[animFrame2].pt9.md2;
pt9_md3.position = root2.Fnum[animFrame2].pt9.md3;
pt9_dn1.position = root2.Fnum[animFrame2].pt9.dn1;
pt9_dn2.position = root2.Fnum[animFrame2].pt9.dn2;
pt9_dn3.position = root2.Fnum[animFrame2].pt9.dn3;
#//-Right-Hand
#pt13_spr.texture.set_current_frame( root2.Fnum[animFrame2].pt13.fm );
pt13_spr.texture = Rhand1[ root1.Fnum[animFrame].pt13.fm ];
pt13_spr.position = root2.Fnum[animFrame2].pt13.pos;
bodyCollision.move_child ( pt13_spr, root2.Fnum[animFrame2].pt13.pz );
pt13_spr.rotation = root2.Fnum[animFrame2].pt13.pa * (PI/180);
pt13_up1.position = root2.Fnum[animFrame2].pt13.up1;
pt13_up2.position = root2.Fnum[animFrame2].pt13.up2;
pt13_up3.position = root2.Fnum[animFrame2].pt13.up3;
pt13_md1.position = root2.Fnum[animFrame2].pt13.md1;
pt13_md2.position = root2.Fnum[animFrame2].pt13.md2;
pt13_md3.position = root2.Fnum[animFrame2].pt13.md3;
pt13_dn1.position = root2.Fnum[animFrame2].pt13.dn1;
pt13_dn2.position = root2.Fnum[animFrame2].pt13.dn2;
pt13_dn3.position = root2.Fnum[animFrame2].pt13.dn3;
#//-Right-armDown
#pt14_spr.texture.set_current_frame( root2.Fnum[animFrame2].pt14.fm );
pt14_spr.texture = RarmDn1[ root1.Fnum[animFrame].pt14.fm ];
pt14_spr.position = root2.Fnum[animFrame2].pt14.pos;
bodyCollision.move_child ( pt14_spr, root2.Fnum[animFrame2].pt14.pz );
pt14_spr.rotation = root2.Fnum[animFrame2].pt14.pa * (PI/180);
pt14_up1.position = root2.Fnum[animFrame2].pt14.up1;
pt14_up2.position = root2.Fnum[animFrame2].pt14.up2;
pt14_up3.position = root2.Fnum[animFrame2].pt14.up3;
pt14_md1.position = root2.Fnum[animFrame2].pt14.md1;
pt14_md2.position = root2.Fnum[animFrame2].pt14.md2;
pt14_md3.position = root2.Fnum[animFrame2].pt14.md3;
pt14_dn1.position = root2.Fnum[animFrame2].pt14.dn1;
pt14_dn2.position = root2.Fnum[animFrame2].pt14.dn2;
pt14_dn3.position = root2.Fnum[animFrame2].pt14.dn3;
#//-Right-armUp
#pt15_spr.texture.set_current_frame( root2.Fnum[animFrame2].pt15.fm );
pt15_spr.texture = RarmUp1[ root1.Fnum[animFrame].pt15.fm ];
pt15_spr.position = root2.Fnum[animFrame2].pt15.pos;
bodyCollision.move_child ( pt15_spr, root2.Fnum[animFrame2].pt15.pz );
pt15_spr.rotation = root2.Fnum[animFrame2].pt15.pa * (PI/180);
pt15_up1.position = root2.Fnum[animFrame2].pt15.up1;
pt15_up2.position = root2.Fnum[animFrame2].pt15.up2;
pt15_up3.position = root2.Fnum[animFrame2].pt15.up3;
pt15_md1.position = root2.Fnum[animFrame2].pt15.md1;
pt15_md2.position = root2.Fnum[animFrame2].pt15.md2;
pt15_md3.position = root2.Fnum[animFrame2].pt15.md3;
pt15_dn1.position = root2.Fnum[animFrame2].pt15.dn1;
pt15_dn2.position = root2.Fnum[animFrame2].pt15.dn2;
pt15_dn3.position = root2.Fnum[animFrame2].pt15.dn3;
#//-------head-MASK----------------
#hEx1_spr.texture.set_current_frame( root2.Fnum[animFrame2].hEx.fm );
hEx1_spr.texture = HeadExt1[ root1.Fnum[animFrame].hEx.fm ];
hEx1_spr.position = root2.Fnum[animFrame2].hEx.pos;
bodyCollision.move_child ( hEx1_spr, root2.Fnum[animFrame2].hEx.pz );
hEx1_spr.rotation = root2.Fnum[animFrame2].hEx.pa * (PI/180);
hEx1_spr.scale = root2.Fnum[animFrame2].hEx.scl;
#//-------WEAPON----------------
