Posted May 20, 2021 by Spaghetti_Sauce
This DevLog will focus on creating animation for the players movement and enemy AI pathing for the first enemy, the skeleton.
In the last DevLog I had finished 8-way sprites for both the player and a skeleton along with a small animation for the player being idle with them bobbing up and down. However when changing directions nothing would happen so its time to make the player a bit more interesting!
To start an animator component was added to the player game object. Animation clips were made for each of the movement directions. These clips include 3 different positions for each directions, one for central, up and down. The central was used 3 times to create the illusion of moving up and down.
I now needed something to combine all of the branches of the animation clips... that's right, Blend Trees! Using a video tutorial by CouchFerret blend trees weren't so daunting and a position for each of the movements was defined within a new animator state for movement. For example if the player is moving only in the negative-x direction the animation for the player moving west would be played. Vice-versa if the player is moving in the positive-x direction then the animation for moving east would be played.
Once the blend tree was finished a few lines of code were added to the player movement script so that the blend tree animations would play and the movement shown below now worked as intended.