Player Animations and State Machine Transitions- Godot 4.3 Tutorial - 2D Top Down Game - Pt 3
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4 hours ago
Published on Feb 11, 2025
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Table of Contents
Introduction
In this tutorial, you will learn how to create player character animations and set up state machine transitions in Godot 4.3 for a 2D top-down game. By the end, you'll have a functioning player character with idle and walk animations, as well as a basic state machine to manage these states.
Step 1: Create Player Test Scene
- Open Godot and create a new scene for testing your player character.
- Set the scene type to "2D Scene."
- Save the scene with a relevant name, such as "PlayerTestScene."
Step 2: Create the Player Character
- Add a new Node2D as the root of your player character.
- Rename it to "Player."
- Add a Sprite node as a child of the Player node.
- Import your character sprites from the downloaded asset pack.
- Set the Sprite’s texture to the idle animation frame.
Step 3: Set Up Player Animations
- Create an AnimationPlayer node as a child of the Player node.
- Open the Animation panel and create the following animations:
- Idle
- Walk
- Chopping
- Tilling
- Watering
- For each animation, add the corresponding sprite frames:
- Idle: Use the idle frames.
- Walk: Use the walking frames.
- Other actions: Add frames for chopping, tilling, and watering as required.
Step 4: Implement Keyboard Inputs
- Create a new script for the Player node.
- Use the following code to handle keyboard inputs and move the player:
extends Node2D
var speed = 100
func _process(delta):
var velocity = Vector2.ZERO
if Input.is_action_pressed("ui_right"):
velocity.x += 1
if Input.is_action_pressed("ui_left"):
velocity.x -= 1
if Input.is_action_pressed("ui_down"):
velocity.y += 1
if Input.is_action_pressed("ui_up"):
velocity.y -= 1
if velocity.length() > 0:
velocity = velocity.normalized() * speed
position += velocity * delta
# Play walk animation
else:
# Play idle animation
Step 5: Download State Machine Scripts
- Visit the provided GitHub repository for the state machine script.
- Download the necessary scripts and add them to your project directory.
Step 6: Create the State Machine
- Add a new Node to the scene for managing the state machine.
- Create a script for the state machine and implement the basic structure that will handle different states such as Idle and Walk.
- Example state transition code:
enum State {
IDLE,
WALK
}
var current_state = State.IDLE
func _process(delta):
match current_state:
State.IDLE:
# Handle idle state logic
State.WALK:
# Handle walk state logic
Step 7: Implement Idle State
- Define the behavior for the idle state in the state machine script.
- Ensure the idle animation plays when the player is not moving.
Step 8: Implement Walk State
- Define the behavior for the walk state in the state machine script.
- Trigger the walk animation when the player moves.
Step 9: Optimize Input Handling
- Create a separate script for handling input events.
- Reuse keyboard input code to streamline the player control logic.
Conclusion
You have now set up a player character with idle and walk animations in Godot 4.3, using a state machine to manage transitions between these states. As a next step, consider expanding the state machine to include additional actions like chopping, tilling, and watering, as well as refining the animations for a smoother gameplay experience. Happy game developing!