Animation out of sync?
Posted: Tue Nov 13, 2018 7:02 pm
Hello again..
I am making an animation for a simple game character, of whom the arms are a separate quad from the body and I have encountered a glitch I don't seem to be able to solve by looking at my code. GIF of the glitch: https://ibb.co/hJwBh0 -- Note that the glitch doesn't happen when the character moves laterally.
The code I have is shown below. I have already tried to update the frameArmTime and currentArmQuad to fit the one that the body animation has once if you walk up or down(since these animations do not have animated arms) But this did not resolve the issue. The only thing I could think about doing is to reset the currentQuad number when the character goes back to "idle" status but I wouldn't know how to go about doing that.
Thanks for having a look
Xpali2
I am making an animation for a simple game character, of whom the arms are a separate quad from the body and I have encountered a glitch I don't seem to be able to solve by looking at my code. GIF of the glitch: https://ibb.co/hJwBh0 -- Note that the glitch doesn't happen when the character moves laterally.
The code I have is shown below. I have already tried to update the frameArmTime and currentArmQuad to fit the one that the body animation has once if you walk up or down(since these animations do not have animated arms) But this did not resolve the issue. The only thing I could think about doing is to reset the currentQuad number when the character goes back to "idle" status but I wouldn't know how to go about doing that.
Thanks for having a look
Xpali2
Code: Select all
local frameTime = 0
local frameArmTime = 0
function player_load()
idle = love.graphics.newImage("Player/KnightlyIdle.png")
unarmedRun = love.graphics.newImage("Player/Knightlyunarmedrunningcycle.png")
armedRun = love.graphics.newImage("Player/Knightlyarmedruncycle.png")
verticalRun = love.graphics.newImage("Player/KnightlyFrontandBackRunAnimation.png")
attackblockArms = love.graphics.newImage("Player/Knightlyattackandblockarms.png")
player = {
Animations = {
idleQuads = {
love.graphics.newQuad(0, 0, 32, 32, idle:getDimensions()),
love.graphics.newQuad(32, 0, 32, 32, idle:getDimensions()),
love.graphics.newQuad(64, 0, 32, 32, idle:getDimensions()),
love.graphics.newQuad(96, 0, 32, 32, idle:getDimensions())
},
idleArmQuads = {
love.graphics.newQuad(0, 64, 32, 32, idle:getDimensions()),
love.graphics.newQuad(32, 64, 32, 32, idle:getDimensions()),
love.graphics.newQuad(64, 64, 32, 32, idle:getDimensions()),
love.graphics.newQuad(96, 64, 32, 32, idle:getDimensions())
},
idleArmedQuads = {
love.graphics.newQuad(0, 32, 32, 32, idle:getDimensions()),
love.graphics.newQuad(32, 32, 32, 32, idle:getDimensions()),
love.graphics.newQuad(64, 32, 32, 32, idle:getDimensions()),
love.graphics.newQuad(96, 32, 32, 32, idle:getDimensions())
},
idleArmedArmQuads= {
love.graphics.newQuad(0, 96, 32, 32, idle:getDimensions()),
love.graphics.newQuad(32, 96, 32, 32, idle:getDimensions()),
love.graphics.newQuad(64, 96, 32, 32, idle:getDimensions()),
love.graphics.newQuad(96, 96, 32, 32, idle:getDimensions())
},
runQuads = {
love.graphics.newQuad(0, 0, 32, 32, unarmedRun:getDimensions()),
love.graphics.newQuad(32, 0, 32, 32, unarmedRun:getDimensions()),
love.graphics.newQuad(64, 0, 32, 32, unarmedRun:getDimensions()),
love.graphics.newQuad(96, 0, 32, 32, unarmedRun:getDimensions()),
love.graphics.newQuad(0, 32, 32, 32, unarmedRun:getDimensions()),
love.graphics.newQuad(32, 32, 32, 32, unarmedRun:getDimensions()),
love.graphics.newQuad(64, 32, 32, 32, unarmedRun:getDimensions()),
love.graphics.newQuad(96, 32, 32, 32, unarmedRun:getDimensions())
},
runQuadsArms = {
love.graphics.newQuad(0, 64, 32, 32, unarmedRun:getDimensions()),
love.graphics.newQuad(32, 64, 32, 32, unarmedRun:getDimensions()),
love.graphics.newQuad(64, 64, 32, 32, unarmedRun:getDimensions()),
