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+.. _doc_first_3d_game_character_animation:
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+
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+Character animation
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+===================
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+
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+In this final lesson, we'll use Godot's built-in animation tools to make our
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+characters float and flap. You'll learn to design animations in the editor and
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+use code to make your game feel alive.
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+
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+|image0|
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+
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+We'll start with an introduction to using the animation editor.
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+
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+Using the animation editor
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+--------------------------
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+
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+The engine comes with tools to author animations in the editor. You can then use
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+the code to play and control them at runtime.
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+
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+Open the player scene, select the player node, and add an animation player node.
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+
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+The *Animation* dock appears in the bottom panel.
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+
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+|image1|
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+
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+It features a toolbar and the animation drop-down menu at the top, a track
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+editor in the middle that's currently empty, and filter, snap, and zoom options
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+at the bottom.
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+
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+Let's create an animation. Click on *Animation -> New*.
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+
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+|image2|
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+
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+Name the animation "float".
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+
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+|image3|
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+
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+Once you created the animation, the timeline appears with numbers representing
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+time in seconds.
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+
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+|image4|
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+
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+We want the animation to start playback automatically at the start of the game.
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+Also, it should loop.
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+
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+To do so, you can click the button with an "A+" icon in the animation toolbar
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+and the looping arrows, respectively.
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+
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+|image5|
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+
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+You can also pin the animation editor by clicking the pin icon in the top-right.
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+This prevents it from folding when you click on the viewport and deselect the
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+nodes.
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+
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+|image6|
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+
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+Set the animation duration to ``1.2`` seconds in the top-right of the dock.
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+
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+|image7|
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+
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+You should see the gray ribbon widen a bit. It shows you the start and end of
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+your animation and the vertical blue line is your time cursor.
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+
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+|image8|
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+
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+You can click and drag the slider in the bottom-right to zoom in and out of the
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+timeline.
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+
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+|image9|
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+
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+The float animation
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+-------------------
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+
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+With the animation player node, you can animate most properties on as many nodes
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+as you need. Notice the key icon next to properties in the *Inspector*. You can
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+click any of them to create a keyframe, a time and value pair for the
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+corresponding property. The keyframe gets inserted where your time cursor is in
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+the timeline.
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+
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+Let's insert our first keys. Here, we will animate both the translation and the
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+rotation of the *Character* node.
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+
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+Select the *Character* and click the key icon next to *Translation* in the
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+*Inspector*. Do the same for *Rotation Degrees*.
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+
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+|image10|
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+
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+Two tracks appear in the editor with a diamond icon representing each keyframe.
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+
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+|image11|
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+
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+You can click and drag on the diamonds to move them in time. Move the
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+translation key to ``0.1`` seconds and the rotation key to ``0.2`` seconds.
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+
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+|image12|
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+
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+Move the time cursor to ``0.5`` seconds by clicking and dragging on the gray
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+timeline. In the *Inspector*, set the *Translation*'s *Y* axis to about
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+``0.65`` meters and the *Rotation Degrees*' *X* axis to ``8``.
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+
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+|image13|
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+
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+Create a keyframe for both properties and shift the translation key to ``0.7``
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+seconds by dragging it on the timeline.
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+
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+|image14|
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+
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+.. note::
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+
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+ A lecture on the principles of animation is beyond the scope of this
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+ tutorial. Just note that you don't want to time and space everything evenly.
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+ Instead, animators play with timing and spacing, two core animation
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+ principles. You want to offset and contrast in your character's motion to
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+ make them feel alive.
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+
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+Move the time cursor to the end of the animation, at ``1.2`` seconds. Set the Y
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+translation to about ``0.35`` and the X rotation to ``-9`` degrees. Once again,
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+create a key for both properties.
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+
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+You can preview the result by clicking the play button or pressing :kbd:`Shift + D`.
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+Click the stop button or press :kbd:`S` to stop playback.
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+
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+|image15|
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+
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+You can see that the engine interpolates between your keyframes to produce a
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+continuous animation. At the moment, though, the motion feels very robotic. This
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+is because the default interpolation is linear, causing constant transitions,
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+unlike how living things move in the real world.
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+
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+We can control the transition between keyframes using easing curves.
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+
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+Click and drag around the first two keys in the timeline to box select them.
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+
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+|image16|
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+
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+You can edit the properties of both keys simultaneously in the *Inspector*,
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+where you can see an *Easing* property.
