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
This commit is contained in:
SkyanUltra
2025-10-14 05:59:16 -04:00
parent a7589e0870
commit 6773a5a093
3 changed files with 24 additions and 9 deletions

View File

@@ -222,12 +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"
elif player.in_water:
return "WaterCrouch"
elif player.flight_meter > 0:
return "WingCrouch"
else:
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"
@@ -274,15 +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"):