wp1_spr.position = weapFollow.position + ( root2.Fnum[animFrame2].wp1.pos * bodyCollision.scale );
wp1_spr.texture = wp1_spr.weapImg[ root1.Fnum[animFrame].wp1.fm ];
move_child ( wp1_spr, viewCon.get_index() + root2.Fnum[animFrame2].wp1.pz );
wp1_spr.rotation = root2.Fnum[animFrame2].wp1.pa * (PI/180);
wp1_spr.scale = Vector2(1, 1) + root2.Fnum[animFrame2].wp1.scl;
#-------------------//---------------//---------------------------------
#------------------//---LOWER-BODY--//----------------------------------
#-----------------//---------------//-----------------------------------
#//-Left-foot
#pt4_spr.texture.set_current_frame( root1.Fnum[animFrame].pt4.fm );
pt4_spr.texture = LFoot1[ root1.Fnum[animFrame].pt4.fm ];
pt4_spr.position = root1.Fnum[animFrame].pt4.pos;
bodyCollision.move_child ( pt4_spr, root1.Fnum[animFrame].pt4.pz );
pt4_spr.rotation = root1.Fnum[animFrame].pt4.pa * (PI/180);
pt4_up1.position = root1.Fnum[animFrame].pt4.up1;
pt4_up2.position = root1.Fnum[animFrame].pt4.up2;
pt4_up3.position = root1.Fnum[animFrame].pt4.up3;
pt4_md1.position = root1.Fnum[animFrame].pt4.md1;
pt4_md2.position = root1.Fnum[animFrame].pt4.md2;
pt4_md3.position = root1.Fnum[animFrame].pt4.md3;
pt4_dn1.position = root1.Fnum[animFrame].pt4.dn1;
pt4_dn2.position = root1.Fnum[animFrame].pt4.dn2;
pt4_dn3.position = root1.Fnum[animFrame].pt4.dn3;
#//-Left-legDown
#pt5_spr.texture.set_current_frame( root1.Fnum[animFrame].pt5.fm );
pt5_spr.texture = LlegDn1[ root1.Fnum[animFrame].pt5.fm ];
pt5_spr.position = root1.Fnum[animFrame].pt5.pos;
bodyCollision.move_child ( pt5_spr, root1.Fnum[animFrame].pt5.pz );
pt5_spr.rotation = root1.Fnum[animFrame].pt5.pa * (PI/180);
pt5_up1.position = root1.Fnum[animFrame].pt5.up1;
pt5_up2.position = root1.Fnum[animFrame].pt5.up2;
pt5_up3.position = root1.Fnum[animFrame].pt5.up3;
pt5_md1.position = root1.Fnum[animFrame].pt5.md1;
pt5_md2.position = root1.Fnum[animFrame].pt5.md2;
pt5_md3.position = root1.Fnum[animFrame].pt5.md3;
pt5_dn1.position = root1.Fnum[animFrame].pt5.dn1;
pt5_dn2.position = root1.Fnum[animFrame].pt5.dn2;
pt5_dn3.position = root1.Fnum[animFrame].pt5.dn3;
#//-Left-legUp
#pt6_spr.texture.set_current_frame( root1.Fnum[animFrame].pt6.fm );
pt6_spr.texture = LlegUp1[ root1.Fnum[animFrame].pt6.fm ];
pt6_spr.position = root1.Fnum[animFrame].pt6.pos;
bodyCollision.move_child ( pt6_spr, root1.Fnum[animFrame].pt6.pz );
pt6_spr.rotation = root1.Fnum[animFrame].pt6.pa * (PI/180);
pt6_up1.position = root1.Fnum[animFrame].pt6.up1;
pt6_up2.position = root1.Fnum[animFrame].pt6.up2;
pt6_up3.position = root1.Fnum[animFrame].pt6.up3;
pt6_md1.position = root1.Fnum[animFrame].pt6.md1;
pt6_md2.position = root1.Fnum[animFrame].pt6.md2;
pt6_md3.position = root1.Fnum[animFrame].pt6.md3;
pt6_dn1.position = root1.Fnum[animFrame].pt6.dn1;
pt6_dn2.position = root1.Fnum[animFrame].pt6.dn2;
pt6_dn3.position = root1.Fnum[animFrame].pt6.dn3;
#//-waist
#pt7_spr.texture.set_current_frame( root1.Fnum[animFrame].pt7.fm );
pt7_spr.texture = Waist1[ root1.Fnum[animFrame].pt7.fm ];
pt7_spr.position = root1.Fnum[animFrame].pt7.pos;
bodyCollision.move_child ( pt7_spr, root1.Fnum[animFrame].pt7.pz );
