Optional Animations 2: Electric Boogaloo (#596)

* Additional optional animations for water/wing power-up + extras

* Added animation fallbacks for new animations

* Kicking animation function

* Kick anim functionality for shells

* Player performs kick animation

* RunJump anims + quick fixes

new anims, including RunJump, RunJumpFall and RunJumpBump (incredible name) which play depending on the X velocity the player left the ground with.

also fixed the bob-omb to play the kick animation as well as it should

also

* Updated "FlyMove" to "WingMove" for consistency

* Update "FlyMove" to "WingMove" in animation fallbacks
This commit is contained in:
SkyanUltra
2025-10-15 07:51:38 -04:00
committed by GitHub
parent 69fb2b5005
commit 447b6d3ea7
4 changed files with 57 additions and 11 deletions

View File

@@ -24,6 +24,7 @@ func explode() -> void:
func kick(object: Node2D) -> void:
AudioManager.play_sfx("kick", global_position)
object.kick_anim()
var kick_dir = sign(global_position.x - object.global_position.x)
velocity.x = 150 * kick_dir
direction = kick_dir

View File

@@ -52,6 +52,7 @@ var input_direction := 0
var flight_meter := 0.0
var velocity_direction := 1
var velocity_x_jump_stored := 0
var total_keys := 0
@@ -74,6 +75,9 @@ var can_bump_crouch = false
var can_bump_swim = false
var can_bump_fly = false
var kicking = false
var can_kick_anim = false
@export var player_id := 0
const ONE_UP_NOTE = preload("uid://dopxwjj37gu0l")
var gravity := FALL_GRAVITY
@@ -148,7 +152,11 @@ const ANIMATION_FALLBACKS := {
"Run": "Move",
"PipeWalk": "Walk",
"LookUp": "Idle",
"WaterLookUp": "LookUp",
"WingLookUp": "WaterLookUp",
"Crouch": "Idle",
"WaterCrouch": "Crouch",
"WingCrouch": "WaterCrouch",
"CrouchFall": "Crouch",
"CrouchJump": "Crouch",
"CrouchBump": "Bump",
@@ -159,16 +167,20 @@ const ANIMATION_FALLBACKS := {
"WalkAttack": "MoveAttack",
"RunAttack": "MoveAttack",
"SkidAttack": "MoveAttack",
"FlyIdle": "SwimIdle",
"WingIdle": "WaterIdle",
"FlyUp": "SwimUp",
"FlyMove": "SwimMove",
"WingMove": "SwimMove",
"FlyAttack": "SwimAttack",
"FlyBump": "SwimBump",
"FlagSlide": "Climb",
"WaterMove": "Move",
"WaterIdle": "Idle",
"FlyIdle": "SwimIdle",
"SwimBump": "Bump",
"DieFreeze": "Die",
"RunJump": "Jump",
"RunJumpFall": "JumpFall",
"RunJumpBump": "JumpBump",
"StarJump": "Jump",
"StarFall": "JumpFall"
}
@@ -449,6 +461,11 @@ func bump_ceiling() -> void:
await get_tree().create_timer(0.1).timeout
bumping = false
func kick_anim() -> void:
kicking = true
await get_tree().create_timer(0.2).timeout
kicking = false
func super_star() -> void:
DiscoLevel.combo_meter += 1
is_invincible = true
@@ -671,6 +688,7 @@ func set_power_state_frame() -> void:
can_bump_crouch = %Sprite.sprite_frames.has_animation("CrouchBump")
can_bump_swim = %Sprite.sprite_frames.has_animation("SwimBump")
can_bump_fly = %Sprite.sprite_frames.has_animation("FlyBump")
can_kick_anim = %Sprite.sprite_frames.has_animation("Kick")
func get_power_up(power_name := "") -> void:
if is_dead:
@@ -822,6 +840,7 @@ func jump() -> void:
if spring_bouncing:
return
velocity.y = calculate_jump_height() * gravity_vector.y
velocity_x_jump_stored = velocity.x
gravity = JUMP_GRAVITY
AudioManager.play_sfx("small_jump" if power_state.hitbox_size == "Small" else "big_jump", global_position)
has_jumped = true

View File

@@ -94,6 +94,7 @@ func kick(hit_player: Player) -> void:
DiscoLevel.combo_meter += 25
moving = true
moving_time = 0.0
hit_player.kick_anim()
if can_air_kick:
$ScoreNoteSpawner.spawn_note(8000)
else:

View File

@@ -209,6 +209,8 @@ func get_animation_name() -> String:
return "FlyAttack"
else:
return "AirAttack"
if player.kicking and player.can_kick_anim:
return "Kick"
if player.crouching and not wall_pushing:
if player.bumping and player.can_bump_crouch:
return "CrouchBump"
@@ -220,7 +222,12 @@ func get_animation_name() -> String:
elif player.is_actually_on_floor():
if abs(player.velocity.x) >= 5 and not player.is_actually_on_wall():
return "CrouchMove"
return "Crouch"
elif player.in_water:
return "WaterCrouch"
elif player.flight_meter > 0:
return "WingCrouch"
else:
return "Crouch"
if player.is_actually_on_floor():
if player.skidding:
return "Skid"
@@ -228,17 +235,26 @@ func get_animation_name() -> String:
if player.in_water:
return "WaterMove"
elif player.flight_meter > 0:
return "FlyMove"
return "WingMove"
elif abs(player.velocity.x) < player.RUN_SPEED - 10:
return "Walk"
else:
return "Run"
else:
if player.in_water or player.flight_meter > 0:
return "WaterIdle"
if Global.player_action_pressed("move_up", player.player_id):
return "LookUp"
return "Idle"
if player.in_water:
return "WaterLookUp"
elif player.flight_meter > 0:
return "WingLookUp"
else:
return "LookUp"
else:
if player.in_water:
return "WaterIdle"
elif player.flight_meter > 0:
return "WingIdle"
else:
return "Idle"
else:
if player.in_water:
if swim_up_meter > 0:
@@ -258,15 +274,24 @@ func get_animation_name() -> String:
return "FlyIdle"
if player.has_jumped:
if player.bumping and player.can_bump_jump:
return "JumpBump"
if abs(player.velocity_x_jump_stored) < player.RUN_SPEED - 10:
return "RunJumpBump"
else:
return "JumpBump"
elif player.velocity.y < 0:
if player.is_invincible:
return "StarJump"
return "Jump"
elif abs(player.velocity_x_jump_stored) < player.RUN_SPEED - 10:
return "RunJump"
else:
return "Jump"
else:
if player.is_invincible:
return "StarFall"
return "JumpFall"
elif abs(player.velocity_x_jump_stored) < player.RUN_SPEED - 10:
return "RunJumpFall"
else:
return "JumpFall"
else:
# guzlad: Fixes characters with fall anims not playing them, but also prevents old characters without that anim not being accurate
if !player.sprite.sprite_frames.has_animation("Fall"):