Animation Manager #1


Let’s talk about animation!

I’m sorry I’ve been out of action for a while but I’ve been busy with work.

I resumed development working on animations. I created a general Animation Manager that manages play, pause, stop, etc. for each animation. Then I created the player controller animation to manage only the player animation (play_walk, play_idle, etc.)

There was a dilemma here: which is better AnimatedSprite2D or a more complete AnimationPlayer? In the end, after several attempts, I settled on an AnimationPlayer which gives me more options and more control.

If in the future, as I imagine, I need to call a precise method to a specific frame, I can do it via the call method attached to the frame. It is one of the most convenient systems that Godot makes available for managing precise events in the timeline of an animation (SFX, VFX, etc.).

The next step is to do the same for the Enemy.

That’s all for now…

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