好吧,我的 Sprite 面对方向时遇到问题,我有这样的: 如果我按 D 键, Sprite 将播放行走 Sprite ,当我释放它时,它面向我行走的方向,但是当我向左行走(A 键)时,它会播放 Sprite 行走左侧动画,但当我停下来时,它会立即看向另一个方向,所以这是我的代码(PS我有一个 Sprite 不行走并面向另一个方向(player_other_direction)):
///Platformer Physics
var rkey = keyboard_check(ord("D"));
var lkey = keyboard_check(ord("A"));
var jkey = keyboard_check(ord("W"));
//Check for the ground
if(place_meeting(x, y+1, obj_platform))
{
vspd = 0;
//Jumping
if(jkey)
{
vspd = -jspd;
}
}
else
{
//Move down with gravity
if (vspd < 10)
{
vspd += grav;
}
if(keyboard_check_released(ord("W")) && vspd <-4){
vspd = -4;
}
}
//Moving to the right
if(rkey)
{
sprite_index = player_walking_right;
if(hspd < spd){
hspd += fric;
} else{
hspd = spd;
}
}
//Moving to the left
if(lkey)
{
sprite_index = player_walking_left;
if(hspd > -spd){
hspd -= fric;
} else {
hspd = -spd;
}
}
//Check for not moving
if((!rkey and !lkey) || (rkey && lkey))
{
sprite_index = player;
if(hspd != 0){
if(hspd<0){
hspd += fric;
} else {
hspd -= fric;
}
}
}
//Horizontal Collisions
if(place_meeting(x+hspd, y, obj_platform))
{
while(!place_meeting(x+sign(hspd), y, obj_platform)){
x+= sign(hspd);
}
hspd = 0;
}
//Move Horizontally
x += hspd;
//Vertical Collisions
if(place_meeting(x, y+vspd, obj_platform))
{
while(!place_meeting(x, y+sign(vspd), obj_platform)){
y+= sign(vspd);
}
vspd = 0;
}
//Move Vertically
y += vspd;
PS。我已经定义了变量,但是它们在另一个脚本中
最佳答案
//Check for not moving
if((!rkey and !lkey) || (rkey && lkey))
{
sprite_index = player;
if(hspd != 0){
if(hspd<0){
hspd += fric;
} else {
hspd -= fric;
}
}
}
在这里,您检查玩家是否在移动;如果没有,则将其 sprite_index 设置为“player”。我的猜测是“玩家”面朝右边,所以当你停止移动时,无论你走哪条路,你都会面朝右边。
您需要找到一种方法来检查您上次移动的方向,如果是向左移动,请将 sprite_index 设置为“player_other_direction”而不是“player”(因为您提到您已经有了这个“player_other_direction” “ Sprite 已准备好使用)。
关于sprite - GML Sprite 方向面临问题?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/31503307/