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- <?xml version="1.0" encoding="UTF-8" ?>
- <class name="AnimatedSprite2D" inherits="Node2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
- <brief_description>
- Sprite node that contains multiple textures as frames to play for animation.
- </brief_description>
- <description>
- [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.
- </description>
- <tutorials>
- <link title="2D Sprite animation">$DOCS_URL/tutorials/2d/2d_sprite_animation.html</link>
- <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
- </tutorials>
- <methods>
- <method name="get_playing_speed" qualifiers="const">
- <return type="float" />
- <description>
- Returns the actual playing speed of current animation or [code]0[/code] if not playing. This speed is the [member speed_scale] property multiplied by [code]custom_speed[/code] argument specified when calling the [method play] method.
- Returns a negative value if the current animation is playing backwards.
- </description>
- </method>
- <method name="is_playing" qualifiers="const">
- <return type="bool" />
- <description>
- Returns [code]true[/code] if an animation is currently playing (even if [member speed_scale] and/or [code]custom_speed[/code] are [code]0[/code]).
- </description>
- </method>
- <method name="pause">
- <return type="void" />
- <description>
- Pauses the currently playing animation. The [member frame] and [member frame_progress] will be kept and calling [method play] or [method play_backwards] without arguments will resume the animation from the current playback position.
- See also [method stop].
- </description>
- </method>
- <method name="play">
- <return type="void" />
- <param index="0" name="name" type="StringName" default="&""" />
- <param index="1" name="custom_speed" type="float" default="1.0" />
- <param index="2" name="from_end" type="bool" default="false" />
- <description>
- Plays the animation with key [param name]. If [param custom_speed] is negative and [param from_end] is [code]true[/code], the animation will play backwards (which is equivalent to calling [method play_backwards]).
- If this method is called with that same animation [param name], or with no [param name] parameter, the assigned animation will resume playing if it was paused.
- </description>
- </method>
- <method name="play_backwards">
- <return type="void" />
- <param index="0" name="name" type="StringName" default="&""" />
- <description>
- Plays the animation with key [param name] in reverse.
- This method is a shorthand for [method play] with [code]custom_speed = -1.0[/code] and [code]from_end = true[/code], so see its description for more information.
- </description>
- </method>
- <method name="set_frame_and_progress">
- <return type="void" />
- <param index="0" name="frame" type="int" />
- <param index="1" name="progress" type="float" />
- <description>
- The setter of [member frame] resets the [member frame_progress] to [code]0.0[/code] implicitly, but this method avoids that.
- This is useful when you want to carry over the current [member frame_progress] to another [member frame].
- [b]Example:[/b]
- [codeblocks]
- [gdscript]
- # Change the animation with keeping the frame index and 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)
- [/gdscript]
- [/codeblocks]
- </description>
- </method>
- <method name="stop">
- <return type="void" />
- <description>
- Stops the currently playing animation. The animation position is reset to [code]0[/code] and the [code]custom_speed[/code] is reset to [code]1.0[/code]. See also [method pause].
- </description>
- </method>
- </methods>
- <members>
- <member name="animation" type="StringName" setter="set_animation" getter="get_animation" default="&"default"">
- The current animation from the [member sprite_frames] resource. If this value is changed, the [member frame] counter and the [member frame_progress] are reset.
- </member>
- <member name="autoplay" type="String" setter="set_autoplay" getter="get_autoplay" default="""">
- The key of the animation to play when the scene loads.
- </member>
- <member name="centered" type="bool" setter="set_centered" getter="is_centered" default="true">
- If [code]true[/code], texture will be centered.
- </member>
- <member name="flip_h" type="bool" setter="set_flip_h" getter="is_flipped_h" default="false">
- If [code]true[/code], texture is flipped horizontally.
- </member>
- <member name="flip_v" type="bool" setter="set_flip_v" getter="is_flipped_v" default="false">
- If [code]true[/code], texture is flipped vertically.
- </member>
- <member name="frame" type="int" setter="set_frame" getter="get_frame" default="0">
- The displayed animation frame's index. Setting this property also resets [member frame_progress]. If this is not desired, use [method set_frame_and_progress].
- </member>
- <member name="frame_progress" type="float" setter="set_frame_progress" getter="get_frame_progress" default="0.0">
- The progress value between [code]0.0[/code] and [code]1.0[/code] until the current frame transitions to the next frame. If the animation is playing backwards, the value transitions from [code]1.0[/code] to [code]0.0[/code].
- </member>
- <member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2(0, 0)">
- The texture's drawing offset.
- </member>
- <member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
- The speed scaling ratio. For example, if this value is [code]1[/code], then the animation plays at normal speed. If it's [code]0.5[/code], then it plays at half speed. If it's [code]2[/code], then it plays at double speed.
- If set to a negative value, the animation is played in reverse. If set to [code]0[/code], the animation will not advance.
- </member>
- <member name="sprite_frames" type="SpriteFrames" setter="set_sprite_frames" getter="get_sprite_frames">
- 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.
- </member>
- </members>
- <signals>
- <signal name="animation_changed">
- <description>
- Emitted when [member animation] changes.
- </description>
- </signal>
- <signal name="animation_finished">
- <description>
- Emitted when the animation reaches the end, or the start if it is played in reverse. When the animation finishes, it pauses the playback.
- </description>
- </signal>
- <signal name="animation_looped">
- <description>
- Emitted when the animation loops.
- </description>
- </signal>
- <signal name="frame_changed">
- <description>
- Emitted when [member frame] changes.
- </description>
- </signal>
- <signal name="sprite_frames_changed">
- <description>
- Emitted when [member sprite_frames] changes.
- </description>
- </signal>
- </signals>
- </class>
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