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Thread: Changing animation sequence of player

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    Changing animation sequence of player

    I have a few different animations for the character in my game, and idle, up, and forward. Idle is the default but when he goes up in the screen by pressing the Up arrow I want the animation to change to the "up" version and when I don't press the up arrow key I want the player to go back to the idle animation. I am using the "Repeat while key is pressed" and the change animation sequence in the event editor, thinking that when the key is not pressed it would go back to the idle animation but it doesn't. Any ideas?

  2. #2
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    You need to code it to change back to the idle animation when none of the keys are pressed. You can right click conditions and use the "negate" option to say when a condition is NOT being triggered. So for example...

    + [Negate] Repeat while Up arrow key is pressed
    + [Negate] Repeat while Down arrow key is pressed
    + [Negate] Repeat while Left arrow key is pressed
    + [Negate] Repeat while Right arrow key is pressed
    - Set animation to Idle

    Basically when none of the arrow keys are pressed, then change the animation to idle.

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    Clicker Fusion 2.5

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    Sumo - thanks it works great.

    One thing thou, and I don't know if it's a big deal, but once I added the negate in to the Up arrow function, it seems to have automatically negated it for the rest of the animation sequences as long as I have the negate above the rest of the key pressed animation sequence changes.

    Here's the screenshot of the event editor. If I place the negate at the bottom of the group, it only works for the up arrow.


    anim seq.jpg

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    Hey Pesto,

    I don't know what action you have set up but you have the first line being,

    Repeat while "Up" is being pressed and your action.

    And right below that you have,

    Negate Repeat while "Up" is being pressed and your action.

    Did you mean to negate "down?" Because it seems like your countering the up command by activating and then negating?

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    Changing animation sequence of player

    Think about it. Your second line of code says whenever the Up arrow isn't pressed, do that action. This will trigger even if you use the other arrow keys as long as you're not pressing Up. You need to add the other key presses that are negated in the same line of code so it tests for all the buttons not being pressed and not just the Up button.

    If you didn't know, you can have multiple conditions within one line of code. Right click and add another condition to test for the other key presses.

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    Clicker Fusion 2.5

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    Ok, so if I am understanding this. For each key press (up, left, and right) I have to also negate the other 2? So it would look like:

    1. Up arrow pressed > show this animation sequence (Up)
    negate left arrow key
    negate right arrow key

    2. Left arrow pressed > show this animation sequence (Backwards)
    negate up arrow
    negate right arrow

    3. Right arrow pressed > show this animation sequence (Forwards)
    negate up arrow
    negate left arrow

    Does this look correct?

  7. #7
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    Yes that's correct. As well as adding this to make sure the idle animation works too.

    Screen Shot 2015-08-18 at 10.55.43 PM.png

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