fix: Enabled playing of animated sprite by default
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@@ -1497,6 +1497,8 @@ func export_generate_animations(character_node, num_directions) -> void:
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else:
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animated_sprite.animation = "%s_%s" % [TYPE_IDLE, DIR_DOWN]
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animated_sprite.position.y = -(largest_frame_dimensions.y / 2) # Place feet at (0,0)
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animated_sprite.animation = "default"
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animated_sprite.playing = true
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character_node.add_child(animated_sprite)
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# Making the owner "character_node" rather than "get_tree().edited_scene_root" means that
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# when saving as a packed scene, the child nodes get saved under the parent (as the parent
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@@ -1455,9 +1455,13 @@ or below their feet.
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* The CollisionShape child node defines the bounds of the character. You may
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want to resize or change the shape assigned to this node.
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* You should move the character's sprite and collision shape down so the
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crosshairs are directly between their feet. This ensures that where you click
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lines up with where the character walks to.
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* You should move all child nodes down so the crosshairs are directly between
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the character's feet. This ensures that where you click lines up with where the
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character walks to.
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* If you want to swap a player character to an NPC, change the parent node
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from an ESCPlayer to an ESCItem. Similarly, change an NPC to a player
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character by changing the parent node to an ESCPlayer node.
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"
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[node name="help_window" parent="InformationWindows" instance=ExtResource( 38 )]
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1544
addons/escoria-wizard/CharacterCreator.tscn.bak
Normal file
1544
addons/escoria-wizard/CharacterCreator.tscn.bak
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