#AnimatedSprite2D
5 messages · Page 1 of 1 (latest)
I think ideally you would set up a State Machine to handle this sort of stuff..
But, for a quick and rough test, you'd likely have to set up a check for a signal from the jump animation (the AnimatedSprite2D should signal "finished" or something automatically after playing through the animation) at which point you would then run something like anim.play("falling") or something.
This tutorial can help a bit, though it doesn't look like he covers signals, only taking parameters to evaluate what animation to play: https://youtu.be/sVJEaYNOUNw?si=vAPUW6l0TeEsuhem
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This is the second part of the Godot 4 2D platformer tutorial series. In this episode we will create animations for the player and switch betw...
ill check it out
yo I checked it out and found a solution, so thank you.
BUTTTT, I also found another problem. I switched to $AnimationPlayer and my animations aren't playing when I'm jumping/falling. I've been trying to find a solution.
I'm guessing it checks every tick and plays the animation over and over again so it looks like its not "playing the animation"