I've problem animating wiggle effect from iOS in Corona SDK. It's now vibrating but not quite similar.
-- Animation.new(p1.img) // how to call from main.lua
module(..., package.seeall)
function new(obj)
obj.x = 150
obj.y = 150
local ox = obj.x
local oy = obj.y
function obj:timer(e) ----- reset the position of object back to it's original
local function reset()
obj.x = ox; obj.y = oy
print("reset called...")
end
local t=25
self:setReferencePoint(display.CenterReferencePoint)
transition.to(self, { time=t, x=obj.x+4, rotation=5, transition=easing.outExpo, onComplete=listener2})
transition.to(self, { time=t, delay=t, x=obj.x-8, rotation=-10, transition=easing.outExpo, onComplete=reset})
end
timer.performWithDelay(150, obj, 20)
end
Simply changing two transition.to lines to following will give similar effect.
transition.to(self, { time=t, rotation=4, transition=easing.outExpo, onComplete=listener2})
transition.to(self, { time=t, delay=t, rotation=-3, transition=easing.inExpo, onComplete=reset})
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new to Lua and love. I'm trying to animate a character for my platform game. I know my key binds and all work but I have never animated before, so I don't even know if I'm going in the right direction or not. I've tried looking up guides so I can compare my code to someone else's but it seems that most of them are outdated. Originally my player was just a white rectangle but now im trying to actually give it a sprite.
Here's my main.lua
local STI = require("sti")
local anim8 = require('anim8')
require("MC")
function love.load()
map1 = STI("map/map1.lua", {"box2d"})
Physics = love.physics.newWorld(0,0)
Physics:setCallbacks(beginContact, endContact)
map1:box2d_init(Physics)
map1.layers.Solid.visible = false
background = love.graphics.newImage("assets/Base pack/bg.png")
mc:load()
end
function love.update(dt)
Physics:update(dt)
mc:update(dt)
end
function love.draw()
love.graphics.push()
love.graphics.scale(5,3)
love.graphics.draw(background)
love.graphics.pop()
map1:draw(0, 0, 2, 2)
love.graphics.push()
love.graphics.scale(2,2)
mc:draw()
love.graphics.pop()
end
function love.keypressed(key)
mc:jump(key)
if keypressed == "escape" then
love.event.quit(0)
end
end
function beginContact(a, b, collision)
mc:beginContact(a, b, collision)
end
function endContact(a, b, collision)
mc:endContact(a, b, collision)
end
I don't believe that there is anything wrong with my main but i think it's necessary to recreate the problem (sorry if it makes this too long). Now my mc.lua is where I'm having the problem since im trying to animate the player themselves by giving them a jump idle and walk animation, I think i will give them a damaged and death animation later.
local anim8 = require('anim8')
mc = {}
spr_mc_walk = love.graphics.newImage("assets/mc sprites/1 Pink_Monster/Pink_Monster_Walk_6.png")
local w = anim8.newGrid(32, 32, spr_mc_walk:getWidth(), spr_mc_walk:getHeight())
walk = anim8.newAnimation(w('1-6', 1), 0.1)
spr_mc_idle = love.graphics.newImage("assets/mc sprites/1 Pink_Monster/Pink_Monster_Idle_4.png")
local i = anim8.newGrid(32, 32, spr_mc_idle:getWidth(), spr_mc_idle:getHeight())
idle = anim8.newAnimation(i('1-4', 1), 0.1)
spr_mc_jump = love.graphics.newImage("assets/mc sprites/1 Pink_Monster/Pink_Monster_Jump_8.png")
local j = anim8.newGrid(32, 32, spr_mc_jump:getWidth(), spr_mc_jump:getHeight())
jump = anim8.newAnimation(j('1-8', 1), 0.1)
obj_mc = walk
function mc:load()
self.x = 100
self.y = 0
self.width = 20
self.height = 60
self.xvel = 0
self.yvel = 0
self.maxspeed = 200
self.acceleration = 4000 -- max speed
self.friction = 3900 -- how long it takes them to reach max speed
self.gravity = 1000
self.jumpAmount = -500
self.grounded = false
self.physics = {}
self.physics.body = love.physics.newBody(Physics, self.x, self.y, "dynamic")
self.physics.body:setFixedRotation(true)
self.physics.shape = love.physics.newRectangleShape(self.width, self.height)
self.physics.fixture = love.physics.newFixture(self.physics.body, self.physics.shape)
end
function mc:draw()
love.graphics.draw(obj_mc, self.x, self.y)
end
This is most of my mc or player function, except for movement and such but this has all the code that I'm confused with. I'm pretty sure I wrote the code right I'm just confused on how to actually implement it now that I have it written down. I thought just doing the draw function would actually draw the idle version of the character but then there's where I get the error. If you need anymore code or anymore details just let me know.
