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 ( ) |
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.
Emitted when frame changed.
| 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.
| Default | true |
| Setter | set_centered(value) |
| Getter | is_centered() |
If true, texture will be centered.
| Default | false |
| Setter | set_flip_h(value) |
| Getter | is_flipped_h() |
If true, texture is flipped horizontally.
| Default | false |
| Setter | set_flip_v(value) |
| Getter | is_flipped_v() |
If true, texture is flipped vertically.
| Default | 0 |
| Setter | set_frame(value) |
| Getter | get_frame() |
The displayed animation frame's index.
| Setter | set_sprite_frames(value) |
| Getter | get_sprite_frames() |
The SpriteFrames resource containing the animation(s).
| Default | Vector2( 0, 0 ) |
| Setter | set_offset(value) |
| Getter | get_offset() |
The texture's drawing offset.
| Default | false |
If true, the animation is currently playing.
| Default | 1.0 |
| Setter | set_speed_scale(value) |
| Getter | get_speed_scale() |
The animation speed is multiplied by this value.
Returns true if an animation is currently being played.
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.
Stops the current animation (does not reset the frame counter).
© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_animatedsprite.html