AnimatedSprite

    Sprite node that can use multiple textures for animation.

    Animations are created using a 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 suffix. For example, having 2 resources run and run_normal will make it so the run animation uses the normal map.

    Tutorials

    Methods

    is_playing ( ) const
    void ( String anim=””, backwards=false )
    voidstop ( )
    • 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 changed.

    Property Descriptions

    Default“default”
    Setterset_animation(value)
    Getterget_animation()

    • centered

    If true, texture will be centered.


    Defaultfalse
    Setterset_flip_h(value)
    Getteris_flipped_h()

    If true, texture is flipped horizontally.


    • flip_v
    Defaultfalse
    Setterset_flip_v(value)
    Getteris_flipped_v()

    If , texture is flipped vertically.


    The displayed animation frame’s index.


    Setterset_sprite_frames(value)
    Getterget_sprite_frames()

    The resource containing the animation(s).


    DefaultVector2( 0, 0 )
    Setterset_offset(value)
    Getterget_offset()

    • playing

    If true, the animation is currently playing.


    • speed_scale
    Default1.0
    Setterset_speed_scale(value)
    Getterget_speed_scale()

    The animation speed is multiplied by this value.

    • bool is_playing ( ) const

    Returns true if an animation is currently being played.


    • void play ( anim=””, bool backwards=false )

    Plays the animation named anim. If no anim is provided, the current animation is played. If backwards is , the animation will be played in reverse.


    • void stop ( )

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