0 votes

I've been looking into this for about a week or two now, and I still have no idea what's going wrong. Basically, I've set up the animation player with 3 animations to activate on certain button presses in the process function, but when opening the debugger, it doesn't work. And yet if I set it to loop and have it start up immediately in the ready function, it works properly. No matter what I do, what tutorial I look up, anything, I can't get it to work, even though I'm pretty sure I'm using the correct code.

Am I just missing something or what?

extends KinematicBody2D

onready var P1_Animations = $P1_Animations

var isInCombo = false

var timeTillNextInput = 0.5
var time = 0

var currentAttack = 0
var previousAttack = 0
func _ready(): #Loads on startup
    time = timeTillNextInput
func _proccess(delta): #Game checks all of this every frame
        if(currentAttack == 0):
        elif (currentAttack == 1):

        isInCombo = true
        currentAttack += 1
        time -= delta

        if(time < 0):
            time = timeTillNextInput
            isInCombo = false
            currentAttack = 0

    if Input.is_action_pressed("ui_right"):
Godot version 3.4.4
in Engine by (12 points)

1 Answer

+1 vote

You can't force animationplayer to play in process(), because it starts animation from first frame once every process frame ! Your animationplayer works, but is frozen in frame 0. You need to design a way to activate play() once, just like ready() function is activated once

by (5,651 points)

Any advice on how to do that? I'm very new to Godot and would need more experience to figure out how to do that on my own.

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