To implement collision events for weapons in specific frames of an animation, you can use Spine's event system. Events in Spine allow you to trigger specific actions at certain frames during an animation. Here's a general approach to achieve this:
Define Events in Spine Editor: In the Spine editor, you can create events and place them on the timeline at the frames where you want the collision to occur. These events can carry data such as the type of collision or any other relevant information.
Listen for Events in Your Runtime: In your game engine, you need to listen for these events during animation playback. Most Spine runtimes provide a way to register event listeners. For example, in the spine-godot
runtime, you can connect to the animation_event
signal of a SpineSprite
to handle events.
Handle Collision Logic: When an event is triggered, execute your collision logic. This could involve checking for intersections between the weapon's bounding box and other objects in the game world.
Here's a basic example of how you might set this up in code:
// Assuming you have a SpineSprite or similar object
spineSprite.connect("animation_event", this, "_onAnimationEvent");
void _onAnimationEvent(String eventName, Dictionary eventData) {
if (eventName == "weapon_collision") {
// Handle collision logic here
// eventData can contain additional information about the event
}
}
This approach allows you to precisely control when collision checks occur during an animation, ensuring they only happen at the correct frames.