V
Valcia
Guest
Ive been trying to make my player from idle to attack animation when he is grounded and when he press the L key but it just wont work since my idle is overwriting it?
Here is my code
<
_keyL = keyboard_check_pressed(ord("L"));
_keyD = keyboard_check(ord("D"));
_keyA = keyboard_check(ord("A"));
_keySpace = keyboard_check_pressed(vk_space);
//grounded check
if(vspeed > 0){_grounded = true;}
//run right
if (_keyD == true && hspeed > 0)
{
_run = true;
image_speed = 0.7;
sprite_index = spr_shield_run_right;
}
//run left
if (_keyA == true && hspeed < 0)
{
_run = true;
image_speed = 0.7;
sprite_index = spr_shield_run_left;
}
//jump right
if (_keySpace == true)
{
_run = false;
_jump = true;
_grounded = false;
image_speed = 0.3;
sprite_index = spr_shield_jumping_right;
}
//grounded
if ( vspeed == 0 && hspeed == 0)
{
_attacks = 4;
_attack = true;
_run = false;
_jump = false;
_grounded = true;
_idle = true;
image_speed = 0.3;
sprite_index = spr_shield_idle;
}
//if player not grounded n jump Right
if (hspeed > 0 and vspeed < -1)
{
sprite_index = spr_shield_jumping_right;
}
//if player not grounded n jump Left
if (hspeed < 0 and vspeed < -1)
{
sprite_index = spr_shield_jumping_left;
}
//if running and L press
if( mouse_check_button_pressed(mb_left))
{
image_speed = 0.1;
sprite_index = spr_shield_combo1_R;
_idle = false;
_attack = true;
_attacks = _attacks - 1;
}
/>
Here is my code
<
_keyL = keyboard_check_pressed(ord("L"));
_keyD = keyboard_check(ord("D"));
_keyA = keyboard_check(ord("A"));
_keySpace = keyboard_check_pressed(vk_space);
//grounded check
if(vspeed > 0){_grounded = true;}
//run right
if (_keyD == true && hspeed > 0)
{
_run = true;
image_speed = 0.7;
sprite_index = spr_shield_run_right;
}
//run left
if (_keyA == true && hspeed < 0)
{
_run = true;
image_speed = 0.7;
sprite_index = spr_shield_run_left;
}
//jump right
if (_keySpace == true)
{
_run = false;
_jump = true;
_grounded = false;
image_speed = 0.3;
sprite_index = spr_shield_jumping_right;
}
//grounded
if ( vspeed == 0 && hspeed == 0)
{
_attacks = 4;
_attack = true;
_run = false;
_jump = false;
_grounded = true;
_idle = true;
image_speed = 0.3;
sprite_index = spr_shield_idle;
}
//if player not grounded n jump Right
if (hspeed > 0 and vspeed < -1)
{
sprite_index = spr_shield_jumping_right;
}
//if player not grounded n jump Left
if (hspeed < 0 and vspeed < -1)
{
sprite_index = spr_shield_jumping_left;
}
//if running and L press
if( mouse_check_button_pressed(mb_left))
{
image_speed = 0.1;
sprite_index = spr_shield_combo1_R;
_idle = false;
_attack = true;
_attacks = _attacks - 1;
}
/>