pt7_spr.rotation = root1.Fnum[animFrame].pt7.pa * (PI/180);
pt7_up1.position = root1.Fnum[animFrame].pt7.up1;
pt7_up2.position = root1.Fnum[animFrame].pt7.up2;
pt7_up3.position = root1.Fnum[animFrame].pt7.up3;
pt7_md1.position = root1.Fnum[animFrame].pt7.md1;
pt7_md2.position = root1.Fnum[animFrame].pt7.md2;
pt7_md3.position = root1.Fnum[animFrame].pt7.md3;
pt7_dn1.position = root1.Fnum[animFrame].pt7.dn1;
pt7_dn2.position = root1.Fnum[animFrame].pt7.dn2;
pt7_dn3.position = root1.Fnum[animFrame].pt7.dn3;
#//-Right-foot
#pt10_spr.texture.set_current_frame( root1.Fnum[animFrame].pt10.fm );
pt10_spr.texture = RFoot1[ root1.Fnum[animFrame].pt10.fm ];
pt10_spr.position = root1.Fnum[animFrame].pt10.pos;
bodyCollision.move_child ( pt10_spr, root1.Fnum[animFrame].pt10.pz );
pt10_spr.rotation = root1.Fnum[animFrame].pt10.pa * (PI/180);
pt10_up1.position = root1.Fnum[animFrame].pt10.up1;
pt10_up2.position = root1.Fnum[animFrame].pt10.up2;
pt10_up3.position = root1.Fnum[animFrame].pt10.up3;
pt10_md1.position = root1.Fnum[animFrame].pt10.md1;
pt10_md2.position = root1.Fnum[animFrame].pt10.md2;
pt10_md3.position = root1.Fnum[animFrame].pt10.md3;
pt10_dn1.position = root1.Fnum[animFrame].pt10.dn1;
pt10_dn2.position = root1.Fnum[animFrame].pt10.dn2;
pt10_dn3.position = root1.Fnum[animFrame].pt10.dn3;
#//-Right-legDown
#pt11_spr.texture.set_current_frame( root1.Fnum[animFrame].pt11.fm );
pt11_spr.texture = RLegDn1[ root1.Fnum[animFrame].pt11.fm ];
pt11_spr.position = root1.Fnum[animFrame].pt11.pos;
bodyCollision.move_child ( pt11_spr, root1.Fnum[animFrame].pt11.pz );
pt11_spr.rotation = root1.Fnum[animFrame].pt11.pa * (PI/180);
pt11_up1.position = root1.Fnum[animFrame].pt11.up1;
pt11_up2.position = root1.Fnum[animFrame].pt11.up2;
pt11_up3.position = root1.Fnum[animFrame].pt11.up3;
pt11_md1.position = root1.Fnum[animFrame].pt11.md1;
pt11_md2.position = root1.Fnum[animFrame].pt11.md2;
pt11_md3.position = root1.Fnum[animFrame].pt11.md3;
pt11_dn1.position = root1.Fnum[animFrame].pt11.dn1;
pt11_dn2.position = root1.Fnum[animFrame].pt11.dn2;
pt11_dn3.position = root1.Fnum[animFrame].pt11.dn3;
#//-Right-legUp
#pt12_spr.texture.set_current_frame( root1.Fnum[animFrame].pt12.fm );
pt12_spr.texture = RLegUp1[ root1.Fnum[animFrame].pt12.fm ];
pt12_spr.position = root1.Fnum[animFrame].pt12.pos;
bodyCollision.move_child ( pt12_spr, root1.Fnum[animFrame].pt12.pz );
pt12_spr.rotation = root1.Fnum[animFrame].pt12.pa * (PI/180);
pt12_up1.position = root1.Fnum[animFrame].pt12.up1;
pt12_up2.position = root1.Fnum[animFrame].pt12.up2;
pt12_up3.position = root1.Fnum[animFrame].pt12.up3;
pt12_md1.position = root1.Fnum[animFrame].pt12.md1;
pt12_md2.position = root1.Fnum[animFrame].pt12.md2;
pt12_md3.position = root1.Fnum[animFrame].pt12.md3;
pt12_dn1.position = root1.Fnum[animFrame].pt12.dn1;
pt12_dn2.position = root1.Fnum[animFrame].pt12.dn2;
pt12_dn3.position = root1.Fnum[animFrame].pt12.dn3;
func _physics_process(_delta: float) -> void:
if nextFrame || nextFrame2:
_ptSimplePath();
#_delayGo(delta);
#_delayGoRoot2(delta);
if ( animDelay.time_left >= 0.0 ):
nextFrame = false;
if ( animDelay2.time_left >= 0.0 ):
nextFrame2 = false;