The error that this is happening at is
Error
MC.lua:41: bad argument #1 to 'draw' (Drawable expected, got table)
Traceback
[C]: in function 'draw'
MC.lua:41: in function 'draw'
main.lua:30: in function 'draw'
[C]: in function 'xpcall'
I haven't done any of that for a while, but I believe obj_mc, in this case, is a table of the frames. You need to loop through them during update.
local anim8timer = 0
local anim8index = 1
local anim8rate = 0.2 -- pick an animation rate that looks good for your game
function mc:update( dt )
anim8timer = anim8timer +dt -- add delta time
if anim8timer >= anim8rate then
anim8timer = anim8timer -anim8rate -- reset timer
anim8index = anim8index +1 -- next frame
if anim8index > #obj_mc then anim8index = 1 end -- loop frames
end
end
function mc:draw()
love.graphics.draw( obj_mc[ anim8index ], self.x, self.y )
end
They may have a built-in function that accomplishes some of that, so look for anything that resembles this in the Love2D forum.
I have a script in my simple platformer game which says that if my player is in the ground and "Z" is pressed, his movement in the Y axis is going to go up to 600, and if he's not in the ground, he's going to perform the jump animation.
So here's the thing, I know it plays only the first frame of the jumping animation because the code is constantly detecting that the player is in the air. I want a way to tell the code to trigger the animation only once.
I tried using a function called input_(event): but it seems that it doesn't have a is_action_just_pressed type of Input, just is_action_pressed.
I'm fairly new to Godot and don't know how to use signals. Signals might help via animation_finished(), although that function might have nothing to do with what I actually want to do in my code.
Here's my code:
extends KinematicBody2D
#Variables van aquĆ
var movimiento = Vector2();
var gravedad = 20;
var arriba = Vector2(0, -1);
var velocidadMax = 600;
var fuerza_salto = -600;
var aceleracion = 5;
var saltando = false;
func _ready(): # Esto es void Start()
pass;
func _physics_process(delta): #Esto es void Update()
movimiento.y += gravedad;
if Input.is_action_pressed("ui_right"):
$SonicSprite.flip_h = true;
$SonicSprite.play("Walk");
movimiento.x = min(movimiento.x +aceleracion, velocidadMax);
elif Input.is_action_pressed("ui_left"):
$SonicSprite.flip_h = false;
$SonicSprite.play("Walk");
movimiento.x = max(movimiento.x-aceleracion, -velocidadMax);
else:
movimiento.x = lerp(movimiento.x, 0, 0.09);
$SonicSprite.play("Idle");
if is_on_floor():
if Input.is_action_just_pressed("z"):
movimiento.y = fuerza_salto;
else:
$SonicSprite.play("Jump");
movimiento = move_and_slide(movimiento, arriba)
I had the smae problem, and it was solved for me adding the next after move_and_slide():
if velocity.y == 0:
velocity.y = 10
Apparently, if velocity is 0 after move_and_slide() it does not detect is_on_floor() anymore (bug?) so i added small velocity in direction of gravity.
About usinginput_(event), you do not need just_pressed because it only process when there is an input.. you can do somethin like this:
func _input(event):
if event.is_action_pressed("ui_up") and is_on_floor():
velocity.y = jump_speed
What i called velocity, i think in your script is called movimiento. Also, i think you are mixing gravities and velocities in movimiento. I'm sharing you my character scrpit so you can compare and see if it works better:
extends KinematicBody2D
var Bullet = preload("res://Bullet.tscn")
var speed = 200
var jump_speed = -300
var shot_speed = 100
var velocity = Vector2()
var grav = 980
var shooting = false
func _ready():
$AnimatedSprite.play()
$AnimatedSprite.connect("animation_finished",self,"on_animation_finished")
func _input(event):
if event.is_action_pressed("ui_up") and is_on_floor():
velocity.y = jump_speed
if event.is_action_pressed("shoot") and !shooting:
shooting = true
shot_speed = 20
velocity.y = -200
fire_weapon()
func _physics_process(delta):
velocity.x = 0
if Input.is_action_pressed("ui_right"):
velocity.x += speed
if Input.is_action_pressed("ui_left"):
velocity.x -= speed
if velocity.length() > 0:
if velocity.x < 0:
$AnimatedSprite.flip_v = true
$AnimatedSprite.rotation_degrees = 180
elif velocity.x > 0:
$AnimatedSprite.flip_v = false
$AnimatedSprite.rotation_degrees = 0
if shooting:
$AnimatedSprite.animation = "shot"
velocity.x = -shot_speed * cos($AnimatedSprite.rotation_degrees)
shot_speed *= 0.98
else:
if is_on_floor():
if velocity.x == 0:
$AnimatedSprite.animation = "idle"
else:
$AnimatedSprite.animation = "moving"
else:
$AnimatedSprite.animation = "jumping"
velocity.y += grav * delta
velocity = move_and_slide(velocity, Vector2(0,-1))
if velocity.y == 0:
velocity.y = 10
func on_animation_finished():
if $AnimatedSprite.animation == "shot":
shooting = false
func fire_weapon():
var bullet = Bullet.instance()
get_parent().add_child(bullet)
if $AnimatedSprite.flip_v :
bullet.position = $ShotLeft.global_position
else:
bullet.position = $ShotRight.global_position
bullet.rotation_degrees = $AnimatedSprite.rotation_degrees
bullet.linear_velocity = Vector2(1500 * cos(bullet.rotation),1500*sin(bullet.rotation))
Notice that i do not use gravity as a velocity or moviemiento; instead y multiply it by delta for getting velocity, as acceleration x time gives velocity.