love.graphics.newQuad(96, 64, 32, 32, unarmedRun:getDimensions()),
love.graphics.newQuad(0, 96, 32, 32, unarmedRun:getDimensions()),
love.graphics.newQuad(32, 96, 32, 32, unarmedRun:getDimensions()),
love.graphics.newQuad(64, 96, 32, 32, unarmedRun:getDimensions()),
love.graphics.newQuad(96, 96, 32, 32, unarmedRun:getDimensions())
},
armedRunQuads = {
love.graphics.newQuad(0, 0, 32, 32, armedRun:getDimensions()),
love.graphics.newQuad(32, 0, 32, 32, armedRun:getDimensions()),
love.graphics.newQuad(64, 0, 32, 32, armedRun:getDimensions()),
love.graphics.newQuad(96, 0, 32, 32, armedRun:getDimensions()),
love.graphics.newQuad(0, 32, 32, 32, armedRun:getDimensions()),
love.graphics.newQuad(32, 32, 32, 32, armedRun:getDimensions()),
love.graphics.newQuad(64, 32, 32, 32, armedRun:getDimensions()),
love.graphics.newQuad(96, 32, 32, 32, armedRun:getDimensions())
},
armedRunQuadsArms = {
love.graphics.newQuad(0, 64, 32, 32, armedRun:getDimensions()),
love.graphics.newQuad(32, 64, 32, 32, armedRun:getDimensions()),
love.graphics.newQuad(64, 64, 32, 32, armedRun:getDimensions()),
love.graphics.newQuad(96, 64, 32, 32, armedRun:getDimensions()),
love.graphics.newQuad(0, 96, 32, 32, armedRun:getDimensions()),
love.graphics.newQuad(32, 96, 32, 32, armedRun:getDimensions()),
love.graphics.newQuad(64, 96, 32, 32, armedRun:getDimensions()),
love.graphics.newQuad(96, 96, 32, 32, armedRun:getDimensions())
},
vRunQuadsDown = {
love.graphics.newQuad(0, 0, 32, 32, verticalRun:getDimensions()),
love.graphics.newQuad(32, 0, 32, 32, verticalRun:getDimensions()),
love.graphics.newQuad(64, 0, 32, 32, verticalRun:getDimensions()),
love.graphics.newQuad(96, 0, 32, 32, verticalRun:getDimensions())
},
vRunQuadsUp = {
love.graphics.newQuad(0, 64, 32, 32, verticalRun:getDimensions()),
love.graphics.newQuad(32, 64, 32, 32, verticalRun:getDimensions()),
love.graphics.newQuad(64, 64, 32, 32, verticalRun:getDimensions()),
love.graphics.newQuad(96, 64, 32, 32, verticalRun:getDimensions())
},
vArmedRunQuadsDown = {
love.graphics.newQuad(0, 32, 32, 32, verticalRun:getDimensions()),
love.graphics.newQuad(32, 32, 32, 32, verticalRun:getDimensions()),
love.graphics.newQuad(64, 32, 32, 32, verticalRun:getDimensions()),
love.graphics.newQuad(96, 32, 32, 32, verticalRun:getDimensions())
},
vArmedRunQuadsUp = {
love.graphics.newQuad(0, 96, 32, 32, verticalRun:getDimensions()),
love.graphics.newQuad(32, 96, 32, 32, verticalRun:getDimensions()),
love.graphics.newQuad(64, 96, 32, 32, verticalRun:getDimensions()),
love.graphics.newQuad(96, 96, 32, 32, verticalRun:getDimensions())
},
blockArms = {
love.graphics.newQuad(0, 32, 32, 32, attackblockArms:getDimensions()),
love.graphics.newQuad(32, 32, 32, 32, attackblockArms:getDimensions()),
love.graphics.newQuad(64, 32, 32, 32, attackblockArms:getDimensions()),
love.graphics.newQuad(96, 32, 32, 32, attackblockArms:getDimensions())
},
attackArms = {
love.graphics.newQuad(0, 0, 32, 32, attackblockArms:getDimensions()),
love.graphics.newQuad(32, 0, 32, 32, attackblockArms:getDimensions()),
love.graphics.newQuad(64, 0, 32, 32, attackblockArms:getDimensions()),
love.graphics.newQuad(96, 0, 32, 32, attackblockArms:getDimensions())
},
},
currentQuad = 1,
currentArmQuad = 1,
x = 400,
y = 300,
xoffset = 16,
yoffset = 16,
hp = 100,
dmg = 25,
status = "idle",
armStatus = "idle",
isArmed = false,
lateralMovement = false,
yscale = 1,
xscale = 1,
speed = 80
}
end
function player_draw()
if player.status == "idle" then
love.graphics.draw(idle, player.Animations.idleQuads[player.currentQuad], player.x - player.xoffset, player.y - player.yoffset, 0, player.xscale, player.yscale)
love.graphics.draw(idle, player.Animations.idleArmQuads[player.currentArmQuad], player.x - player.xoffset, player.y - player.yoffset, 0, player.xscale, player.yscale)
elseif player.status == "runleft" then
