Reputation: 1958
I had a script somewhat similar like in this video:
extends KinematicBody2D
var movement=Vector2();
var up= Vector2(0, -1);
var speed=200;
var isAttacking=false;
func _process(delta):
if Input.is_action_pressed("ui_right") && isAttacking == false:
movement.x = speed;
$AnimatedSprite.play("walk");
elif Input.is_action_pressed("ui_left") && isAttacking == false:
movement.x= -speed;
$AnimatedSprite.play("Walk");
else:
movement.x = 0;
if isAttacking == false:
$AnimatedSprite.play("Idle");
if Input.is_action_just_pressed("Attack"):
$AnimatedSprite.play("Slash");
isAttacking=true;
movement = move_and_slide(movement, up * delta);
func _on_AnimatedSprite_animation_finished():
if $AnimatedSprite.animation == "Slash":
isAttacking= false;
but the problem was when I was rapidly pressing attack & movement on my keyboard
sometimes the isAttacking
did not get set back to false after the animation was completed and hence froze my character animation
Maybe it was a bug in invoking the connected signal function when pressed rapidly? but anyhow it gave me a nightmare
so I came up with this workaround for rapid key pressing attack and movements (check the solutions) so no one else has to go through what I did :)
Upvotes: 0
Views: 169
Reputation: 1958
Instead of checking for attack in _process()
I used _unhandled_key_input()
and this seemed to get rid of the problem
Hope this helps! :D
...
func _process(delta):
if Input.is_action_pressed("ui_right") && isAttacking == false:
movement.x = speed;
$AnimatedSprite.play("walk");
elif Input.is_action_pressed("ui_left") && isAttacking == false:
movement.x= -speed;
$AnimatedSprite.play("Walk");
else:
movement.x = 0;
if isAttacking == false:
$AnimatedSprite.play("Idle");
if Input.is_action_just_pressed("Attack"):
$AnimatedSprite.play("Slash");
isAttacking=true;
movement = move_and_slide(movement, up * delta);
func attack_animation_finished(var _extra):
isAttacking=false
func _unhandled_key_input(event):
if(event.echo):
return
if(!event.pressed):
return
if(event.scancode==KEY_X and !isAttacking): # x key to attack (you can use whatever you like)
isAttacking=true
if!($AnimatedSprite.is_connected("animation_finished",self,"attack_animation_finished")):
$AnimatedSprite.connect("animation_finished", self, "attack_animation_finished", [], CONNECT_ONESHOT) # warning-ignore:return_value_discarded
$AnimatedSprite.play("Slash");
Note: I haven't ran this particular code segment but I have used this logic/approach in a working larger script which would be too long to share here
Upvotes: 0