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+
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+|image17|
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+
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+Click and drag on the curve, pulling it towards the left. This will make it
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+ease-out, that is to say, transition fast initially and slow down as the time
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+cursor reaches the next keyframe.
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+
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+|image18|
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+
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+Play the animation again to see the difference. The first half should already
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+feel a bit bouncier.
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+
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+Apply an ease-out to the second keyframe in the rotation track.
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+
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+|image19|
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+
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+Do the opposite for the second translation keyframe, dragging it to the right.
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+
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+|image20|
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+
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+Your animation should look something like this.
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+
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+|image21|
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+
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+.. note::
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+
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+ Animations update the properties of the animated nodes every frame,
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+ overriding initial values. If we directly animated the *Player* node, it
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+ would prevent us from moving it in code. This is where the *Pivot* node
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+ comes in handy: even though we animated the *Character*, we can still move
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+ and rotate the *Pivot* and layer changes on top of the animation in a
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+ script.
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+
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+If you play the game, the player's creature will now float!
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+
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+If the creature is a little too close to the floor, you can move the *Pivot* up
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+to offset it.
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+
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+Controlling the animation in code
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+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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+
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+We can use code to control the animation playback based on the player's input.
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+Let's change the animation speed when the character is moving.
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+
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+Open the *Player*'s script by clicking the script icon next to it.
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+
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+|image22|
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+
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+In ``_physics_process()``, after the line where we check the ``direction``
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+vector, add the following code.
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+
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+::
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+
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+ func _physics_process(delta):
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+ #...
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+ #if direction != Vector3.ZERO:
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+ #...
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+ $AnimationPlayer.playback_speed = 4
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+ else:
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+ $AnimationPlayer.playback_speed = 1
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+
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+This code makes it so when the player moves, we multiply the playback speed by
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+``4``. When they stop, we reset it to normal.
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+
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+We mentioned that the pivot could layer transforms on top of the animation. We
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+can make the character arc when jumping using the following line of code. Add it
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+at the end of ``_physics_process()``.
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+
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+::
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+
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+ func _physics_process(delta):
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+ #...
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+ $Pivot.rotation.x = PI / 6 * velocity.y / jump_impulse
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+
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+Animating the mobs
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+------------------
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+
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+Here's another nice trick with animations in Godot: as long as you use a similar
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+node structure, you can copy them to different scenes.
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+
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+For example, both the *Mob* and the *Player* scenes have a *Pivot* and a
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+*Character* node, so we can reuse animations between them.
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+
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+We're going to duplicate the animation using a feature called "merge from
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+scene".
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+
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+Open the *Mob* scene, right-click on the *Mob* node and select *Merge From
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+Scene*.
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+
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+|image23|
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+
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+Double-click ``Player.tscn`` to open it and import the *AnimationPlayer*. That's
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+it; all monsters will now play the float animation.
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+
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+We can change the playback speed based on the creature's ``random_speed``. Open
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+the *Mob*'s script and at the end of the ``initialize()`` function, add the
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+following line.
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+
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+::
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+
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+ func initialize(start_position, player_position):
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+ #...
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+ $AnimationPlayer.playback_speed = random_speed / min_speed
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+
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+And with that, you finished coding your first complete 3D game.
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+
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+**Congratulations**!
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+
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+In the next part, we'll quickly recap what you learned and give you some links
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+to keep learning more. But for now, here are the complete ``Player.gd`` and
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+``Mob.gd`` so you can check your code against them.
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+
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+Here's the *Player* script.
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+
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+::
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+
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+ extends KinematicBody
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+
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+ # Emitted when the player was hit by a mob.
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+ signal hit
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+
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+ # How fast the player moves in meters per second.
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+ export var speed = 14
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+ # The downward acceleration when in the air, in meters per second per second.
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+ export var fall_acceleration = 75
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+ # Vertical impulse applied to the character upon jumping in meters per second.
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+ export var jump_impulse = 20
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+ # Vertical impulse applied to the character upon bouncing over a mob in meters per second.
