Le_Dieu_du_fond_du_Jardin/docs/setting_states.md
2020-05-07 17:33:05 +02:00

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Setting states

States are a versatile feature of Escoria. They provide a way to use the animation interfaces to have the player change costumes and items to appear different or transition from static to animated.

Animated items

The animations are documented in the flossmanuals book, eg. Animations and Main Player for most of your needs.

The big difference is that your default animation player must be named default now.

Static items

For static items, ones that don't move, you still need to use the AnimationPlayer interface. You will be able to change between static states, from static to animated and from animated back to static.

Select the animation editor at the bottom of your screen.

First you'll hit "Create new animation in player".

Select your "sprite" node. See the key icon next to the texture? Click it to create a track called "sprite:texture" in your new animation (track).

Down in the lower-right corner of the animation editor is a button "Enable editing of individual keys by clicking them". Hit it.

The white blob in the timeline signifies a Key Frame. As you click it, you'll see your texture there as a starting point. Because we're not learning to animate but how to change states, you can just replace it with something else.

Now your state shares the name of your new animation!

You can use set_state your_item animation_name in ESC scripts from now on.

Do bear in mind that if you want to toggle between states or otherwise track changes, you will also need set_global calls next to the set_state calls. This is because ESC can only set states, not query them.