I am making a sonic game and I animate him when walking but when he stops walking I want the animation to start at the beggining instead of having his leg up in the air about to take a step.
Hi, my walking animations have 4 frames and my running animation has 6.
The walking animation works fine, but for some reason only 4 frames of the running animation are being looped despite there being 6. In the preview for the sprite.
Here's my code. I greatly appreciate any help!
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///player movement
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walk_speed = 1;
run_speed = 2;
if(obj_gamestate.game_active true){
if(keyboard_check(vk_left) keyboard_check(vk_right) keyboard_check(vk_up) keyboard_check(vk_down)){
//WALKING
if(keyboard_check(vk_left)){
sprite_index = spr_mainc_walkleft;
image_speed = 0.1;
phy_position_x -= walk_speed;
obj_gamestate.player_direction = 'left';
}
if(keyboard_check(vk_right)){
sprite_index = spr_mainc_walkright;
image_speed = 0.1;
phy_position_x += walk_speed;
obj_gamestate.player_direction = 'right';
}
if(keyboard_check(vk_up)){
sprite_index = spr_mainc_walkup;
image_speed = 0.1;
phy_position_y -= walk_speed;
obj_gamestate.player_direction = 'up';
}
if(keyboard_check(vk_down)){
sprite_index = spr_mainc_walkdown;
image_speed = 0.1;
phy_position_y += walk_speed;
obj_gamestate.player_direction = 'down';
}
//RUNNING
if(keyboard_check(vk_left) && keyboard_check(ord('Z'))){
image_speed = 0.2;
sprite_index = spr_mainc_runleft;
phy_position_x -= run_speed;
obj_gamestate.player_direction = 'left';
}
if(keyboard_check(vk_right) && keyboard_check(ord('Z'))){
image_speed = 0.2;
sprite_index = spr_mainc_runright;
phy_position_x += run_speed;
obj_gamestate.player_direction = 'right';
}
if(keyboard_check(vk_up) && keyboard_check(ord('Z'))){
image_speed = 0.2;
sprite_index = spr_mainc_runup;
phy_position_y -= run_speed;
obj_gamestate.player_direction = 'up';
}
if(keyboard_check(vk_down) && keyboard_check(ord('Z'))){
image_speed = 0.2;
sprite_index = spr_mainc_rundown;
phy_position_y += run_speed;
obj_gamestate.player_direction = 'down';
}
} else {
//stop sprite animation
image_speed = 0;
//reset sprite index to standing still in proper direction
image_index = 0;
}
}