2024 05 29 help with implementing smooth zombie animation transitions in a game - bizkite-co/handterm GitHub Wiki


original file name: Codeium Chat - W0JVJUhsdgyFRmd65fcfiSAd1LnBGoWW.md summary: The user was seeking assistance on implementing a game logic where a zombie character switches between walking and attacking animations as it moves across the screen. Initially, the user encountered issues with the zombie getting stuck in attack mode. The assistant provided code snippets and suggestions to help the user smoothly transition the zombie character between walking and attacking animations at specific intervals. Subsequently, the user faced a glitch at the end of the attack animation, prompting further refinement of the code to reset the frame index when switching back to the walking animation. Overall, the chat focused on iterating and refining the game logic to ensure seamless animation transitions for the zombie character. date: 2024-05-29T17:45

Codeium Chat Conversation

Note: This is purely the output of the chat conversation and does not contain any raw data, codebase snippets, etc. used to generate the output.

User at 5:45 pm, May 29, 2024

My game has a Zombie4 walking across the screen from left to right.

Every 20px I want the zombie to attak instead of walk.

How do I do that?


Codeium at 5:45 pm, May 29, 2024

In your BaseCharacter.animate method, you can check the position of the Zombie4 character and switch the animation from walking to attacking whenever the zombie's x position is a multiple of 20. Here's how you could implement this logic:

public animate(timestamp: number) {
  const sprite = this.sprites[this.currentAnimation];
  if (sprite && timestamp - this.lastFrameTime > this.frameDelay) {
    // Check if the zombie's x position is a multiple of 20 and if it's not already attacking
    if (this.position.x % 20 === 0 && this.currentAnimation !== ZombieActions.Attack) {
      this.currentAnimation = ZombieActions.Attack;
      this.frameIndex = 0; // Reset frame index for attack animation
    } else if (this.position.x % 20 !== 0 && this.currentAnimation !== ZombieActions.Walk) {
      this.currentAnimation = ZombieActions.Walk;
      this.frameIndex = 0; // Reset frame index for walk animation
    }
    
    // Update the frame index and position
    this.frameIndex = sprite.updateFrameIndex(this.frameIndex, timestamp, this.lastFrameTime, this.frameDelay);
    if (this.currentAnimation === ZombieActions.Walk) {
      this.position.x += this.velocity.x; // Continue moving the zombie
    }
    
    this.lastFrameTime = timestamp;
  }
}

This code changes the currentAnimation to attack when the zombie's x position is a multiple of 20 and it's not already attacking. When the zombie moves away from a position that is a multiple of 20, it switches back to walking. The frame index is reset whenever the animation changes to ensure the animation starts from the beginning.

Make sure that your sprite manager can handle switching between animations seamlessly when the currentAnimation changes. If the attack animation should play through completely before returning to walking, additional logic will be needed to track when the animation has finished.


User at 5:49 pm, May 29, 2024

Hmm..., that doesn't seem to move the zombie past the attack phase.

It attacks, but then it gets stuck in attack mode.


Codeium at 5:49 pm, May 29, 2024

Based on the code snippet from {BaseCharacter.tsx:BaseCharacter.animate}, the issue seems to be that once the zombie enters the attack phase when x is a multiple of 20, there is no condition to exit the attack phase and resume walking. To address this, you could add a check to see if the attack animation has finished playing before switching back to the walk animation.

Here is a revised version of the animate method with an additional check to transition from attacking back to walking:

public animate(timestamp: number) {
  const sprite = this.sprites[this.currentAnimation];
  if (sprite && timestamp - this.lastframeTime > this.frameDelay) {
    // Check if the zombie's x position is a multiple of 20 and if it's not already attacking
    if (this.position.x % 20 === 0 && this.currentAnimation !== ZombieActions.Attack) {
      this.currentAnimation = ZombieActions.Attack;
      this.frameIndex = 0; // Reset frame index for attack animation
    } else if (this.position.x % 20 !== 0 && this.currentAnimation !== ZombieActions.Walk) {
      this.currentAnimation = ZombieActions.Walk;
      this.frameIndex = 0; // Reset frame index for walk animation
    }
    
    // Update the frame index
    this.frameIndex = sprite.updateFrameIndex(this.frameIndex, timestamp, this.lastFrameTime, this.frameDelay);

    // If the attack animation has finished, switch back to walking
    if (this.currentAnimation === ZombieActions.Attack && this.frameIndex === sprite.frameCount - 1) {
      this.currentAnimation = ZombieActions.Walk;
    }

    // If the current animation is walk, continue moving the zombie
    if (this.currentAnimation === ZombieActions.Walk) {
      this.position.x += this.velocity.x;
    }

    this.lastFrameTime = timestamp;
  }
}

This code assumes that sprite.frameCount represents the total number of frames in the current animation. When the zombie is in the attack animation and the frameIndex reaches the last frame (sprite.frameCount - 1), it switches the current animation back to walking.

Please note that you'll need to ensure that sprite.frameCount or an equivalent way to determine the number of frames in the animation is available in your Sprite class. If not, you will need to add it or find another way to determine if the attack animation has finished.


User at 5:55 pm, May 29, 2024

That looks better, but there is a glitch at the end of the attack. There is no glitch at the start of the attack.


Codeium at 5:55 pm, May 29, 2024

The glitch at the end of the attack animation could be due to the frame index not being reset when switching back to the walking animation. After the attack animation plays through completely and you switch the currentAnimation back to walking, you should also reset the frameIndex to ensure the walking animation starts from the first frame.

Here's the updated animate method with the additional reset of the frameIndex when the animation switches from attack back to walk:

public animate(timestamp: number) {
  const sprite = this.sprites[this.currentAnimation];
  if (sprite && timestamp - this.lastFrameTime > this.frameDelay) {
    // Check if the zombie's x position is a multiple of 20 and if it's not already attacking
    if (this.position.x % 20 === 0 && this.currentAnimation !== ZombieActions.Attack) {
      this.currentAnimation = ZombieActions.Attack;
      this.frameIndex = 0; // Reset frame index for attack animation
    } else if (this.position.x % 20 !== 0 && this.currentAnimation !== ZombieActions.Walk) {
      this.currentAnimation = ZombieActions.Walk;
      this.frameIndex = 0; // Reset frame index for walk animation
    }
    
    // Update the frame index
    this.frameIndex = sprite.updateFrameIndex(this.frameIndex, timestamp, this.lastFrameTime, this.frameDelay);

    // If the attack animation has finished, switch back to walking and reset frame index
    if (this.currentAnimation === ZombieActions.Attack && this.frameIndex === sprite.frameCount - 1) {
      this.currentAnimation = ZombieActions.Walk;
      this.frameIndex = 0; // Reset frame index for walk animation
    }

    // If the current animation is walk, continue moving the zombie
    if (this.currentAnimation === ZombieActions.Walk) {
      this.position.x += this.velocity.x;
    }

    this.lastFrameTime = timestamp;
  }
}

By resetting this.frameIndex to 0, you ensure that the walking animation starts cleanly without any leftover frames that might have been displayed from the attack animation, which could cause a visual glitch. If the glitch persists, you may need to inspect the sprite's draw method or the sprite image assets for any inconsistencies that might be causing the issue.

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