Topic was automatically imported from the old Question2Answer platform.
Asked By
edimemune
Old Version
Published before Godot 3 was released.
I am working on a game with a ball that moves and avoids the obstacles, something like Mario. I need to play an animation while a button is pressed and play idle while it’s not pressed.
Here is the code:
I think what might be happening is that when you press a button the animation line is triggered several times, for every _fixed_process “cicle”, and not only once, and the animation is reset.
So a quick way to fix that would be to have a bolean variable:
var is_ani_started = false
func _fixed_process(delta):
if(Input.is_key_pressed(KEY_SPACE) and !is_ani_started ):
anim.play("jump")
is_ani_started = true
if(Input.is_key_pressed(KEY_LEFT) and !is_ani_started ):
anim.play("walk")
is_ani_started = true
But you also need to know when the animation ended, in case you just are not pressing any button at all anymore.
So you can use the AnimationPlayer ended (or finished?) signal, connecting it to a function like this:
func _onAnimationEnded():
is_ani_started = false
This was something I remember doing long time ago, but I then switched to states (FSM - Finite State Machine), which give better control and more organized code.
(You can find great video tutorial on those here: https://www.youtube.com/watch?v=y2HBgjNxS4s)