How-to: "interact" animation

If you've used my Two-tile-tall player tutorial, you know that it also sets the player's facing-direction and does a little walk animation. It accomplishes this by checking what the player is trying to do in their update event.

I thought of another thing to do: the animation to show when the player tries to "use" something by interacting with it. For instance, a switch:

CleanShot 2022-01-26 at 14.01.03

What I added to the script from my tutorial above is just a check for whether the target tile is a sprite. If so, I show a new player animation:

on update do
	// we abstracted the movement calculation into the calculateMove function
	// because it needs to be called more than once here
	call "calculateMove"
	
	// change player's facing position
	
	targetType = type event.tx, event.ty
	
	// horizontal movement
	if event.dx<0 then // if the attempted movement on the X axis was negative
	  
	  playerDirection = "left" // save this so we can use it
	  
	  if targetType == "sprite" then 
	    // trying to interact with a sprite
  		// first show the "use" animation
  		swap "player use left"
  		// then after a brief delay, reset back to the static frame
  		wait 0.3 then
  			swap "player left"
  		end
	  else
	    // just trying to move
  		// first show the walk animation…
  		swap "player walk left"
  		// then after a brief delay, reset back to the static frame
  		wait 0.3 then
  			swap "player left"
  		end
		end
		
	elseif event.dx>0 then

		// same basic logic as above
		playerDirection = "right"
		
		if targetType == "sprite" then 
		  swap "player use right"
  		// then after a brief delay, reset back to the static frame
  		wait 0.3 then
  			swap "player right"
  		end
  	else
  		swap "player walk right"
  		wait 0.3 then
  			swap "player right"
  		end
  	end

  	…

It's tiny, but it makes your Pulp game seem more alive!

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