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			83 lines
		
	
	
	
		
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			XML
		
	
	
	
	
	
			
		
		
	
	
			83 lines
		
	
	
	
		
			3.6 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
| <?xml version="1.0" encoding="UTF-8" ?>
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| <class name="AnimatedSprite" inherits="Node2D" version="3.2">
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| 	<brief_description>
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| 		Sprite node that can use multiple textures for animation.
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| 	</brief_description>
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| 	<description>
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| 		Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel.
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| 		[b]Note:[/b] You can associate a set of normal maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] suffix. For example, having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/code] will make it so the [code]run[/code] animation uses the normal map.
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| 	</description>
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| 	<tutorials>
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| 		<link title="2D Sprite animation">https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html</link>
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| 	</tutorials>
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| 	<methods>
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| 		<method name="is_playing" qualifiers="const">
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| 			<return type="bool">
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| 			</return>
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| 			<description>
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| 				Returns [code]true[/code] if an animation is currently being played.
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| 			</description>
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| 		</method>
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| 		<method name="play">
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| 			<return type="void">
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| 			</return>
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| 			<argument index="0" name="anim" type="String" default="""">
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| 			</argument>
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| 			<argument index="1" name="backwards" type="bool" default="false">
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| 			</argument>
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| 			<description>
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| 				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.
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| 			</description>
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| 		</method>
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| 		<method name="stop">
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| 			<return type="void">
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| 			</return>
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| 			<description>
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| 				Stops the current animation (does not reset the frame counter).
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| 			</description>
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| 		</method>
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| 	</methods>
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| 	<members>
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| 		<member name="animation" type="String" setter="set_animation" getter="get_animation" default=""default"">
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| 			The current animation from the [code]frames[/code] resource. If this value changes, the [code]frame[/code] counter is reset.
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| 		</member>
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| 		<member name="centered" type="bool" setter="set_centered" getter="is_centered" default="true">
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| 			If [code]true[/code], texture will be centered.
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| 		</member>
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| 		<member name="flip_h" type="bool" setter="set_flip_h" getter="is_flipped_h" default="false">
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| 			If [code]true[/code], texture is flipped horizontally.
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| 		</member>
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| 		<member name="flip_v" type="bool" setter="set_flip_v" getter="is_flipped_v" default="false">
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| 			If [code]true[/code], texture is flipped vertically.
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| 		</member>
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| 		<member name="frame" type="int" setter="set_frame" getter="get_frame" default="0">
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| 			The displayed animation frame's index.
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| 		</member>
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| 		<member name="frames" type="SpriteFrames" setter="set_sprite_frames" getter="get_sprite_frames">
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| 			The [SpriteFrames] resource containing the animation(s).
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| 		</member>
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| 		<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2( 0, 0 )">
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| 			The texture's drawing offset.
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| 		</member>
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| 		<member name="playing" type="bool" setter="_set_playing" getter="_is_playing" default="false">
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| 			If [code]true[/code], the [member animation] is currently playing.
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| 		</member>
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| 		<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
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| 			The animation speed is multiplied by this value.
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| 		</member>
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| 	</members>
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| 	<signals>
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| 		<signal name="animation_finished">
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| 			<description>
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| 				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.
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| 			</description>
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| 		</signal>
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| 		<signal name="frame_changed">
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| 			<description>
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| 				Emitted when [member frame] changed.
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| 			</description>
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| 		</signal>
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| 	</signals>
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| 	<constants>
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| 	</constants>
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| </class>
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