At run time, A* search is used to calculate a path to a given destination.Some features include:- Surfacer includes a powerful character-behavior system for easily creating a character AI with high-level behaviors like "wander", "follow", "run-away", "return".- Easy-to-use point-and-click navigation for player-controlled characters.- Configurable movement parameters on a per-character basis.- Level creation using Godot's standard pattern with a TileMap in the 2D scene editor.- Pre-parsing the level into a platform graph, and using A* search for efficient path-finding at runtime.- A powerful inspector for analyzing the platform graph, in order to debug and better understand how edges were calculated.- Walking on floors, climbing on walls, climbing on ceilings, jumping and falling from anywhere.- Variable-height jump and fast-fall.- Adjusting movement trajectories to move around intermediate surfaces (such as jumping over a wall or around a floor).Probably the easiest way to get set up is to copy the Squirrel Away example app, and then adjust it to fit your needs ().See more details in the README: can also read more about how the AI works in this series of posts: There are different types of edges for different types of movement (e.g., jumping from a floor to a floor, falling from a wall, walking along a floor). The edges are represented by possible movement trajectories between points along surfaces. The nodes are represented by points along the different surfaces in the level (floors, walls, and ceilings). This framework still has many rough edges, is still changing a lot, and is possibly a lot more inflexible than you would want (it makes a lot of assumptions about how you've structured your app).**tl dr**: Surfacer works by pre-parsing a level into a "platform graph". ()**NOTE**: Consider this a pre-alpha release. You'll need to add both of these libraries to your `addons/` folder. **NOTE:** This framework depends the separate Scaffolder library. Surfacer: 2D-platformer AI and pathfinding If you decide to not use it anymore, you can remove the plugin and all animations previously imported should keep working as expected. You are free to import multiple files to the same AnimationPlayer or import each layer to their own Sprite and AnimationPlayer.Aseprite Wizard is only required during development. Adds Aseprite file importer to Godot (check limitations section).- AnimationPlayer - Adds and removes animation tracks without removing other existing tracks. Choose to export the Aseprite file as a single SpriteFrames resource, or separate each layer in different resources. This way you can create your animation with the right timing in Aseprite, and it should work the same way in Godot. Converts Aseprite frame duration (defined in milliseconds) to Godot's animation FPS. In case no tags are defined, imports everything as default animation.- AnimatedSprite - Creates SpriteFrames with Atlas Texture to be used in AnimatedSprites. Import Aseprite animations to AnimationPlayers, AnimatedSprites, AnimatedSprite3D and SpriteFrames.Features:- Generate sprite sheet and import animations to AnimationPlayer, AnimatedSprite, AnimatedSprite3D or SpriteFrames resource.- Adds Inspector docks for easy import and re-import.- Filters out layers you don't want in the final animation, using regex.- Supports Aseprite animation direction (forward, reverse, ping-pong).- Supports loopable and non-loopable animations.- Separates each Aseprite Tag into animations.
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