Batzi Posted October 21, 2015 Share Posted October 21, 2015 I am trying to move my player diagonally when I press down the 'up' & 'left' arrow keys. My current code is thisthis.moved = false; if (this.cursors.up.isDown) { this.moved = true; this.player.body.velocity.y -= 100; this.player.play('up'); } if (this.cursors.down.isDown) { this.moved = true; this.player.body.velocity.y += 100; this.player.play('down'); } if (this.cursors.left.isDown) { this.moved = true; this.player.body.velocity.x -= 100; this.player.play('left'); } if (this.cursors.right.isDown) { this.moved = true; this.player.body.velocity.x += 100; this.player.play('right'); } if (!this.moved) this.player.animations.stop();Now if I add the followingif(this.cursors.left.isDown && this.cursors.up.isDown){ this.moved = true; this.player.play('upLeft');}and I press down the 'up' and 'left' keys, the player goes up (x=-100 & y=-100) which is what I want however, the animation does not work! It switches to the first frame of that animation but it stops after. So you will see a player sliding diagonally. It might be the "this.player.animations.stop()" that is getting in the way but I can't figure it out. Is there something I am not seeing? Link to comment Share on other sites More sharing options...
chongdashu Posted October 21, 2015 Share Posted October 21, 2015 I assume that when it is working for non-diagonal movements? If so, I think it is a result of the update() method calling this.player.animations.play('left'); followed by this.animations.player.play('up'); This would keep starting the first frame of each animation, thus, resulting in what you see. To resolve this, it depends on what your desired result should be? Should it just take the animation of the last key press? Or do you have a specific diagonal movement animations (e.g., "left-up", "left-down", etc.) Link to comment Share on other sites More sharing options...
Batzi Posted October 22, 2015 Author Share Posted October 22, 2015 I assume that when it is working for non-diagonal movements? If so, I think it is a result of the update() method calling this.player.animations.play('left'); followed by this.animations.player.play('up'); This would keep starting the first frame of each animation, thus, resulting in what you see. To resolve this, it depends on what your desired result should be? Should it just take the animation of the last key press? Or do you have a specific diagonal movement animations (e.g., "left-up", "left-down", etc.)I have a specific diagonal movement animation called 'upLeft'. So basically when you click the 'left' & 'up' regardless of the order, it should do the 'upLeft' animation. To answer your first question, it is working for non-diagonal movements (the animations). Link to comment Share on other sites More sharing options...
chongdashu Posted October 22, 2015 Share Posted October 22, 2015 If that's the case, you could instead play the animations based on the velocity of the player body - as opposed to the key presses.this.moved = false;if (this.cursors.up.isDown) { this.moved = true; this.player.body.velocity.y -= 100;} if (this.cursors.down.isDown) { this.moved = true; this.player.body.velocity.y += 100;}if (this.cursors.left.isDown) { this.moved = true; this.player.body.velocity.x -= 100;} if (this.cursors.right.isDown) { this.moved = true; this.player.body.velocity.x += 100; }if (this.player.body.velocity.x !== 0 && this.player.body.velocity.y !== 0) { // diagonal movement if (this.player.body.velocity.x > 0 && this.player.body.velocity.y > 0) { this.player.animations.play("down-right"); } // ... continued }else { // axis-aligned movement if (this.player.body.velocity.y == 0) { // horizontal movement if (this.player.body.velocity.x > 0) { this.player.animations.play("right") } else if (this.player.body.velocity.x < 0) { this.player.animations.play("left"); } } if (this.player.body.velocity.x == 0) { // vertical movement if (this.player.body.velocity.y > 0) { this.player.animations.play("down"); } else if (this.player.body.velocity < 0) { this.player.animations.play("up"); } } } Batzi and drhayes 2 Link to comment Share on other sites More sharing options...
Batzi Posted October 22, 2015 Author Share Posted October 22, 2015 If that's the case, you could instead play the animations based on the velocity of the player body - as opposed to the key presses.this.moved = false;if (this.cursors.up.isDown) { this.moved = true; this.player.body.velocity.y -= 100;} if (this.cursors.down.isDown) { this.moved = true; this.player.body.velocity.y += 100;}if (this.cursors.left.isDown) { this.moved = true; this.player.body.velocity.x -= 100;} if (this.cursors.right.isDown) { this.moved = true; this.player.body.velocity.x += 100; }if (this.player.body.velocity.x !== 0 && this.player.body.velocity.y !== 0) { // diagonal movement if (this.player.body.velocity.x > 0 && this.player.body.velocity.y > 0) { this.player.animations.play("down-right"); } // ... continued }else { // axis-aligned movement if (this.player.body.velocity.y == 0) { // horizontal movement if (this.player.body.velocity.x > 0) { this.player.animations.play("right") } else if (this.player.body.velocity.x < 0) { this.player.animations.play("left"); } } if (this.player.body.velocity.x == 0) { // vertical movement if (this.player.body.velocity.y > 0) { this.player.animations.play("down"); } else if (this.player.body.velocity < 0) { this.player.animations.play("up"); } } } I was going for that approach then I noticed that resetting the velocity in the update was messing with the animations toothis.player.body.velocity.set(0, 0);removing this obviously would make it work but then the velocity would exponentially increase/decrease and your player will become faster then the speed of light. Link to comment Share on other sites More sharing options...
