Ajout code animation lors attaque joueur
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3 changed files with 53 additions and 39 deletions
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@ -5,4 +5,5 @@ inv = 0; //timer invinsiblité
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indexImageInfo = 0;
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indexImageInfo = 0;
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compteurFrames = 0;
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compteurFrames = 0;
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attack = 10;
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attack = 10;
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isAttack = false; // permet de savoir si le joueur a appuyé sur la touche attaquer ou pas
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@ -1,10 +1,11 @@
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// Attaque au corp à corp
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// Attaque au corp à corp
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//jouer l'animation
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//jouer l'animation
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isAttack = true;
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tailleEpee = 30; // à définir
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compteurFrames = 0;
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checkCote = image_index / 8; // récupère où regarde le personnage
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tailleEpee = 30; // à définir
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inst = noone;
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checkCote = image_index / 8; // récupère où regarde le personnage
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inst = noone;
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if (sprite_index == sPlayerRun) {
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if (sprite_index == sPlayerRun) {
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if (checkCote <= 1) {
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if (checkCote <= 1) {
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@ -10,40 +10,52 @@ depth = -bbox_bottom;
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deplaceHorizontal = keyRight - keyLeft;
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deplaceHorizontal = keyRight - keyLeft;
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deplaceVertical = keyDown - keyUp;
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deplaceVertical = keyDown - keyUp;
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if ((deplaceHorizontal > 0 && !place_meeting(x+1, y, oWall))
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if (isAttack) {
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|| (deplaceHorizontal < 0 && !place_meeting(x-1, y, oWall))) {
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sprite_index = sPlayerAttackSlash;
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x += deplaceHorizontal*spd;
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image_speed = 1;
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}
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if (compteurFrames == 0) {
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image_index = indexImageInfo * 4;
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if ((deplaceVertical > 0 && !place_meeting(x, y+1, oWall))
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} else if (compteurFrames > 4) {
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|| (deplaceVertical < 0 && !place_meeting(x, y-1, oWall))) {
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isAttack = false;
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y += deplaceVertical*spd;
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}
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seDeplace = (deplaceHorizontal != 0 or deplaceVertical != 0);
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// Animation des sprites
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if (seDeplace) {
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sprite_index = sPlayerRun;
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//image_speed = 1;
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if (deplaceHorizontal = 0) {
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if (deplaceVertical = 1) {
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image_index = compteurFrames % nbFrames;
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indexImageInfo = 0;
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} else {
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image_index = compteurFrames % nbFrames + 2 * nbFrames;
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indexImageInfo = 2;
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}
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} else if (deplaceHorizontal = 1) {
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indexImageInfo = 1;
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image_index = compteurFrames % nbFrames + nbFrames;
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} else {
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indexImageInfo = 3;
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image_index = compteurFrames % nbFrames + 3*nbFrames;
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}
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}
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compteurFrames += 0.25*spd;
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compteurFrames += 0.25;
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} else {
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} else {
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sprite_index = sPlayer;
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image_index = indexImageInfo;
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if ((deplaceHorizontal > 0 && !place_meeting(x+1, y, oWall))
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|| (deplaceHorizontal < 0 && !place_meeting(x-1, y, oWall))) {
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x += deplaceHorizontal*spd;
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}
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if ((deplaceVertical > 0 && !place_meeting(x, y+1, oWall))
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|| (deplaceVertical < 0 && !place_meeting(x, y-1, oWall))) {
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y += deplaceVertical*spd;
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}
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seDeplace = (deplaceHorizontal != 0 or deplaceVertical != 0);
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// Animation des sprites
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if (seDeplace) {
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sprite_index = sPlayerRun;
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//image_speed = 1;
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if (deplaceHorizontal = 0) {
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if (deplaceVertical = 1) {
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image_index = compteurFrames % nbFrames;
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indexImageInfo = 0;
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} else {
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image_index = compteurFrames % nbFrames + 2 * nbFrames;
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indexImageInfo = 2;
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}
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} else if (deplaceHorizontal = 1) {
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indexImageInfo = 1;
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image_index = compteurFrames % nbFrames + nbFrames;
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} else {
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indexImageInfo = 3;
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image_index = compteurFrames % nbFrames + 3*nbFrames;
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}
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compteurFrames += 0.25*spd;
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} else {
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sprite_index = sPlayer;
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image_index = indexImageInfo;
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}
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}
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}
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