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+ export var bounce_impulse = 16
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+
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+ var velocity = Vector3.ZERO
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+
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+
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+ func _physics_process(delta):
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+ var direction = Vector3.ZERO
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+
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+ if Input.is_action_pressed("move_right"):
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+ direction.x += 1
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+ if Input.is_action_pressed("move_left"):
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+ direction.x -= 1
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+ if Input.is_action_pressed("move_back"):
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+ direction.z += 1
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+ if Input.is_action_pressed("move_forward"):
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+ direction.z -= 1
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+
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+ if direction != Vector3.ZERO:
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+ direction = direction.normalized()
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+ $Pivot.look_at(translation + direction, Vector3.UP)
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+ $AnimationPlayer.playback_speed = 4
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+ else:
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+ $AnimationPlayer.playback_speed = 1
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+
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+ velocity.x = direction.x * speed
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+ velocity.z = direction.z * speed
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+
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+ # Jumping
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+ if is_on_floor() and Input.is_action_just_pressed("jump"):
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+ velocity.y += jump_impulse
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+
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+ velocity.y -= fall_acceleration * delta
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+ velocity = move_and_slide(velocity, Vector3.UP)
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+
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+ for index in range(get_slide_count()):
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+ var collision = get_slide_collision(index)
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+ if collision.collider.is_in_group("mob"):
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+ var mob = collision.collider
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+ if Vector3.UP.dot(collision.normal) > 0.1:
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+ mob.squash()
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+ velocity.y = bounce_impulse
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+
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+ $Pivot.rotation.x = PI / 6 * velocity.y / jump_impulse
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+
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+
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+ func die():
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+ emit_signal("hit")
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+ queue_free()
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+
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+
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+ func _on_MobDetector_body_entered(_body):
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+ die()
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+
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+And the *Mob*'s script.
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+
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+::
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+
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+ extends KinematicBody
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+
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+ # Minimum speed of the mob in meters per second.
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+ export var min_speed = 10
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+ # Maximum speed of the mob in meters per second.
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+ export var max_speed = 18
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+
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+ var velocity = Vector3.ZERO
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+
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+
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+ func _physics_process(_delta):
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+ move_and_slide(velocity)
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+
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+
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+ func initialize(start_position, player_position):
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+ translation = start_position
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+ look_at(player_position, Vector3.UP)
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+ rotate_y(rand_range(-PI / 4, PI / 4))
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+
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+ var random_speed = rand_range(min_speed, max_speed)
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+ velocity = Vector3.FORWARD * random_speed
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+ velocity = velocity.rotated(Vector3.UP, rotation.y)
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+
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+ $AnimationPlayer.playback_speed = random_speed / min_speed
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+
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+
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+ func _on_VisibilityNotifier_screen_exited():
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+ queue_free()
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+
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+.. |image0| image:: img/squash-the-creeps-final.gif
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+.. |image1| image:: img/09.adding_animations/01.animation_player_dock.png
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+.. |image2| image:: img/09.adding_animations/02.new_animation.png
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+.. |image3| image:: img/09.adding_animations/03.float_name.png
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+.. |image4| image:: img/09.adding_animations/03.timeline.png
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+.. |image5| image:: img/09.adding_animations/04.autoplay_and_loop.png
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+.. |image6| image:: img/09.adding_animations/05.pin_icon.png
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+.. |image7| image:: img/09.adding_animations/06.animation_duration.png
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+.. |image8| image:: img/09.adding_animations/07.editable_timeline.png
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+.. |image9| image:: img/09.adding_animations/08.zoom_slider.png
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+.. |image10| image:: img/09.adding_animations/09.creating_first_keyframe.png
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+.. |image11| image:: img/09.adding_animations/10.initial_keys.png
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+.. |image12| image:: img/09.adding_animations/11.moving_keys.png
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+.. |image13| image:: img/09.adding_animations/12.second_keys_values.png
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+.. |image14| image:: img/09.adding_animations/13.second_keys.png
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+.. |image15| image:: img/09.adding_animations/14.play_button.png
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+.. |image16| image:: img/09.adding_animations/15.box_select.png
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+.. |image17| image:: img/09.adding_animations/16.easing_property.png
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+.. |image18| image:: img/09.adding_animations/17.ease_out.png
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+.. |image19| image:: img/09.adding_animations/18.ease_out_second_rotation_key.png
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+.. |image20| image:: img/09.adding_animations/19.ease_in_second_translation_key.png
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+.. |image21| image:: img/09.adding_animations/20.float_animation.gif
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+.. |image22| image:: img/09.adding_animations/21.script_icon.png
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+.. |image23| image:: img/09.adding_animations/22.merge_from_scene.png
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