Good day, Defold forum so i have a game character with four flipbook animations for now “Dave Run”, “frontflip”, “Jump” and “fallanim” and I have been trying to make the character transition from the default running animation to the frontflip animation when space is pressed then to the jump animation if space is pressed afterwards since the game requires continuous tapping then if the character is still in the air I wanted the character to transition to the fall animation then on collision with the ground or any other platform the character should immediately transition back to the run animation but it isn’t working I ended up with the character changing through these four animations when space is pressed how do I do this? here is my code:
`-- gravity pulling the player down in pixel units/sˆ2
local gravity = -20
-- take-off speed when jumping in pixel units/s
local jump_takeoff_speed = 900
function init(self)
-- this tells the engine to send input to on_input() in this script
msg.post(".", "acquire_input_focus")
-- save the starting position
self.position = go.get_position()
-- keep track of movement vector and if there is ground contact
self.velocity = vmath.vector3(0, 0, 0)
self.ground_contact = false
end
function final(self)
-- Return input focus when the object is deleted
msg.post(".", "release_input_focus")
end
local function play_animation(self, anim)
-- only play animations which are not already playing
if self.anim ~= anim then
-- remember which animation is playing
self.anim = anim
end
end
local function update_animation(self)
-- make sure the right animation is playing
if self.ground_contact then
msg.post("#sprite", "play_animation", {id = hash("Dave Run") })
else
if self.velocity.y > 0 then
msg.post("#sprite", "play_animation", {id = hash("frontflip") })
else
msg.post("#sprite", "play_animation", {id = hash("fallanim") })
end
end
end
function update(self, dt)
local gravity = vmath.vector3(0, gravity, 0)
if not self.ground_contact then
-- Apply gravity if there's no ground contact
self.velocity = self.velocity + gravity
end
-- apply velocity to the player character
go.set_position(go.get_position() + self.velocity * dt)
-- reset volatile state
self.correction = vmath.vector3()
self.ground_contact = false
end
local function handle_geometry_contact(self, normal, distance)
-- project the correction vector onto the contact normal
-- (the correction vector is the 0-vector for the first contact point)
local proj = vmath.dot(self.correction, normal)
-- calculate the compensation we need to make for this contact point
local comp = (distance - proj) * normal
-- add it to the correction vector
self.correction = self.correction + comp
-- apply the compensation to the player character
go.set_position(go.get_position() + comp)
-- check if the normal points enough up to consider the player standing on the ground
-- (0.7 is roughly equal to 45 degrees deviation from pure vertical direction)
if normal.y > 0.7 then
self.ground_contact = true
end
-- project the velocity onto the normal
proj = vmath.dot(self.velocity, normal)
-- if the projection is negative, it means that some of the velocity points towards the contact point
if proj < 0 then
-- remove that component in that case
self.velocity = self.velocity - proj * normal
end
end
function on_message(self, message_id, message, sender)
if message_id == hash("contact_point_response") then
-- check if we received a contact point message. One message for each contact point
if message.group == hash("geometry") then
handle_geometry_contact(self, message.normal, message.distance)
end
end
end
local function jump(self)
-- only allow jump from ground
if self.ground_contact then
-- set take-off speed
self.velocity.y = jump_takeoff_speed
end
end
local function abort_jump(self)
-- cut the jump short if we are still going up
if self.velocity.y > 0 then
-- scale down the upwards speed
self.velocity.y = self.velocity.y * 0.5
end
end
function on_input(self, action_id, action)
if action_id == hash("jump") or action_id == hash("touch") then
if action.pressed then
update_animation(self)
jump(self)
elseif action.released then
update_animation(self)
if self.ground_contact then
msg.post("#sprite", "play_animation", {id = hash("Dave Run") })
msg.post("#sprite", "play_animation", {id = hash("fallanim") })
abort_jump(self)
end
end
end
end`