catmaster11111

I created the animation system for my platform fighter game in godot

it uses a state machine system to transfer from animation to animation in the code, using an enum which holds all of the names of the animations, and a custom class to hold the information on the type of animation

The types of animations are air animations, ground animations, then they can also distinguish between having a lock state, lock state animations will play all the way through unless interrupted by an higher prioty animation. the damage animation for instance would have a higher priory than the jump animation so it will skip to that one if damaged during a jump. priority is measured by the place in the enum with the you being able to just see if animation1 > animation 2 because of how enums work.

Created Animations for running, jumping, and falling in aseprite then put them in the editor.

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