The bit about it triggering once is also important or you're going to see constantly swapping variables. What does the start of the event look like ?
You made the basic_attack variable but didn't use it. If you add a condition basic_attack is false then it locks the player out from pressing up until everything has finished.
You are not picking the currently held weapon in the condition, you need to do this to set those values to the temporary variable. Then when you use weapon.id etc it will relate to the currently held weapon. Also make sure it's a trigger once event on a key press or similar and not running constantly.
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Either the tile map is 32x32 or 16x16 not both
you said, "..On key released - stop this timer. On timer event - play animation2." I didn't ask about execution when a key is released.
you said,
"..On key released - stop this timer. On timer event - play animation2."
I didn't ask about execution when a key is released.
How are you hoping to create functionality for when a key is pressed down without also checking if the key is no longer pressed down?
dop2000 lol nice, same solution. Well we can't help any more than that...
Looks like a timing issue, it's in the same tick so it thinks you are in idle animation. You could add a very small wait time above the spawning of it, or rework the events for example if you set the animation in the arrow key event itself then it works.
Not if it's one frame but feel free to share a working link
Link doesn't work but make sure the image points are applied to the whole animation not just the first frame.
You didn't really say the purpose of the overlap but since you are using drag and drop and I am imagining some kind of crafting mechanic, you can add 'on drop' so it's a trigger once to the overlapping conditions. If you grab the UID of the item you picked up you can compare the other item that is overlapping with it 'on drop'.
Well you didn't need to create a new post but if you make the 2 events like I mentioned above it should work. On start of layout is so that the timer starts only once, and then the on timer should be a new event.
Put the timer behaviour on the object
Then say on A key pressed : object start timer, set animation 1
Then say system compare two values, object.timer.duration greater than 2 : set animation 2
Also on A key released : stop timer
Member since 5 Aug, 2013