I hope this helps.
This kind of problem can be solved using a Finite State Machine to manage your character controls and behaviour. You would play the Jump animation on entering the Jumping state from the Walking state. Utilizing correct design patterns early prevents spaghetti code in the future.
This is not a Godot specific solution, but definitely one worth your attention.
Let's dissect what's happening here, you fire up the code and ask your player to play the animation in one frame and then again in the other and in the next as long as the correct key is pressed or you in the correct state.
What the problem, the problem is that at every call of the function play it fires the animation again and again so it just restarts or another call runs separately and this causes unexpected behaviour.
The better way will be to manage the state of the player and animation player simultaneously and using that to perform animation calls.
enum State { IDLE, WALK, RUN, JUMP, INAIR, GROUNDED } ## This is to manage the player state
var my_state = State.IDLE ## Start the player with the idle state
As for the animation player state use the signal that you were talking about using the GUI or with code like below.
get_node("Animation Player").connect("animation_finished", this, "method_name")
## Here I assume that you have the Animation Player as the Child of the Node you the script on
And also hold a boolean variable to tell if the animation is playing or not.
if ( animation_not_playing and (case)):
animation_player.play("animation")
Turn it true or false as per your liking. Based on the animation finished signal.
In future, you might want to consider even using a simple FSM to maintain all this state data and variables.
I need a script that can do an animation when you are standing on a brick. I just don't know how to do the animation. I can't find a free model with the animation I am looking for. Here is a preview of how I want the hands up. PREVIEW OF THE ANIMATION
The brick you are standing on is
script.Parent
There are two main ways of animation; The newer Animations and the older Joints.
The guide should be able to help you to getting started with animations. It even got a video.
If you want to use a old style Joint animation, something like this might work:
local Block = script.Parent
local function MakeFakeShoulder(Character, Side)
local Controller = { ["Stop"] = function() end }
local Torso = Character:findFirstChild("Torso")
local Arm = Character:findFirstChild(Side .. " Arm")
if not Torso or not Arm then return Controller end
local Shoulder = Torso:findFirstChild(Side .. " Shoulder")
if Shoulder then
local FakeShoulder = Instance.new("ManualWeld")
FakeShoulder.Name = "Fake " .. Side .. " Shoulder"
FakeShoulder.C0 = CFrame.new(1.5 * (Side == "Right" and 1 or -1),0.5,0)
FakeShoulder.C1 = CFrame.new(0,0.5,0) * CFrame.fromAxisAngle(Vector3.FromAxis(Enum.Axis.Z), math.rad(-180))
FakeShoulder.Part0 = Torso
FakeShoulder.Part1 = Arm
FakeShoulder.Parent = Torso
Shoulder.Parent = nil
function Controller:Stop()
Shoulder.Parent = Torso
FakeShoulder:Destroy()
end
end
return Controller
end
local function MakeFakeShoulders(Character)
local Controller = { }
local Right = MakeFakeShoulder(Character, "Right")
local Left = MakeFakeShoulder(Character, "Left")
function Controller:Stop()
Right:Stop()
Left:Stop()
end
return Controller
end
local function GetHumanoid(Part)
if Part.Parent == nil then return nil end
return Part.Parent:findFirstChild("Humanoid")
end
local CurrentlyTouching = { }
Block.Touched:connect(function(Part)
local Humanoid = GetHumanoid(Part)
if not Humanoid then return end
CurrentlyTouching[Humanoid] = CurrentlyTouching[Humanoid] or 0
CurrentlyTouching[Humanoid] = CurrentlyTouching[Humanoid] + 1
if CurrentlyTouching[Humanoid] > 1 then return end
local Controller = MakeFakeShoulders(Part.Parent)
while CurrentlyTouching[Humanoid] > 0 do
if GetHumanoid(Block.TouchEnded:wait()) == Humanoid then
CurrentlyTouching[Humanoid] = CurrentlyTouching[Humanoid] - 1
end
end
Controller:Stop()
end)
Note that if the ending touch do not register good enough, make a invisible CanCollide = false bounding part that is bigger than the visual part and put the script in that one instead,
I'm trying to add a function that randomly selects objects from the table targets. I read somewhere that you can use targets[math.random(#targets)], but when I do that, it doesn't just reset one of the targets regardless of resetTarget() call, and it doesn't actually make the next target random.