Skeptron Posted October 22, 2015 Share Posted October 22, 2015 That is why you should NOT increase/decrease velocity. You should have it constant, and use acceleration instead. So : this.player.body.velocity.x = 100; and not : this.player.body.velocity.x += 100; Batzi and drhayes 2 Link to comment Share on other sites More sharing options...
Batzi Posted October 22, 2015 Author Share Posted October 22, 2015 That is why you should NOT increase/decrease velocity. You should have it constant, and use acceleration instead. So : this.player.body.velocity.x = 100; and not : this.player.body.velocity.x += 100; Where woud you reset the velocity? Link to comment Share on other sites More sharing options...
chongdashu Posted October 22, 2015 Share Posted October 22, 2015 Where woud you reset the velocity? What @skeptron is suggesting isn't suggesting against resetting velocity -- but rather, you should not be setting your velocity by incrementing it.this.player.velocity.set(0,0);// .. more stuffif (this.cursors.up.isDown) { this.moved = true; // this is causing a deceleration here // so you might end up with the wrong velocity if you hold down your button for too long this.player.body.velocity.y -= 100;} this.player.velocity.set(0,0);// ..if (this.cursors.up.isDown) { this.moved = true; // just set the velocity, it will only ever be -100, and not any less this.player.body.velocity.y = -100;} Link to comment Share on other sites More sharing options...
Batzi Posted October 22, 2015 Author Share Posted October 22, 2015 What @skeptron is suggesting isn't suggesting against resetting velocity -- but rather, you should not be setting your velocity by incrementing it.this.player.velocity.set(0,0);// .. more stuffif (this.cursors.up.isDown) { this.moved = true; // this is causing a deceleration here // so you might end up with the wrong velocity if you hold down your button for too long this.player.body.velocity.y -= 100;} this.player.velocity.set(0,0);// ..if (this.cursors.up.isDown) { this.moved = true; // just set the velocity, it will only ever be -100, and not any less this.player.body.velocity.y = -100;} Resetting the velocity this way is causing all the animations not to work. :S If I remove the reset, the animations start working but obviously the player won't stop moving. Link to comment Share on other sites More sharing options...
Batzi Posted October 22, 2015 Author Share Posted October 22, 2015 Ok I fixed the velocity problem and I will share the code momentarily with a demo video showing how it works. Thank you guys! Link to comment Share on other sites More sharing options...
chongdashu Posted October 22, 2015 Share Posted October 22, 2015 I suspect that the animations going weird has nothing to do with the resetting of the velocity, but the logic running multiple animations.start(animation_name) in the same update() run. If you post the code you have, we can work off from there. Otherwise, I'll try to get a working example running later today. Link to comment Share on other sites More sharing options...
Batzi Posted October 22, 2015 Author Share Posted October 22, 2015 I suspect that the animations going weird has nothing to do with the resetting of the velocity, but the logic running multiple animations.start(animation_name) in the same update() run. If you post the code you have, we can work off from there. Otherwise, I'll try to get a working example running later today.It was the velocity reset that was not wrapped under a condition That was my work around if (this.player.body.velocity.y == 0) { if (this.player.body.velocity.x < 0) { this.player.play('left'); } else if (this.player.body.velocity.x > 0) { this.player.play('right'); } this.player.body.velocity.x=0; } if (this.player.body.velocity.x == 0) { if (this.player.body.velocity.y < 0) { this.player.play('up'); } else if (this.player.body.velocity.y > 0) { this.player.play('down'); } this.player.body.velocity.y=0; } if (this.player.body.velocity.x !== 0 && this.player.body.velocity.y !== 0) { if (this.player.body.velocity.x < 0 && this.player.body.velocity.y < 0) { this.player.play("upLeft"); } else if (this.player.body.velocity.x > 0 && this.player.body.velocity.y > 0) { this.player.play("downRight"); } else if (this.player.body.velocity.x > 0 && this.player.body.velocity.y < 0) { this.player.play("upRight"); } else if (this.player.body.velocity.x < 0 && this.player.body.velocity.y > 0) { this.player.play("downLeft"); } this.player.body.velocity.set(0, 0); } if (this.cursors.left.isDown) { this.moved = true; this.player.body.velocity.x = -100; } if (this.cursors.right.isDown) { this.moved = true; this.player.body.velocity.x = 100; } if (this.cursors.up.isDown) { this.moved = true; this.player.body.velocity.y = -100; } if (this.cursors.down.isDown) { this.moved = true; this.player.body.velocity.y = 100; } if (!this.moved) this.player.animations.stop(); Link to comment Share on other sites More sharing options...
chongdashu Posted October 22, 2015 Share Posted October 22, 2015 Just checking, is it all working fine now? Or is there still something that needs a looks? Link to comment Share on other sites More sharing options...
Batzi Posted October 22, 2015 Author Share Posted October 22, 2015 Just checking, is it all working fine now? Or is there still something that needs a looks? All good! Thank you for the suggestions! Link to comment Share on other sites More sharing options...
Recommended Posts