class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectNodeCanvasItemNode2D AnimatedSprite2D
Sprite node that contains multiple textures as frames to play for animation.

AnimatedSprite2D is similar to the Sprite2D node, except it carries multiple textures as animation frames. Animations are created using a SpriteFrames resource, which allows you to import image files (or a folder containing said files) to provide the animation frames for the sprite. The SpriteFrames resource can be configured in the editor via the SpriteFrames bottom panel.

Signal animation_changed<>():Signal

Emitted when animation changes.

Signal animation_finished<>():Signal

Emitted when the animation reaches the end, or the start if it is played in reverse. When the animation finishes, it pauses the playback.

Note: This signal is not emitted if an animation is looping.

Signal animation_looped<>():Signal

Emitted when the animation loops.

Signal frame_changed<>():Signal

Emitted when frame changes.

Signal sprite_frames_changed<>():Signal

Emitted when sprite_frames changes.

StringName animation<>():StringName

The current animation from the sprite_frames resource. If this value is changed, the frame counter and the frame_progress are reset.

String autoplay<>():String

The key of the animation to play when the scene loads.

bool centered<>():bool

If true, texture will be centered.

Note: For games with a pixel art aesthetic, textures may appear deformed when centered. This is caused by their position being between pixels. To prevent this, set this property to false, or consider enabling ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel and ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel.

bool flip_h<>():bool

If true, texture is flipped horizontally.

bool flip_v<>():bool

If true, texture is flipped vertically.

int frame<>():int

The displayed animation frame's index. Setting this property also resets frame_progress. If this is not desired, use set_frame_and_progress().

float frame_progress<>():float

The progress value between 0.0 and 1.0 until the current frame transitions to the next frame. If the animation is playing backwards, the value transitions from 1.0 to 0.0.

Vector2 offset<>():Vector2

The texture's drawing offset.

float speed_scale<>():float

The speed scaling ratio. For example, if this value is 1, then the animation plays at normal speed. If it's 0.5, then it plays at half speed. If it's 2, then it plays at double speed.

If set to a negative value, the animation is played in reverse. If set to 0, the animation will not advance.

SpriteFrames sprite_frames<>():SpriteFrames

The SpriteFrames resource containing the animation(s). Allows you the option to load, edit, clear, make unique and save the states of the SpriteFrames resource.

float get_playing_speed<>():float

Returns the actual playing speed of current animation or 0 if not playing. This speed is the speed_scale property multiplied by custom_speed argument specified when calling the play() method.

Returns a negative value if the current animation is playing backwards.

bool is_playing<>():bool

Returns true if an animation is currently playing (even if speed_scale and/or custom_speed are 0).

void pause<>():void

Pauses the currently playing animation. The frame and frame_progress will be kept and calling play() or play_backwards() without arguments will resume the animation from the current playback position.

See also stop().

void play<>( StringName name=&"", name:StringName=&"", float custom_speed=1.0, custom_speed:float=1.0, bool from_end=false, from_end:bool=false, ):void

Plays the animation with key name. If custom_speed is negative and from_end is true, the animation will play backwards (which is equivalent to calling play_backwards()).

If this method is called with that same animation name, or with no name parameter, the assigned animation will resume playing if it was paused.

void play_backwards<>( StringName name=&"", name:StringName=&"", ):void

Plays the animation with key name in reverse.

This method is a shorthand for play() with custom_speed = -1.0 and from_end = true, so see its description for more information.

void set_frame_and_progress<>( int frame=, frame:int=, float progress=, progress:float=, ):void

Sets frame the frame_progress to the given values. Unlike setting frame, this method does not reset the frame_progress to 0.0 implicitly.

Example: Change the animation while keeping the same frame and frame_progress:

var current_frame = animated_sprite.get_frame() var current_progress = animated_sprite.get_frame_progress() animated_sprite.play("walk_another_skin") animated_sprite.set_frame_and_progress(current_frame, current_progress)
void stop<>():void

Stops the currently playing animation. The animation position is reset to 0 and the custom_speed is reset to 1.0. See also pause().




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