Tween

    Smoothly animates a node’s properties over time.

    Tweens are useful for animations requiring a numerical property to be interpolated over a range of values. The name tween comes from in-betweening, an animation technique where you specify keyframes and the computer interpolates the frames that appear between them.

    is more suited than for animations where you don’t know the final values in advance. For example, interpolating a dynamically-chosen camera zoom value is best done with a Tween node; it would be difficult to do the same thing with an AnimationPlayer node.

    Here is a brief usage example that makes a 2D node move smoothly between two positions:

    Many methods require a property name, such as "position" above. You can find the correct property name by hovering over the property in the Inspector. You can also provide the components of a property directly by using "property:component" (eg. position:x), where it would only apply to that particular component.

    Many of the methods accept trans_type and ease_type. The first accepts an constant, and refers to the way the timing of the animation is handled (see easings.net for some examples). The second accepts an constant, and controls where the trans_type is applied to the interpolation (in the beginning, the end, or both). If you don’t know which transition and easing to pick, you can try different TransitionType constants with , and use the one that looks best.

    Tween easing and transition types cheatsheet

    Properties

    Signals

    • tween_all_completed ( )

    Emitted when all processes in a tween end.


    • tween_completed ( object, NodePath key )

    Emitted when a tween ends.


    Emitted when a tween starts.


    Emitted at each step of the animation.

    enum TweenProcessMode:

    • TWEEN_PROCESS_PHYSICS = 0 —- The tween updates with the _physics_process callback.
    • TWEEN_PROCESS_IDLE = 1 —- The tween updates with the _process callback.

    enum TransitionType:

    • TRANS_LINEAR = 0 —- The animation is interpolated linearly.
    • TRANS_SINE = 1 —- The animation is interpolated using a sine function.
    • TRANS_QUINT = 2 —- The animation is interpolated with a quintic (to the power of 5) function.
    • TRANS_QUART = 3 —- The animation is interpolated with a quartic (to the power of 4) function.
    • TRANS_EXPO = 5 —- The animation is interpolated with an exponential (to the power of x) function.
    • TRANS_ELASTIC = 6 —- The animation is interpolated with elasticity, wiggling around the edges.
    • TRANS_CUBIC = 7 —- The animation is interpolated with a cubic (to the power of 3) function.
    • TRANS_CIRC = 8 —- The animation is interpolated with a function using square roots.
    • TRANS_BOUNCE = 9 —- The animation is interpolated by bouncing at the end.
    • TRANS_BACK = 10 —- The animation is interpolated backing out at ends.

    enum EaseType:

    • EASE_IN = 0 —- The interpolation starts slowly and speeds up towards the end.
    • EASE_OUT = 1 —- The interpolation starts quickly and slows down towards the end.
    • EASE_IN_OUT = 2 —- A combination of and EASE_OUT. The interpolation is slowest at both ends.
    • EASE_OUT_IN = 3 —- A combination of and EASE_OUT. The interpolation is fastest at both ends.

    Property Descriptions

    • playback_process_mode

    The tween’s speed multiplier. For example, set it to 1.0 for normal speed, 2.0 for two times normal speed, or 0.5 for half of the normal speed. A value of 0 pauses the animation, but see also or stop_all for this.


    • repeat

    If true, the tween loops.

    • bool follow_method ( object, String method, initial_val, Object target, target_method, float duration, trans_type=0, EaseType ease_type=2, delay=0 )

    Follows method of object and applies the returned value on target_method of target, beginning from initial_val for duration seconds, delay later. Methods are called with consecutive values.

    Use TransitionType for trans_type and for parameters. These values control the timing and direction of the interpolation. See the class description for more information.


    • bool follow_property ( object, NodePath property, initial_val, Object target, target_property, float duration, trans_type=0, EaseType ease_type=2, delay=0 )

    Follows property of object and applies it on target_property of target, beginning from initial_val for duration seconds, delay seconds later.

    Use TransitionType for trans_type and for ease_type parameters. These values control the timing and direction of the interpolation. See the class description for more information.


    • float get_runtime ( ) const

    Returns the total time needed for all tweens to end. If you have two tweens, one lasting 10 seconds and the other 20 seconds, it would return 20 seconds, as by that time all tweens would have finished.


    • interpolate_callback ( Object object, duration, String callback, arg1=null, Variant arg2=null, arg3=null, Variant arg4=null, arg5=null )

    Calls callback of object after duration. arg1-arg5 are arguments to be passed to the callback.


    Calls callback of object after duration on the main thread (similar to Object.call_deferred). arg1-arg5 are arguments to be passed to the callback.


    • interpolate_method ( Object object, method, Variant initial_val, final_val, float duration, trans_type=0, EaseType ease_type=2, delay=0 )

    Animates method of object from initial_val to final_val for duration seconds, delay seconds later. Methods are called with consecutive values.

    Use TransitionType for trans_type and for ease_type parameters. These values control the timing and direction of the interpolation. See the class description for more information.


    Animates property of from initial_val to final_val for duration seconds, delay seconds later. Setting the initial value to null uses the current value of the property.

    Use for trans_type and EaseType for ease_type parameters. These values control the timing and direction of the interpolation. See the class description for more information.


    • is_active ( ) const

    Returns true if any tweens are currently running.


    Stops animation and removes a tween, given its object and property/method pair. By default, all tweens are removed, unless key is specified.


    • remove_all ( )

    Stops animation and removes all tweens.


    Resets a tween to its initial value (the one given, not the one before the tween), given its object and property/method pair. By default, all tweens are removed, unless key is specified.


    • reset_all ( )

    Resets all tweens to their initial values (the ones given, not those before the tween).


    Continues animating a stopped tween, given its object and property/method pair. By default, all tweens are resumed, unless key is specified.


    • resume_all ( )

    Continues animating all stopped tweens.


    Sets the interpolation to the given time in seconds.


    • void set_active ( bool active )

    Activates/deactivates the tween. See also and resume_all.


    • start ( )

    Starts the tween. You can define animations both before and after this.


    Stops a tween, given its object and property/method pair. By default, all tweens are stopped, unless key is specified.


    • stop_all ( )

    Stops animating all tweens.


    • bool targeting_method ( object, String method, initial, String initial_method, final_val, float duration, trans_type=0, EaseType ease_type=2, delay=0 )

    Animates method of object from the value returned by initial_method to final_val for duration seconds, delay seconds later. Methods are animated by calling them with consecutive values.

    Use TransitionType for trans_type and for ease_type parameters. These values control the timing and direction of the interpolation. See the class description for more information.


    Animates property of object from the current value of the initial_val property of initial to final_val for duration seconds, delay seconds later.


    Returns the current time of the tween.