forked from thunderdog1138/star_wars
Implement death animation, but it currently loops constantly after the player dies (the player gets up and falls to the ground forever)
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91da5d1308
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@ -72,7 +72,7 @@ function on_step(dtime)
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end
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end
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local animation_speed_modified = animation_speed
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local animation_speed_modified = animation_speed
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if controls.sneak and (walking or controls.LMB) then
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if controls.sneak and pl:get_hp() ~= 0 and (walking or controls.LMB) then
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animation_speed_modified = animation_speed_modified / 2
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animation_speed_modified = animation_speed_modified / 2
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-- Refresh player animation below
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-- Refresh player animation below
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if not player_sneak[name] then
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if not player_sneak[name] then
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@ -87,7 +87,13 @@ function on_step(dtime)
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end
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end
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end
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end
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if walking and controls.LMB then
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if pl:get_hp() == 0 then
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if player_anim[name] ~= ANIM_DEATH then
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-- TODO: The death animation currently loops, we must make it play only once then stay at the last frame somehow
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pl:set_animation({x=anim.death_START, y=anim.death_END}, animation_speed_modified, animation_blend)
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player_anim[name] = ANIM_DEATH
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end
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elseif walking and controls.LMB then
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if player_anim[name] ~= ANIM_WALK_MINE then
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if player_anim[name] ~= ANIM_WALK_MINE then
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pl:set_animation({x=anim.walk_mine_START, y=anim.walk_mine_END}, animation_speed_modified, animation_blend)
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pl:set_animation({x=anim.walk_mine_START, y=anim.walk_mine_END}, animation_speed_modified, animation_blend)
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player_anim[name] = ANIM_WALK_MINE
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player_anim[name] = ANIM_WALK_MINE
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