wilmer
Member
Greetings to everyone in the Community:
I need help with this, I have some codes that are to create a State Machine for the enemy, a fighting game, you see that there are some variables that assign different Sprites for each state, but I prefer to use Spine 2d Animation to create the animations and a single Sprite would be imported when importing it into the GMS since it has all the animations in a single file. Is it possible to change these codes so that the Spine functions are used, for example: skeleton_animation_set, instead of using Sprite_index, so that in the end it has the same purpose?, Which would be an AI for the enemy.
Script ( 1 ):
scr_enemy_sprite_config
Script ( 2 ):
scr_enemy_attack
I need help with this, I have some codes that are to create a State Machine for the enemy, a fighting game, you see that there are some variables that assign different Sprites for each state, but I prefer to use Spine 2d Animation to create the animations and a single Sprite would be imported when importing it into the GMS since it has all the animations in a single file. Is it possible to change these codes so that the Spine functions are used, for example: skeleton_animation_set, instead of using Sprite_index, so that in the end it has the same purpose?, Which would be an AI for the enemy.
Script ( 1 ):
scr_enemy_sprite_config
Code:
if (global.enemy = obj_narutoE)
{
stance_sprite = spr_naruto_stance ;
run_sprite = spr_naruto_run ;
jump_sprite = spr_naruto_jump ;
fall_sprite = spr_naruto_fall ;
combo1_sprite = spr_naruto_attack1 ;
combo2_sprite = spr_naruto_attack2 ;
combo3_sprite = spr_naruto_attack3 ;
air_attack_sprite = spr_naruto_airattack ;
hurt1_sprite = spr_naruto_hurt ;
hurt2_sprite = spr_naruto_hurt2 ;
block_sprite = spr_naruto_block ;
throw_sprite = spr_naruto_throw ;
special_sprite = spr_naruto_rasenrelease ;
}
Script ( 2 ):
scr_enemy_attack
Code:
if (attackindex != argument0)
{
image_index = 0 ;
image_speed = 0.4 ;
attackindex = argument0 ;
if (landed)
{
if (attackindex == 1)
{
sprite_index = combo1_sprite ;
hittype = 1 ;
}
if (attackindex == 2)
{
sprite_index = combo2_sprite ;
hittype = 1 ;
}
if (attackindex == 3)
{
sprite_index = combo3_sprite ;
hittype = 2 ;
}
}
scr_enemy_hit() ;
}