Hi, I'm trying to figure out the best way to approach this: I'm working on a 2D topdown style puzzle game, where the character tries to cut her way out of growing vines that surround her. I'm really in the early stages, trying to build a quick and dirty prototype to play around with the game mechanics, so for the moment I'm more interested in making things work than in making them look good. I made a simple tile map for the environment and a small animated player character. Now I need to tackle the vines. Basically, the vines take over one tile of the grid after the other. I made little four frame animations of the vine growing in different directions and my idea is to place that animation over a tile, let it run once and then stop on the last frame before I start a new animation on the next tile.
I guess I could make a little scene for each vine-element, consisting of an area with a collision shape and an animated sprite. But then I'd have to find a way to place those areas exactly on the tilemap, so I'd have to go back and forth between tile coordinates and screen coordinates. I also saw that there is a way to animate tiles on a tilemap, but I haven't found a way to control these animations from code and make them run just once and then stop on the last frame and to find out if the animation has stopped so that I can then place the next tile. It looks like the animated tiles can only loop endlessly?
There's probably even other ways of doing this that I haven't even thought about, but I think I'd ask for your input before I waste too much time trying something that can't work. So, if any of you have done something similar, I'd love your insight into how to best approach this in Godot 4.1.