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Need help with enemy animations in my shooter game

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GA

GameDev_Alex

Posted on April 9, 2024 • Intermediate

🎮 Enemy animation help needed

Hey everyone! I’m working on this shooter game and I’m trying to give the enemies different sprites for when they’re moving vs when they’re stationary. I need some help with the animation system.

Right now my enemies just use one static image, but I want them to have:

  • Walking animation when moving
  • Idle animation when standing still
  • Smooth transitions between states

I’m not sure how to set this up properly. Any guidance would be awesome! 🙏

AP

AnimationPro_Nathan

Replied 15 minutes later • ⭐ Best Answer

Great question @GameDev_Alex! Enemy animations are key to making games feel alive. Here’s a complete system for you:

🎨 Animation System Flow

Here’s how a proper enemy animation system works:

flowchart TD A[🚀 Enemy Spawned] --> B[Set Animation State] B --> C[🎮 Main Loop] C --> D{Enemy Moving?} D -->|Yes| E[Set State: Walking] D -->|No| F[Set State: Idle] E --> G[Play Walking Animation] F --> H[Play Idle Animation] G --> I[Update Costume Frame] H --> I I --> J[Wait Animation Delay] J --> K[Next Frame] K --> L{Last Frame?} L -->|No| I L -->|Yes| M[Reset to Frame 1] M --> C style A fill:#e1f5fe style E fill:#e8f5e8 style F fill:#fff3e0 style G fill:#f3e5f5 style H fill:#fce4ec

🎭 Step 1: Costume Setup

First, organize your costumes with a naming convention. For each enemy type:

  • Idle costumes: enemy_idle_1, enemy_idle_2, enemy_idle_3
  • Walking costumes: enemy_walk_1, enemy_walk_2, enemy_walk_3, enemy_walk_4
    when flag clicked
set [animation state v] to [idle]
set [frame number v] to [1]
set [animation speed v] to [0.2]
  

🚶 Step 2: Movement Detection

Detect when your enemy should be walking vs idle:

    when flag clicked
forever
// Check if enemy is moving
set [old x v] to (x position)
set [old y v] to (y position)
wait (0.1) seconds

if <<(x position) = (old x)> and <(y position) = (old y)>> then
set [animation state v] to [idle]
else
set [animation state v] to [walking]
end
end
  

🎬 Step 3: Animation Controller

Create the main animation system:

    when flag clicked
forever
if <(animation state) = [idle]> then
// Idle animation (3 frames)
switch costume to (join [enemy_idle_] (frame number))
wait (animation speed) seconds
change [frame number v] by (1)
if <(frame number) > [3]> then
set [frame number v] to [1]
end
else
// Walking animation (4 frames)
switch costume to (join [enemy_walk_] (frame number))
wait (animation speed) seconds
change [frame number v] by (1)
if <(frame number) > [4]> then
set [frame number v] to [1]
end
end
end
  

⚡ Step 4: Advanced Animation System

For more complex animations, use this improved version:

    // Custom block: play animation
define play animation (type) frames (count) speed (delay)
set [current animation v] to (type)
set [max frames v] to (count)
set [frame delay v] to (delay)
set [frame number v] to [1]

// Main animation loop
when flag clicked
forever
switch costume to (join (join (current animation) [_]) (frame number))
wait (frame delay) seconds
change [frame number v] by (1)
if <(frame number) > (max frames)> then
set [frame number v] to [1]
end
end

// Usage examples:
when I receive [start idle v]
play animation [enemy_idle] frames [3] speed [0.3]

when I receive [start walking v]
play animation [enemy_walk] frames [4] speed [0.15]
  

This system gives you smooth, professional-looking enemy animations! 🎯

GA

GameDev_Alex

Replied 45 minutes later

@AnimationPro_Nathan This is incredible! Thank you so much! 🎉

I implemented the basic version and it works perfectly. My enemies now smoothly transition between walking and idle animations. The naming convention tip was especially helpful!

One follow-up question - how would I add attack animations to this system?

AP

AnimationPro_Nathan

Replied 20 minutes later

@GameDev_Alex Great question! For attack animations, add this to your system:

    // Attack animation trigger
when I receive [enemy attack v]
set [animation state v] to [attacking]
set [frame number v] to [1]
set [attack finished v] to [false]

// Modified animation controller
if <(animation state) = [attacking]> then
switch costume to (join [enemy_attack_] (frame number))
wait (0.1) seconds // Faster for attack
change [frame number v] by (1)
if <(frame number) > [3]> then // 3 attack frames
set [animation state v] to [idle]
set [attack finished v] to [true]
broadcast [attack complete v]
end
end
  

This plays the attack animation once, then returns to idle. Perfect for combat! ⚔️

VB

Vibelf_Community

Pinned Message • Moderator

🎮 Master Advanced Animation Techniques

Excellent discussion on enemy animations! For developers ready to create even more sophisticated animation systems, our community can help with:

  • 🎭 State machine animations
  • 🔄 Blend transitions
  • ⚡ Performance optimization
  • 🎨 Advanced sprite techniques

📚 Related Topics

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