love.graphics.draw(unarmedRun, player.Animations.runQuads[player.currentQuad], player.x - player.xoffset, player.y - player.yoffset, 0, player.xscale, player.yscale)
love.graphics.draw(unarmedRun, player.Animations.runQuadsArms[player.currentArmQuad], player.x - player.xoffset, player.y - player.yoffset, 0, player.xscale, player.yscale)
elseif player.status == "runright" then
love.graphics.draw(unarmedRun, player.Animations.runQuads[player.currentQuad], player.x - player.xoffset, player.y - player.yoffset, 0, player.xscale, player.yscale)
love.graphics.draw(unarmedRun, player.Animations.runQuadsArms[player.currentArmQuad], player.x - player.xoffset, player.y - player.yoffset, 0, player.xscale, player.yscale)
elseif player.status == "runup" then
love.graphics.draw(verticalRun, player.Animations.vRunQuadsUp[player.currentQuad], player.x - player.xoffset, player.y - player.yoffset, 0, player.xscale, player.yscale)
elseif player.status == "rundown" then
love.graphics.draw(verticalRun, player.Animations.vRunQuadsDown[player.currentQuad], player.x - player.xoffset, player.y - player.yoffset, 0, player.xscale, player.yscale)
elseif player.status == "idlearmed" then
love.graphics.draw(idle, player.Animations.idleArmedQuads[player.currentQuad], player.x - player.xoffset, player.y - player.yoffset, 0, player.xscale, player.yscale)
end
if player.armStatus == "idlearmedarms" then
love.graphics.draw(idle, player.Animations.idleArmedArmQuads[player.currentArmQuad], player.x - player.xoffset, player.y - player.yoffset, 0, player.xscale, player.yscale)
end
end
function player_update(dt)
if love.keyboard.isScancodeDown("a") then
player.x = player.x - player.speed * dt
end
if love.keyboard.isScancodeDown("d") then
player.x = player.x + player.speed * dt
end
if love.keyboard.isScancodeDown("w") then
player.y = player.y - player.speed * dt
end
if love.keyboard.isScancodeDown("s") then
player.y = player.y + player.speed * dt
end
if love.keyboard.isScancodeDown("a") then
lateralMovement = true
if player.isArmed == false then
player.status = "runleft"
player.xscale = -1
player.xoffset = -16
elseif player.isArmed == true then
player.status = "runleftarmed"
player.xscale = -1
player.xoffset = -16
end
else lateralMovement = false
end
if love.keyboard.isScancodeDown("w") then
if player.isArmed == false and lateralMovement == false then
player.status = "runup"
player.xscale = 1
player.xoffset = 16
elseif player.isArmed == true then
player.status = "runuparmed"
player.xscale = 1
player.xoffset = 16
end
end
if love.keyboard.isScancodeDown("s") then
if player.isArmed == false and lateralMovement == false then
player.status = "rundown"
player.xscale = 1
player.xoffset = 16
elseif player.isArmed == true then
player.status = "rundownarmed"
player.xscale = 1
player.xoffset = 16
end
end
if love.keyboard.isScancodeDown("d") then
lateralMovement = true
if player.isArmed == false then
player.status = "runright"
player.xscale = 1
player.xoffset = 16
elseif player.isArmed == true then
player.status = "runrightarmed"
player.xscale = 1
player.xoffset = 16
end
else lateralMovement = false
end
if not love.keyboard.isScancodeDown("a") and not love.keyboard.isScancodeDown("w") and not love.keyboard.isScancodeDown("d") and not love.keyboard.isScancodeDown("s") then
if player.isArmed == false then
player.status = "idle"
player.armStatus = "idle"
elseif player.isArmed == true then
player.status = "idlearmed"
player.armStatus = "idlearmedarms"
end
end
if love.keyboard.isScancodeDown("a") and love.keyboard.isScancodeDown("d") then
if player.isArmed == false then
player.status = "idle"
player.armStatus = "idle"
elseif player.isArmed == true then
player.status = "idlearmed"
player.armStatus = "idlearmedarms"
end
end
if love.keyboard.isScancodeDown("w") and love.keyboard.isScancodeDown("s") then
if player.isArmed == false then
player.status = "idle"
player.armStatus = "idle"
elseif player.isArmed == true then