local targets -- an array of target objects
local bomb = display.newImage("bomb.png")
local asteroid = display.newImage("asteroid.png")
local balloon = display.newImage("balloon.png")
targets = { bomb, asteroid, balloon }
function createTarget()
for i = 1, #targets do
local t = targets[i]
t.x = WIDTH + 50 -- start slightly off screen to the right
t.y = math.random(100, HEIGHT - 100) -- at random altitude
end
end
function resetTarget(obj)
createTarget()
end
function detectHits()
-- Do hit detection for ball against each target
local HIT_SLOP = BIRD_RADIUS * 2 -- Adjust this to adjust game difficulty
for i = 1, #targets do
local t = targets[i]
if math.abs(t.x - bird.x) <= HIT_SLOP
and math.abs(t.y - bird.y) <= HIT_SLOP then
-- Hit
isBomb(t)
isAsteroid(t)
isBalloon(t)
resetTarget(t)
updateScore()
end
end
end
This will work but you will need a forward reference to currentTarget.
What is your function to target the random target?
local newTarget = function()
local rand = math.random(1,#targets)
currentTarget = target[rand]
doSomething()
end
I am trying to use this in a project, but I cannot figure out how to place a touch event listener to each of the icons/objects in the carousel, If someone could provide a quick answer of how to do that I'd appreciate it.
local NUM_ITEMS=20;
local radiusX= 200;
local radiusY= 40;
local centerX = 240;
local centerY = 160;
local speed = 0.05;
local perspective = 3;
local carousel = display.newGroup()
local icons = {}
local function zSort(myTable, myGroup)
table.sort(myTable,
function(a, b)
return a.depth < b.depth -- depth is your custom field
end
)
for i = 1, #myTable do
myGroup:insert(myTable[i].img)
end
end
function Icon(i)
local this = {}
local icon = display.newImage(carousel, "images/icon"..i..".png")
this.angle = (i-1) * math.rad(360/NUM_ITEMS);
this.img = icon
return this
end
function update(event)
local icon
local sin = math.sin
local cos = math.cos
for i=1, NUM_ITEMS, 1 do
icon = icons[i]
local img = icon.img
img.x = cos(icon.angle) * radiusX + centerX
img.y = sin(icon.angle) * radiusY + centerY
local s = (img.y - perspective) / (centerX + radiusY - perspective)
img.xScale = s*0.25
img.yScale = s*0.25
icon.angle = (icon.angle + speed) --%math.rad(360)
icon.depth = s
end
zSort(icons, carousel)
end
for i=1, NUM_ITEMS, 1 do
local icon = Icon(i)
icons[i] = icon
end
function onTouch(event)
if(event.phase=="moved") then
speed = (event.x - centerX) / 2000;
end
end
Runtime:addEventListener("enterFrame",update)
Runtime:addEventListener("touch", onTouch)
I can't exactly understood what you really need. But if you want to add individual touch to all same icons in a localGroup, then you can add the icons as an icon array and give specific tag to each and can give individual touch, as follows:
local icons = {}
for i=1,10 do
icons[i] = display.newImage(i..".png")
icons[i].tag = i
end
local function touchIt(e)
print(e.target.tag)
--[[ icons[e.target.tag] can be used to identify
and set properties to the touched icon --]]
end
for i=1,10 do
icons[i]:addEventListener("touch",touchIt)
end
OR
if you want to identify all group elements as the same and give touch, then you can use same tag/ give userdata to all icons and can give same touch action to all group elements(as follows).
local icons = {}
for i=1,10 do
icons[i] = display.newImage(i..".png")
icons[i].tag = 1 --[[ you can also use icons[i].userdata = "icons"
(or any string)--]]
end
local function touchIt(e)
print(e.target.tag) -- It willo be 1 for all icons
--[[ icons[e.target.tag] can be used to identify
whether if it is under 'icons' --]]
--[[ or use userdata as follows --]]
print(e.target.userdata)--[[ out put is a string
identifying the group/element--]]
end
for i=1,10 do
icons[i]:addEventListener("touch",touchIt)
end