update . everything works now apart from i can't work out how to disable running animation whilst jumping forward and running
I want to have a simple jump animation for running jump as distinct from the animation for standing jump.
here is the code so far
suggestions greatly appreciated
;walking backward ################################
If AnimSeq(p\model)<>1
Animate p\model,1,.7,1
EndIf
MoveEntity p\entity,0,0,.1;p\entity is the parent of p\model
EndIf
;EndIf
;walking backward ################################
If KeyDown(208)
If AnimSeq(p\model)<>1
Animate p\model,1,-.7,1,.5
EndIf
MoveEntity p\entity,0,0,-.1
EndIf
;idle #####################################################################
If Not KeyDown(200)
If Not KeyDown(203)
If Not KeyDown(205)
If Not KeyDown(208)
If Not KeyHit(184)
idleflag=True
EndIf
EndIf
EndIf
EndIf
EndIf
If idleflag=True
If AnimSeq(p\model)<>2
Animate p\model,1,.2,2,7
EndIf
EndIf
;idle ############################################################
;turning####################################################
If KeyDown(203)
If AnimSeq(p\model)<>4
Animate p\model,1,.05,4,5
EndIf
TurnEntity p\entity,0,2,0
EndIf
If KeyDown(205)
If AnimSeq(p\model)<>5
Animate p\model,1,.05,5,5
EndIf
TurnEntity p\entity,0,-2,0
EndIf
;jumping ############################################################
ty#=EntityY(p\entity);from castle demo
y_vel#=(ty-p\player_y)
p\player_y=ty
If KeyDown(184) And EntityCollided(p\entity,TYPE_SCENERY>1
Animate p\model,3,.5,6
y_vel=1
Else
y_vel=y_vel-.05 ;from castle demo
EndIf
I want to have a simple jump animation for running jump as distinct from the animation for standing jump.
here is the code so far
suggestions greatly appreciated
;walking backward ################################
If AnimSeq(p\model)<>1
Animate p\model,1,.7,1
EndIf
MoveEntity p\entity,0,0,.1;p\entity is the parent of p\model
EndIf
;EndIf
;walking backward ################################
If KeyDown(208)
If AnimSeq(p\model)<>1
Animate p\model,1,-.7,1,.5
EndIf
MoveEntity p\entity,0,0,-.1
EndIf
;idle #####################################################################
If Not KeyDown(200)
If Not KeyDown(203)
If Not KeyDown(205)
If Not KeyDown(208)
If Not KeyHit(184)
idleflag=True
EndIf
EndIf
EndIf
EndIf
EndIf
If idleflag=True
If AnimSeq(p\model)<>2
Animate p\model,1,.2,2,7
EndIf
EndIf
;idle ############################################################
;turning####################################################
If KeyDown(203)
If AnimSeq(p\model)<>4
Animate p\model,1,.05,4,5
EndIf
TurnEntity p\entity,0,2,0
EndIf
If KeyDown(205)
If AnimSeq(p\model)<>5
Animate p\model,1,.05,5,5
EndIf
TurnEntity p\entity,0,-2,0
EndIf
;jumping ############################################################
ty#=EntityY(p\entity);from castle demo
y_vel#=(ty-p\player_y)
p\player_y=ty
If KeyDown(184) And EntityCollided(p\entity,TYPE_SCENERY>1
Animate p\model,3,.5,6
y_vel=1
Else
y_vel=y_vel-.05 ;from castle demo
EndIf