Dev Log – Ice Hockey RPG – May 18th to May 22th

Working on the Godot RPG tutorial on outube.

Make an Action RPG in Godot 3.2 (P1)

Lesson 1 – Player movement

	Lesson 1
	Basic Keyboard action control - no diagonals	
	if Input.is_action_pressed("ui_right"):
		print ("Pressed Right Arrow Key")
		velocity.x = 4
	elif Input.is_action_pressed("ui_left"):
		print ("Pressed Left Arrow Key")
		velocity.x = -4
	else:
		print ("No Left or Right Key Pressed")
		velocity.x = 0	
		
	if Input.is_action_pressed("ui_up"):
		print ("Pressed Up Arrow Key")
		velocity.y = -4
	elif Input.is_action_pressed("ui_down"):
		print ("Pressed Down Arrow Key")
		velocity.y = 4
	else:
		print ("No Up or Down Key Pressed")
		velocity.y = 0
		
	move_and_collide(velocity * delta)

Make an Action RPG in Godot 3.2 (P2)

Make an Action RPG in Godot 3.2 (P3)

Make an Action RPG in Godot 3.2 (P4)

Lesson 4 – Animation Player

	Lesson 4 if using animpationPlayer
	if input_vector != Vector2.ZERO:
		if input_vector.x >0:
			animationPlayer.play("RunRight")
		elif input_vector.x <0:
			animationPlayer.play("RunLeft")
		else: 
			animationPlayer.play("IdleDown")	
		
		if input_vector.y >0:
			animationPlayer.play("RunDown")
		elif input_vector.y <0:
			animationPlayer.play("RunUp")	
		else: 
			animationPlayer.play("IdleDown")	
		velocity = velocity.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta)
		print(velocity)
		
	else:
		if input_vector.x >0:
			animationPlayer.play("IdleRight")
		elif input_vector.x <0:
			animationPlayer.play("IdleLeft")
		else:
			animationPlayer.play("IdleDown")
			
		if input_vector.y >0:
			animationPlayer.play("IdleDown")
		elif input_vector.y >0:
			animationPlayer.play("IdleUp")	
		else:
		animationPlayer.play("IdleDown")	 
	velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)
		
	velocity = velocity.clamped(MAX_SPEED)
	velocity = move_and_slide(velocity)

Make an Action RPG in Godot 3.2 (P5)

Lesson 5 – part 2

onready var animationPlayer = $AnimationPlayer
onready var animationTree = $AnimationTree
onready var animationState = animationTree.get("parameters/playback")
	#Lesson 5 - Using AnimationTree
	if input_vector != Vector2.ZERO:
		animationTree.set("parameters/Idle/blend_position", input_vector)
		animationTree.set("parameters/Run/blend_position", input_vector)
		animationState.travel("Run")
		velocity = velocity.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta)
		print(velocity)
	else:
		animationState.travel("Idle")
		velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)
		
	velocity = velocity.clamped(MAX_SPEED)
	velocity = move_and_slide(velocity)