Walking animation javascript?

I have a simple 2D game I’m creating with just the use of sprites. I have the players sprite to move with the A and D keys and is able to flip around as well. I have animations set up in the animator window and transitions made from idle to walking (with speed parameters) yet I have no idea how to code these parameters via JavaScript. any help would be appreciated

#pragma strict

public var maxJumps = 0; // maximum numer of jumps
private var numJumps = 0; //number of current jumps

public var moveSpeed = 0;

private var facingRight = true; //initally sprite faces to the right

private var isWalking : boolean;

public var jumpheight = 0;

 var anim = GetComponent(Animator);



function Start() {


}
function Update () {

	
	var x;
	var y; 


if (Input.GetKeyDown("space") && CanJump()){
	x = GetComponent(Rigidbody2D).velocity.x;

	GetComponent(Rigidbody2D).velocity = new Vector2(0, jumpheight);

	numJumps ++;
}
if (Input.GetKey (KeyCode.A))
 {
 	
	y = GetComponent(Rigidbody2D).velocity.y;
	GetComponent(Rigidbody2D).velocity = new Vector2(-moveSpeed, y);


	if (facingRight) {
		Flip();
	
	}
	}
if (Input.GetKey (KeyCode.D)) {
	y = GetComponent(Rigidbody2D).velocity.y;
	GetComponent(Rigidbody2D).velocity = new Vector2(moveSpeed, y);

	if (!facingRight) {
		Flip();
	
	}

}
}




function OnCollisionEnter2D (coll : Collision2D)
{
	if (coll.gameObject.CompareTag("Ground")) {
		numJumps = 0;
	}
	}
	function CanJump() {
	return numJumps < maxJumps;
	}


	function Flip() {
		var flipScale : Vector3;
		var rigidbody : Rigidbody2D;

		rigidbody = GetComponent(Rigidbody2D);

		flipScale = rigidbody.transform.localScale;
		flipScale.x *= -1; //flip horizontally

		rigidbody.transform.localScale = flipScale;

		facingRight = !facingRight; // now facing opposite direction
	}

Hi there @Dthobbs

To change the animation’s of your player you will need to access your Animator component through it’s reference and change the speed parameter so that different animations will occur. To do this, you can make use of the already implemented functions provided by Unity’s Animator class.

Animator - Scripting Scripting Reference

Look through the classes functions and use them to manipulate your animation states.

For example you can make use of the public functions:

SetFloat()

SetBool()

SetInt()

SetTrigger()

All of these functions allow you to edit the parameters in your animator which can then be used to switch between different animations. A quick example in your case would be:

if (Input.GetKey (KeyCode.A))
{
    y = GetComponent(Rigidbody2D).velocity.y;

    GetComponent(Rigidbody2D).velocity = new Vector2(-moveSpeed, y);

    anim.SetFloat("Speed", GetComponent(Rigidbody2D.velocity.x);

    if (facingRight) 
    {
        Flip();
    }
}

if (Input.GetKey (KeyCode.D)) 
{
     y = GetComponent(Rigidbody2D).velocity.y;

    GetComponent(Rigidbody2D).velocity = new Vector2(moveSpeed, y);

    anim.SetFloat("Speed", GetComponent(Rigidbody2D.velocity.x);

    if (!facingRight) 
    {
        Flip();
    }
}

This will change the speed parameter in your Animator based on your characters current velocity. If you want to understand more about how to change the animator’s parameters check out the scripting API. Here’s some links:

SetFloat - API

SetBool - API

SetInteger - API

SetFloat - API

I hope this helps! :slight_smile:

@Cepheid Ok I think I’m getting closer but now I’m getting an error that says “BCE0020: An instance of type ‘UnityEngine.Rigidbody2D’ is required to access non static member ‘velocity’.” any solutions?