/Godot 3.2


Inherits: Node2D < CanvasItem < Node < Object

Sprite node that can use multiple textures for animation.


Animations are created using a SpriteFrames resource, which can be configured in the editor via the SpriteFrames panel.

Note: You can associate a set of normal maps by creating additional SpriteFrames resources with a _normal suffix. For example, having 2 SpriteFrames resources run and run_normal will make it so the run animation uses the normal map.



String animation "default"
bool centered true
bool flip_h false
bool flip_v false
int frame 0
SpriteFrames frames
Vector2 offset Vector2( 0, 0 )
bool playing false
float speed_scale 1.0


bool is_playing ( ) const
void play ( String anim="", bool backwards=false )
void stop ( )


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.

frame_changed ( )

Emitted when frame changed.

Property Descriptions

String animation

Default "default"
Setter set_animation(value)
Getter get_animation()

The current animation from the frames resource. If this value changes, the frame counter is reset.

bool centered

Default true
Setter set_centered(value)
Getter is_centered()

If true, texture will be centered.

bool flip_h

Default false
Setter set_flip_h(value)
Getter is_flipped_h()

If true, texture is flipped horizontally.

bool flip_v

Default false
Setter set_flip_v(value)
Getter is_flipped_v()

If true, texture is flipped vertically.

int frame

Default 0
Setter set_frame(value)
Getter get_frame()

The displayed animation frame's index.

SpriteFrames frames

Setter set_sprite_frames(value)
Getter get_sprite_frames()

The SpriteFrames resource containing the animation(s).

Vector2 offset

Default Vector2( 0, 0 )
Setter set_offset(value)
Getter get_offset()

The texture's drawing offset.

bool playing

Default false

If true, the animation is currently playing.

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

bool is_playing ( ) const

Returns true if an animation is currently being played.

void play ( String anim="", 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.

void stop ( )

Stops the current animation (does not reset the frame counter).

© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.