Fixing Animation Sequence in Godot 4.2 Control Node

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Question:

im making an animation play in a control node in the player hud in godot 4.2. this code i have doesn't work. the only thing that plays is ability started. how do i make them play in order? fix the code for me: func secondary() -> void: if !can_secondary: return can_secondary = false secondary_animated_sprite.play("ability started")

func secondary_anim_done() -> void:

secondary_animated_sprite.play("ability ended")
secondary_animated_sprite.play("ability cooldown")
secondary_animated_sprite.play("ability refreshed")
secondary_animated_sprite.stop()
can_secondary = true

Answer:

To ensure that your animations play in order, you need to wait for each animation to finish before starting the next one. In Godot, you can use signals to detect when an animation has finished playing. The AnimatedSprite node emits a animation_finished signal when an animation completes. You can connect this signal to a function that will handle the next animation in the sequence.

Here's how you can modify your code to achieve this:

  1. Connect the animation_finished signal to a function that will handle the next animation.
  2. Use a state variable to keep track of which animation should play next.

Here's an updated version of your code:

extends Control

var can_secondary: bool = true
var current_animation: int = 0

const ANIMATIONS = [
	"ability started",
	"ability ended",
	"ability cooldown",
	"ability refreshed"
]

@onready var secondary_animated_sprite: AnimatedSprite = $SecondaryAnimatedSprite

func _ready() -> void:
	secondary_animated_sprite.connect("animation_finished", self, "_on_animation_finished")

func secondary() -> void:
	if !can_secondary:
		return
	can_secondary = false
	current_animation = 0
	secondary_animated_sprite.play(ANIMATIONS[current_animation])

func _on_animation_finished() -> void:
	current_animation += 1
	if current_animation < ANIMATIONS.size():
		secondary_animated_sprite.play(ANIMATIONS[current_animation])
	else:
		// Reset and allow secondary action again
		can_secondary = true
		current_animation = 0

Explanation:

  1. Animation List: We define a constant array ANIMATIONS that holds the names of the animations in the order they should be played.
  2. Signal Connection: In the _ready() function, we connect the animation_finished signal of the AnimatedSprite to the _on_animation_finished() function.
  3. Animation Control: In the secondary() function, we start playing the first animation and set current_animation to 0.
  4. Animation Finished Handling: In the _on_animation_finished() function, we increment current_animation and check if there are more animations to play. If there are, we play the next animation. If all animations have been played, we reset can_secondary to true, allowing the secondary action to be triggered again.

This way, your animations will play in the specified order, and the secondary action can only be triggered again after all animations have completed.