AnimatedTexture

    Proxy texture for simple frame-based animations.

    is a resource format for frame-based animations, where multiple textures can be chained automatically with a predefined delay for each frame. Unlike or AnimatedSprite, it isn’t a , but has the advantage of being usable anywhere a Texture resource can be used, e.g. in a .

    The playback of the animation is controlled by the fps property as well as each frame’s optional delay (see ). The animation loops, i.e. it will restart at frame 0 automatically after playing the last frame.

    AnimatedTexture currently requires all frame textures to have the same size, otherwise the bigger ones will be cropped to match the smallest one.

    Note: AnimatedTexture doesn’t support using AtlasTextures. Each frame needs to be a separate .

    Properties

    float ( int frame ) const
    get_frame_texture ( frame ) const
    voidset_frame_delay ( frame, float delay )
    void ( int frame, texture )

    Constants

    • MAX_FRAMES = 256 —- The maximum number of frames supported by AnimatedTexture. If you need more frames in your animation, use AnimationPlayer or .
    • int current_frame

    • fps
    Default4.0
    Setterset_fps(value)
    Getterget_fps()

    Animation speed in frames per second. This value defines the default time interval between two frames of the animation, and thus the overall duration of the animation loop based on the frames property. A value of 0 means no predefined number of frames per second, the animation will play according to each frame’s frame delay (see ).

    For example, an animation with 8 frames, no frame delay and a fps value of 2 will run for 4 seconds, with each frame lasting 0.5 seconds.


    Number of frames to use in the animation. While you can create the frames independently with set_frame_texture, you need to set this value for the animation to take new frames into account. The maximum number of frames is .


    Defaultfalse
    Setterset_oneshot(value)
    Getterget_oneshot()

    If , the animation will only play once and will not loop back to the first frame after reaching the end. Note that reaching the end will not set to true.


    If true, the animation will pause where it currently is (i.e. at ). The animation will continue from where it was paused when changing this property to false.

    Method Descriptions

    • float get_frame_delay ( frame ) const

    • Texture get_frame_texture ( frame ) const

    Returns the given frame’s Texture.


    Sets an additional delay (in seconds) between this frame and the next one, that will be added to the time interval defined by . By default, frames have no delay defined. If a delay value is defined, the final time interval between this frame and the next will be 1.0 / fps + delay.

    For example, for an animation with 3 frames, 2 FPS and a frame delay on the second frame of 1.2, the resulting playback will be:


    • void set_frame_texture ( int frame, texture )

    Assigns a Texture to the given frame. Frame IDs start at 0, so the first frame has ID 0, and the last frame of the animation has ID - 1.

    You can define any number of textures up to MAX_FRAMES, but keep in mind that only frames from 0 to - 1 will be part of the animation.