player.status = "idlearmed"
player.armStatus = "idlearmedarms"
end
end
if love.keyboard.isScancodeDown("a") and love.keyboard.isScancodeDown("d") and love.keyboard.isScancodeDown("w") then
if player.isArmed == false then
player.status = "runup"
player.armStatus = "runup"
elseif player.isArmed == true then
player.status = "runuparmed"
player.armStatus = "runuparmedarms"
end
end
if love.keyboard.isScancodeDown("a") and love.keyboard.isScancodeDown("d") and love.keyboard.isScancodeDown("s") then
if player.isArmed == false then
player.status = "rundown"
player.armStatus = "rundown"
elseif player.isArmed == true then
player.status = "rundownarmed"
player.armStatus = "rundownarmedarms"
end
end
if player.status == "runleft" then
frameTime = frameTime + dt
for i, v in pairs(player.Animations.runQuads) do
if frameTime > 0.1 then
player.currentQuad = player.currentQuad + 1
frameTime = 0
elseif player.currentQuad > 8 then
player.currentQuad = 1
end
end
end
if player.status == "runleft" then
frameArmTime = frameArmTime + dt
for i, v in pairs(player.Animations.runQuadsArms) do
if frameArmTime > 0.1 then
player.currentArmQuad = player.currentArmQuad + 1
frameArmTime = 0
elseif player.currentArmQuad > 8 then
player.currentArmQuad = 1
end
end
end
if player.status == "runright" then
frameTime = frameTime + dt
for i, v in pairs(player.Animations.runQuads) do
if frameTime > 0.1 then
player.currentQuad = player.currentQuad + 1
frameTime = 0
elseif player.currentQuad > 8 then
player.currentQuad = 1
end
end
end
if player.status == "runright" then
frameArmTime = frameArmTime + dt
for i, v in pairs(player.Animations.runQuadsArms) do
if frameArmTime > 0.1 then
player.currentArmQuad = player.currentArmQuad + 1
frameArmTime = 0
elseif player.currentArmQuad > 8 then
player.currentArmQuad = 1
end
end
end
if player.status == "runup" then
frameTime = frameTime + dt
for i, v in pairs(player.Animations.vRunQuadsUp) do
if frameTime > 0.2 then
player.currentQuad = player.currentQuad + 1
frameTime = 0
elseif player.currentQuad > 4 then
player.currentQuad = 1
end
end
end
if player.status == "rundown" then
frameTime = frameTime + dt
for i, v in pairs(player.Animations.vRunQuadsDown) do
if frameTime > 0.2 then
player.currentQuad = player.currentQuad + 1
frameTime = 0
elseif player.currentQuad > 4 then
player.currentQuad = 1
end
end
end
if player.status == "idlearmed" then
frameTime = frameTime + dt
lateralMovement = false
for i, v in pairs(player.Animations.idleArmedQuads) do
if frameTime > 0.5 then
player.currentQuad = player.currentQuad + 1
frameTime = 0
elseif player.currentQuad > 4 then
player.currentQuad = 1
end
end
end
if player.armStatus == "idlearmedarms" then
frameArmTime = frameArmTime + dt
for i, v in pairs(player.Animations.idleArmedArmQuads) do
if frameArmTime > 0.5 then
player.currentArmQuad = player.currentArmQuad + 1
frameArmTime = 0
elseif player.currentArmQuad > 4 then
player.currentArmQuad = 1
end
end
end
if player.status == "idle" then
frameTime = frameTime + dt
lateralMovement = false
for i, v in pairs(player.Animations.idleQuads) do
if frameTime > 0.5 then
player.currentQuad = player.currentQuad + 1
frameTime = 0
elseif player.currentQuad > 4 then
player.currentQuad = 1
end
end
end
if player.status == "idle" then
frameArmTime = frameArmTime + dt
for i, v in pairs(player.Animations.idleArmQuads) do
if frameArmTime > 0.5 then
player.currentArmQuad = player.currentArmQuad + 1
frameArmTime = 0
elseif player.currentArmQuad > 4 then
player.currentArmQuad = 1
end
end
end
end
function player_keypressed(key)
if key == "f" and player.isArmed == true then
player.isArmed = false
elseif key == "f" and player.isArmed == false then
player.isArmed = true
end
end
function player_mousepressed(x, y, button)
if button == 1 then
print("Clicked LMB")
player.armStatus = "attack"
elseif button == 2 then
print("Clicked RMB")
player.armStatus = "block"
end
end