我正在创建一个简单的 2d 平台游戏,我的问题是在我的一个动画中,需要在动画完成后创建子弹/骨骼。现在它会创建骨骼并同时启动动画。
我曾尝试将 Bone 弹丸的创建放在 onanimation_complete 下,但只有当我的角色面向左侧时(方向由按键“a”给出),它才会允许我射击。有什么我想念的吗?
如果有帮助,这里是代码。谢谢!
extends KinematicBody2D
const WALK = 40
const SPRINT = 70
const GRAVITY = 10
const JUMP = -250
const FLOOR = Vector2(0, -1)
const BONE = preload("res://Bone.tscn")
var is_attacking = false
var velocity = Vector2()
var on_ground = true
func _physics_process(delta):
if Input.is_action_pressed("D"):
if is_attacking == false:
velocity.x = WALK
$Player_Animation.play("Player_Run")
$Player_Animation.flip_h = true
if sign($Position2D.position.x) == -1:
$Position2D.position.x *= -1
elif Input.is_action_pressed("A"):
if is_attacking == false:
velocity.x = -WALK
$Player_Animation.play("Player_Run")
$Player_Animation.flip_h = false
if sign($Position2D.position.x) == 1:
$Position2D.position.x *= -1
else:
velocity.x = 0
if on_ground == true && is_attacking == false:
$Player_Animation.play("Player_Idle")
if Input.is_action_just_pressed("Space"):
if is_attacking == false:
if on_ground == true:
velocity.y = JUMP
on_ground = false
if Input.is_action_just_pressed( "ui_focus_next") && is_attacking == false:
is_attacking = true
$Player_Animation.play("Player_Attack")
var bone = BONE.instance()
if sign($Position2D.position.x) == 1:
bone.set_bone_direction(-1)
else:
bone.set_bone_direction(1)
get_parent().add_child(bone)
bone.position = $Position2D.global_position
velocity.y = velocity.y + GRAVITY
if is_on_floor():
on_ground = true
else:
if is_attacking == false:
on_ground = false
if velocity.y < 0:
$Player_Animation.play("Player_Jump")
else:
$Player_Animation.play("Player_Fall")
velocity = move_and_slide(velocity, FLOOR)
func _on_Sprite_animation_finished():
is_attacking = false