:github_url: hide .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. .. Generator: https://github.com/godotengine/godot/tree/3.5/doc/tools/make_rst.py. .. XML source: https://github.com/godotengine/godot/tree/3.5/doc/classes/AnimatedSprite.xml. .. _class_AnimatedSprite: AnimatedSprite ============== **Inherits:** :ref:`Node2D` **<** :ref:`CanvasItem` **<** :ref:`Node` **<** :ref:`Object` Sprite node that contains multiple textures as frames to play for animation. Description ----------- ``AnimatedSprite`` is similar to the :ref:`Sprite` node, except it carries multiple textures as animation frames. Animations are created using a :ref:`SpriteFrames` resource, which allows you to import image files (or a folder containing said files) to provide the animation frames for the sprite. The :ref:`SpriteFrames` resource can be configured in the editor via the SpriteFrames bottom panel. \ **Note:** You can associate a set of normal or specular maps by creating additional :ref:`SpriteFrames` resources with a ``_normal`` or ``_specular`` suffix. For example, having 3 :ref:`SpriteFrames` resources ``run``, ``run_normal``, and ``run_specular`` will make it so the ``run`` animation uses normal and specular maps. Tutorials --------- - :doc:`2D Sprite animation <../tutorials/2d/2d_sprite_animation>` - `2D Dodge The Creeps Demo `__ Properties ---------- +-----------------------------------------+---------------------------------------------------------------+---------------------+ | :ref:`String` | :ref:`animation` | ``"default"`` | +-----------------------------------------+---------------------------------------------------------------+---------------------+ | :ref:`bool` | :ref:`centered` | ``true`` | +-----------------------------------------+---------------------------------------------------------------+---------------------+ | :ref:`bool` | :ref:`flip_h` | ``false`` | +-----------------------------------------+---------------------------------------------------------------+---------------------+ | :ref:`bool` | :ref:`flip_v` | ``false`` | +-----------------------------------------+---------------------------------------------------------------+---------------------+ | :ref:`int` | :ref:`frame` | ``0`` | +-----------------------------------------+---------------------------------------------------------------+---------------------+ | :ref:`SpriteFrames` | :ref:`frames` | | +-----------------------------------------+---------------------------------------------------------------+---------------------+ | :ref:`Vector2` | :ref:`offset` | ``Vector2( 0, 0 )`` | +-----------------------------------------+---------------------------------------------------------------+---------------------+ | :ref:`bool` | :ref:`playing` | ``false`` | +-----------------------------------------+---------------------------------------------------------------+---------------------+ | :ref:`float` | :ref:`speed_scale` | ``1.0`` | +-----------------------------------------+---------------------------------------------------------------+---------------------+ Methods ------- +------+----------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`play` **(** :ref:`String` anim="", :ref:`bool` backwards=false **)** | +------+----------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`stop` **(** **)** | +------+----------------------------------------------------------------------------------------------------------------------------------------+ Signals ------- .. _class_AnimatedSprite_signal_animation_finished: - **animation_finished** **(** **)** 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. ---- .. _class_AnimatedSprite_signal_frame_changed: - **frame_changed** **(** **)** Emitted when :ref:`frame` changed. Property Descriptions --------------------- .. _class_AnimatedSprite_property_animation: - :ref:`String` **animation** +-----------+----------------------+ | *Default* | ``"default"`` | +-----------+----------------------+ | *Setter* | set_animation(value) | +-----------+----------------------+ | *Getter* | get_animation() | +-----------+----------------------+ The current animation from the :ref:`frames` resource. If this value changes, the ``frame`` counter is reset. ---- .. _class_AnimatedSprite_property_centered: - :ref:`bool` **centered** +-----------+---------------------+ | *Default* | ``true`` | +-----------+---------------------+ | *Setter* | set_centered(value) | +-----------+---------------------+ | *Getter* | is_centered() | +-----------+---------------------+ If ``true``, texture will be centered. ---- .. _class_AnimatedSprite_property_flip_h: - :ref:`bool` **flip_h** +-----------+-------------------+ | *Default* | ``false`` | +-----------+-------------------+ | *Setter* | set_flip_h(value) | +-----------+-------------------+ | *Getter* | is_flipped_h() | +-----------+-------------------+ If ``true``, texture is flipped horizontally. ---- .. _class_AnimatedSprite_property_flip_v: - :ref:`bool` **flip_v** +-----------+-------------------+ | *Default* | ``false`` | +-----------+-------------------+ | *Setter* | set_flip_v(value) | +-----------+-------------------+ | *Getter* | is_flipped_v() | +-----------+-------------------+ If ``true``, texture is flipped vertically. ---- .. _class_AnimatedSprite_property_frame: - :ref:`int` **frame** +-----------+------------------+ | *Default* | ``0`` | +-----------+------------------+ | *Setter* | set_frame(value) | +-----------+------------------+ | *Getter* | get_frame() | +-----------+------------------+ The displayed animation frame's index. ---- .. _class_AnimatedSprite_property_frames: - :ref:`SpriteFrames` **frames** +----------+--------------------------+ | *Setter* | set_sprite_frames(value) | +----------+--------------------------+ | *Getter* | get_sprite_frames() | +----------+--------------------------+ The :ref:`SpriteFrames` resource containing the animation(s). Allows you the option to load, edit, clear, make unique and save the states of the :ref:`SpriteFrames` resource. ---- .. _class_AnimatedSprite_property_offset: - :ref:`Vector2` **offset** +-----------+---------------------+ | *Default* | ``Vector2( 0, 0 )`` | +-----------+---------------------+ | *Setter* | set_offset(value) | +-----------+---------------------+ | *Getter* | get_offset() | +-----------+---------------------+ The texture's drawing offset. ---- .. _class_AnimatedSprite_property_playing: - :ref:`bool` **playing** +-----------+--------------------+ | *Default* | ``false`` | +-----------+--------------------+ | *Setter* | set_playing(value) | +-----------+--------------------+ | *Getter* | is_playing() | +-----------+--------------------+ If ``true``, the :ref:`animation` is currently playing. ---- .. _class_AnimatedSprite_property_speed_scale: - :ref:`float` **speed_scale** +-----------+------------------------+ | *Default* | ``1.0`` | +-----------+------------------------+ | *Setter* | set_speed_scale(value) | +-----------+------------------------+ | *Getter* | get_speed_scale() | +-----------+------------------------+ The animation speed is multiplied by this value. Method Descriptions ------------------- .. _class_AnimatedSprite_method_play: - void **play** **(** :ref:`String` anim="", :ref:`bool` backwards=false **)** Plays the animation named ``anim``. If no ``anim`` is provided, the current animation is played. If ``backwards`` is ``true``, the animation will be played in reverse. ---- .. _class_AnimatedSprite_method_stop: - void **stop** **(** **)** Stops the current animation (does not reset the frame counter). .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`