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Creating smooth character animations and combat systems

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💡 Struggling with character animations? Need help with combat mechanics? 🚀 Get Expert Help

AM

ActionDev_Mike

Posted on January 24, 2024 • Intermediate

⚔️ Need help with character animations and combat

Hey everyone! I’m developing an action game and I’m running into some challenges with the character system. I have all the sprite costumes ready, but I’m struggling with the programming side.

Specifically, I need help with:

  • Making the character play movement animation sprites smoothly
  • Implementing attack animations and combat mechanics
  • Switching between different animation states properly
  • Creating responsive controls that feel good to play
  • Managing animation timing and transitions

I have all the art assets ready - idle, walking, running, and attack sprites - but I can’t figure out how to code them properly. Any help would be greatly appreciated! 🙏

AC

AnimationCoder_Pro

Replied 5 hours later • ⭐ Best Answer

Great question @ActionDev_Mike! Character animation and combat systems are the heart of action games. Here’s a comprehensive system that will give you professional-quality character controls:

🎮 Character Animation State Machine

Here’s how the character animation system works:

stateDiagram-v2 [*] --> Idle Idle --> Walking : Movement Input Idle --> Attacking : Attack Input Idle --> Jumping : Jump Input Walking --> Idle : No Input Walking --> Running : Hold Shift Walking --> Attacking : Attack Input Walking --> Jumping : Jump Input Running --> Walking : Release Shift Running --> Idle : No Input Running --> Attacking : Attack Input Attacking --> Idle : Animation Complete Attacking --> Combo2 : Attack Input (Timing) Combo2 --> Idle : Animation Complete Combo2 --> Combo3 : Attack Input (Timing) Combo3 --> Idle : Animation Complete Jumping --> Falling : Peak Reached Falling --> Idle : Land on Ground note right of Attacking Attack animations have priority over movement end note

🏗️ Step 1: Animation State Management

First, set up the core animation state system:

    when flag clicked
// Initialize animation variables
set [AnimationState v] to [idle]
set [AnimationFrame v] to [1]
set [AnimationSpeed v] to [0.1]
set [IsMoving v] to [0]
set [IsAttacking v] to [0]
set [AttackCombo v] to [0]
set [AttackCooldown v] to [0]

// Set initial costume
switch costume to [idle_1 v]
  

🚶 Step 2: Movement Animation System

Create smooth movement animations that respond to player input:

    // Main animation loop
when flag clicked
forever
// Check for movement input
if <<<key [left arrow v] pressed?> or <key [a v] pressed?>> or <<key [right arrow v] pressed?> or <key [d v] pressed?>>> then
set [IsMoving v] to [1]

// Check for running (shift key)
if <key [left shift v] pressed?> then
set [AnimationState v] to [running]
set [AnimationSpeed v] to [0.05]
else
set [AnimationState v] to [walking]
set [AnimationSpeed v] to [0.1]
end
else
set [IsMoving v] to [0]
if <(IsAttacking) = [0]> then
set [AnimationState v] to [idle]
set [AnimationSpeed v] to [0.2]
end
end

// Update animation frame
if <(IsAttacking) = [0]> then
animate character (AnimationState)
end

wait (AnimationSpeed) seconds
end
  

🎯 Step 3: Custom Animation Block

Create a reusable animation system:

    // Custom block: animate character
define animate character (state)

// Get costume count for current state
if <(state) = [idle]> then
set [MaxFrames v] to [4]  // 4 idle frames
set [CostumePrefix v] to [idle_]
else
if <(state) = [walking]> then
set [MaxFrames v] to [6]  // 6 walking frames
set [CostumePrefix v] to [walk_]
else
if <(state) = [running]> then
set [MaxFrames v] to [8]  // 8 running frames
set [CostumePrefix v] to [run_]
end
end
end

// Advance animation frame
change [AnimationFrame v] by [1]
if <(AnimationFrame) > (MaxFrames)> then
set [AnimationFrame v] to [1]
end

// Switch to appropriate costume
switch costume to (join (CostumePrefix) (AnimationFrame))
  

⚔️ Step 4: Combat System

Implement attack animations and combat mechanics:

    // Attack input detection
when flag clicked
forever
if <key [space v] pressed?> then
if <<(IsAttacking) = [0]> and <(AttackCooldown) = [0]>> then
start attack
else
if <<(IsAttacking) = [1]> and <(AttackCombo) < [3]>> then
// Combo attack window
if <(AnimationFrame) > [3]> then  // Allow combo after frame 3
change [AttackCombo v] by [1]
set [AnimationFrame v] to [1]
end
end
end
end

// Reduce attack cooldown
if <(AttackCooldown) > [0]> then
change [AttackCooldown v] by [-1]
end
end

// Custom block: start attack
define start attack
set [IsAttacking v] to [1]
set [AttackCombo v] to [1]
set [AnimationFrame v] to [1]
set [AnimationState v] to [attack1]
play sound [sword_swing v]
  

💥 Step 5: Attack Animation Handler

Handle attack animations and damage dealing:

    // Attack animation loop
when flag clicked
forever
if <(IsAttacking) = [1]> then
// Determine attack type
if <(AttackCombo) = [1]> then
set [AttackFrames v] to [6]
set [CostumePrefix v] to [attack1_]
set [DamageFrame v] to [3]  // Deal damage on frame 3
else
if <(AttackCombo) = [2]> then
set [AttackFrames v] to [7]
set [CostumePrefix v] to [attack2_]
set [DamageFrame v] to [4]
else
if <(AttackCombo) = [3]> then
set [AttackFrames v] to [10]
set [CostumePrefix v] to [attack3_]
set [DamageFrame v] to [6]
end
end
end

// Play attack animation
switch costume to (join (CostumePrefix) (AnimationFrame))

// Deal damage on specific frame
if <(AnimationFrame) = (DamageFrame)> then
broadcast [deal damage v]
end

// Advance frame
wait [0.05] seconds
change [AnimationFrame v] by [1]

// End attack when animation completes
if <(AnimationFrame) > (AttackFrames)> then
set [IsAttacking v] to [0]
set [AttackCombo v] to [0]
set [AnimationFrame v] to [1]
set [AttackCooldown v] to [10]  // Prevent spam
set [AnimationState v] to [idle]
end
end
end
  

🎯 Step 6: Damage Detection System

Handle combat interactions with enemies:

    // Damage dealing system
when I receive [deal damage v]
set [HitboxActive v] to [1]

// Check for enemy hits
repeat [5]  // Check for 5 frames
if <touching [Enemy v] ?> then
// Calculate damage based on combo
if <(AttackCombo) = [1]> then
set [Damage v] to [10]
else
if <(AttackCombo) = [2]> then
set [Damage v] to [15]
else
set [Damage v] to [25]  // Finisher does more damage
end
end

broadcast [enemy hit v] and wait
play sound [hit_impact v]

// Screen shake effect
repeat [5]
change x by (pick random [-3] to [3])
change y by (pick random [-2] to [2])
wait [0.02] seconds
end

// Reset position
go to x: (PlayerX) y: (PlayerY)
end
wait [0.01] seconds
end

set [HitboxActive v] to [0]
  

🌟 Step 7: Advanced Features

Add polish and advanced mechanics:

Direction Handling:

    // Handle character facing direction
when flag clicked
forever
if <key [left arrow v] pressed?> then
set [Direction v] to [-1]
set rotation style [left-right v]
point in direction [-90]
end
if <key [right arrow v] pressed?> then
set [Direction v] to [1]
set rotation style [left-right v]
point in direction [90]
end
end
  

Animation Blending:

    // Smooth animation transitions
define transition to state (newState)
if <not <(AnimationState) = (newState)>> then
set [AnimationState v] to (newState)
set [AnimationFrame v] to [1]

// Add transition effects
if <(newState) = [attack1]> then
set [transparency v] effect to [20]
wait [0.05] seconds
clear graphic effects
end
end
  

Particle Effects:

    // Attack effect particles
when I receive [deal damage v]
repeat [10]
create clone of [Particle v]
end

// In Particle sprite
when I start as a clone
go to [Player v]
set size to (pick random [50] to [100]) %
set [transparency v] effect to [0]
point in direction (pick random [1] to [360])
repeat [20]
move [5] steps
change [transparency v] effect by [5]
end
delete this clone
  

🎮 Pro Tips for Character Animation

  • Frame Timing: Use consistent frame rates for smooth animation (0.05-0.1 seconds per frame)
  • State Priority: Attack animations should override movement animations
  • Combo Windows: Allow combo inputs only during specific frames
  • Visual Feedback: Add screen shake, particles, and sound effects
  • Animation Curves: Vary animation speeds for more dynamic feel

This system creates fluid, responsive character animations with a robust combat system! The key is organizing your costumes properly and managing animation states carefully. ⚔️✨

AM

ActionDev_Mike

Replied 3 hours later

@AnimationCoder_Pro This is absolutely incredible! 🤩 The character feels so much more alive now!

The combo system works perfectly and the animations are super smooth. One question - how can I add special moves or magic attacks to this system?

SM

SpecialMoves_Master

Replied 2 hours later

@ActionDev_Mike Great question! Here’s how to add special moves:

    // Special move input (hold attack + direction)
when flag clicked
forever
if <<key [space v] pressed?> and <key [up arrow v] pressed?>> then
if <(ManaPoints) ≥ [20]> then
set [IsAttacking v] to [1]
set [AnimationState v] to [fireball]
change [ManaPoints v] by [-20]
broadcast [cast fireball v]
end
end

if <<key [space v] pressed?> and <key [down arrow v] pressed?>> then
if <(ManaPoints) ≥ [30]> then
set [IsAttacking v] to [1]
set [AnimationState v] to [ground_slam]
change [ManaPoints v] by [-30]
broadcast [ground slam v]
end
end
end
  

You can create different input combinations for various special attacks! Each can have unique animations, costs, and effects. 🔥⚡

VB

Vibelf_Community

Pinned Message • Moderator

⚔️ Ready to Master Action Game Development?

Amazing discussion on character animation and combat! For developers looking to create even more advanced action games, our community can help you implement:

  • 🎯 Advanced AI enemy behaviors
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  • 🌟 Skill trees and character progression
  • 🎮 Complex combo and fighting systems

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