fix: Enabled playing of animated sprite by default

This commit is contained in:
Balloonpopper
2023-01-01 16:56:52 +11:00
parent b0c0c5d61b
commit cc0a067b18
3 changed files with 1553 additions and 3 deletions

View File

@@ -1497,6 +1497,8 @@ func export_generate_animations(character_node, num_directions) -> void:
else:
animated_sprite.animation = "%s_%s" % [TYPE_IDLE, DIR_DOWN]
animated_sprite.position.y = -(largest_frame_dimensions.y / 2) # Place feet at (0,0)
animated_sprite.animation = "default"
animated_sprite.playing = true
character_node.add_child(animated_sprite)
# Making the owner "character_node" rather than "get_tree().edited_scene_root" means that
# when saving as a packed scene, the child nodes get saved under the parent (as the parent

View File

@@ -1455,9 +1455,13 @@ or below their feet.
* The CollisionShape child node defines the bounds of the character. You may
want to resize or change the shape assigned to this node.
* You should move the character's sprite and collision shape down so the
crosshairs are directly between their feet. This ensures that where you click
lines up with where the character walks to.
* You should move all child nodes down so the crosshairs are directly between
the character's feet. This ensures that where you click lines up with where the
character walks to.
* If you want to swap a player character to an NPC, change the parent node
from an ESCPlayer to an ESCItem. Similarly, change an NPC to a player
character by changing the parent node to an ESCPlayer node.
"
[node name="help_window" parent="InformationWindows" instance=ExtResource( 38 )]

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