The easiest way is to have each animation sitting inside a rule, or even just one rule if you have only two animations and then make use of the otherwise section.
Maybe you should say when it overlaps or collides. Change attribute game.animation to true. When game.animation is true, animate jumping, and after 2 seconds change attribute game.animation back to false.
rule : -when overlaps speed up --chg att to true --timer = FOR 2 seconds UNCHECK run to completion ---animate = "running faster" (15 fps , loop) ---chg att = linear.velocity.y to linear.velocity.y+500
the "running faster" animation just play 'a blink of time' and then it wont change back the velocity to default .. >.< im so lost in here.. stuck since yesterday...
Comments
i had trouble like this..
i have an actor animate "like running" then if the actor hit another actor it change the animation to "like jumping".
i use like this..
making boolean attribute. choose false as default
Rule :
when game.animation = false i
-animate "running"
Rule :
-when overlaps or collide X
--chg.atrribute game.animation = true
--timer , for = 2 seconds
---animate jumping
then when i hit preview trouble came , it running until it collide X then animate running and jumping at the same time .. how to solve this?
my actor animate like "running" then when i hit an "speed up" actor ,
it will change the animation to another picture and speed up ..
it will speed up for 2 seconds..
But problem appear. the animation doesnt change to default after 2 seconds.. how to solve this?
i make a boolean attribute "animation" . set false as default.
i got rule like this...
rule: -when game.animation = false
--animate running (15 fps, loop)
rule : -when overlaps speed up
--chg att to true --timer = FOR 2 seconds UNCHECK run to completion
---animate = "running faster" (15 fps , loop)
---chg att = linear.velocity.y to linear.velocity.y+500
the "running faster" animation just play 'a blink of time' and then it wont change back the velocity to default .. >.< im so lost in here.. stuck since yesterday...