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- <?xml version="1.0" encoding="UTF-8" ?>
- <class name="AnimatedSprite" 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>
- [AnimatedSprite] is similar to the [Sprite] 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.
- [b]Note:[/b] You can associate a set of normal maps by creating additional animations with a [code]_normal[/code] suffix. For example, having 2 animations [code]run[/code] and [code]run_normal[/code] will make it so the [code]run[/code] animation uses the normal map.
- </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="play">
- <return type="void" />
- <argument index="0" name="anim" type="String" default="""" />
- <argument index="1" name="backwards" type="bool" default="false" />
- <description>
- Plays the animation named [code]anim[/code]. If no [code]anim[/code] is provided, the current animation is played. If [code]backwards[/code] is [code]true[/code], the animation will be played in reverse.
- </description>
- </method>
- <method name="stop">
- <return type="void" />
- <description>
- Stops the current animation (does not reset the frame counter).
- </description>
- </method>
- </methods>
- <members>
- <member name="animation" type="String" setter="set_animation" getter="get_animation" default=""default"">
- The current animation from the [member frames] resource. If this value changes, the [code]frame[/code] counter is reset.
- </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.
- </member>
- <member name="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>
- <member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2( 0, 0 )">
- The texture's drawing offset.
- </member>
- <member name="playing" type="bool" setter="set_playing" getter="is_playing" default="false">
- If [code]true[/code], the [member animation] is currently playing.
- </member>
- <member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
- The animation speed is multiplied by this value.
- </member>
- </members>
- <signals>
- <signal name="animation_finished">
- <description>
- Emitted when the animation is finished (when it plays the last frame). If the animation is looping, this signal is emitted every time the last frame is drawn.
- </description>
- </signal>
- <signal name="frame_changed">
- <description>
- Emitted when [member frame] changed.
- </description>
- </signal>
- </signals>
- <constants>
- </constants>
- </class>
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